Gargamel: Guilds

From Immortal Wiki
Revision as of 19:22, 30 September 2008 by Gargamel (talk | contribs)
Jump to navigation Jump to search

I'm going to outline a couple of guild/profession ideas I've been tossing around on this page. Feel free to add to the discussion.

One idea I've been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes. One of the guild requirements would be you would have to be a certain class. Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)

There could even be the possibility of certain classes being allowed into another "class-specific" guild, with higher restrictions. I also think, that you could only belong to one of these at a time. (again, not sure of the coding issues with this, but they're just ideas).


Paladin ---> Crusader

This would be a guild that you could only join as a Paladin class. Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).

The class could get some slight boosts to spell casting and/or melee skills. Guild levels based on NPC kills, similar to Darkknight. Gains 3 maxhit, 3 maxmana per Crusader level. (-15% hp regen penalty) (+5% mana regen bonus). Does there need to be a slew of on level/passive bonuses and penalties?

  • Skill/Spell 1: Crusaders' Might (1) - First of 3 alignment based spells. For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs. No penalty or bonus versus neutral align mobs. Penalty of 10% damage to good aligned mobs.
  • Skill/Spell 2: Crusaders' Might (2) - Second of 3 alignment based spells. For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs. No penalty or bonus versus neutral align mobs. Penalty of 20% to good aligned mobs.
  • Skill/Spell 3: Crusaders' Might (3) - Third of 3 alignment based spells. For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs. No penalty or bonus versus neutral align mobs. Penalty of 30% to good aligned mobs.

[These are meant to be similar to the spell Smite. It's possible that they're granted spells. Not sure if they have to be cast on a person or on a weapon. I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost? I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?]

more to follow on Crusaders later


Thief ---> Rogue

Rogue would be a Thief only guild. Natural DEX of 17 (too high?) and Natural INT of 13 required to join. (not sure if i like the dual requirements yet... we shall see). Rogues would get a +2 boost to CON upon joining the guild. Rogues of level 20 or more would get an additional +1 CON.

  • Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell. This would be a gamble in the true sense of the word. There are four outcomes of the spell. 1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll. GRANTED 1 time per 24 mud hours (can't remember how long in "real life time" this is.... maybe needs adjustment). Maximum GRANT total of 2. Unsure of duration just yet... I considered trying to use percentages with this one, but I think that there's room for error or abuse. I really like this skill/spell idea, and hopefully it'll make its way into the game in some form...
  • Spell/Skill 2: Eye Poke - Skill that would cause blindness. I'm assuming you would always be able to backstab a blind npc? Level 1 rogue skill. Cost 5-10 moves?
  • Spell/Skill 3: Rogue's Shadow - Creates a complete likeness of the thief to do his/her bidding. Would act as a normal follower would act. Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).


Gambler's Ruin (thief)

Drunken Fighting (ninja) Fists of Fury (ninja)












--Gargamel