Implemented Guilds

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MindWarrior

Final Draft

  • Requirements
    • Must be a Psionicist, if you want to remort to another class, you have to resign from guild first


Info for the guild 'MindWarrior'

 Type of guild              : SubClass
 Required to level          : Experience
 Per level Bonuses          : - 
 Regen bonuses              : -
 Required natural stats to join:
 Skills granted by guild:
   [ 3] Mental Blast
   [ 8] Dementia
   [10] power regen one
   [10] Psychic Blast
   [12] Expanding Mind
   [16] Physical Illusion
   [19] Magical Illusion
   [20] power regen two
   [22] Mental Surge
   [24] Mental Illusion
   [29] Ectoplasmic Key
   [30] power regen three
   [30] Mind Wipe


Coded

  • Dementia
    • give the mob -10% psychic resist {8}
    • PSP: 7
    • Maint: 2
    • Stat: INT -2
  • Mental Illusion
    • Creates the illusion of Mental Power, increasing PSP regen (is this possible?). (fairly steep upkeep cost) {24}
    • PSP: 25
    • Maint: 1
    • Stat: INT -4
  • Expanding Mind
    • The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total. {12}
    • PSP: 20
    • Maint: 1
    • Stat: WIS -2
  • Physical Illusion
    • Creates the illusion of Physical Power, increasing Hitroll and Damroll. (fairly steep upkeep cost). {16}
    • PSP: 15
    • Maint: 12
    • Stat: STR -3
    • +4 HITROLL, +4 DAMROLL
  • Magical Illusion
    • Creates the illusion of Magical Power, increasing Magpoints. (fairly steep upkeep cost). {19}
    • PSP: 15
    • Maint: 12
    • Stat: INT -3
    • +7 Mags
  • Ectoplasmic Key
    • The Mind Warrior creates a key from the ether, made of ectoplasm. Can open any pickable lock. Moderate chance for failure. High level. {29}
    • PSP: 55
    • Maint: 0
    • Stat: DEX -4
    • Object timer: 120 seconds
  • Mind Wipe
    • Damage over time spell.
    • basically a copy of instrument of nife. Duration is 50% longer
    • PSP: 38
    • Maint: 0
    • Stat: CON -3
    • Damage: level/4... +1 every pulse (3 second pulses)
  • Mental Blast
    • Low to Mid Psychic damage. More than ballistic attack, but not by a ton. Fairly low level. {3}
    • PSP: 8
    • Stat: CON -1
    • Damage: 5d9+level (class level, not guild level)
  • Psychic Blast
    • Mid Psychic damage. More than Mental Blast, not as much as Psychic Crush. Low to Mid Level. {10}
    • PSP: 30
    • Stat: CON -2
    • Damage: (level/2)d12 + level
  • Mental Surge
    • Mid to High Psychic damage. More than Psychic Blast, not as much as Psychic Crush. Mid to High Level. {22}
    • PSP: 45
    • Stat: CON -3
    • Damage: (level/2)d22 + level

fyi - damage on psychic crush is (level)d40 + level

Dark Knight

Final design

  • Requirements
    • Must visit shadow plane (maybe find an item or do something there)
  • Other
    • Receives a special "guild sword" upon joining;

Info for the guild 'DarkKnight'

 Type of guild              : SubClass
 Required to level          : Kills
 Per level Bonuses          : HP(5) Mana(5) 
 Regen bonuses              : HP(30%) Mana(-10%) 
 Required natural stats to join:
   constitution: 15
 Skills granted by guild:
   [ 1] - blood weapon
   [ 4] - frost strike
   [10] - attack bonus one
   [12] - blizzard blast
   [15] - essenceburn
   [16] - poisonproof
   [18] - dark fury
   [20] - attack bonus two
   [23] - diseaseproof
   [30] - attack bonus three

Rogue

Final draft

  • Requirements
    • Must be a Thief, if you want to remort to another class, you have to resign from guild first


Info for the guild 'Rogue'

 Type of guild              : SubClass
 Required to level          : Experience
 Per level Bonuses          : - 
 Regen bonuses              : -
 Required natural stats to join:
   dexterity: 15
 Skills granted by guild:
   [ 1] - eyepoke
   [ 3] - fire dagger
   [ 5] - gamblers ruin 1
   [ 8] - hoax
   [13] - identify weakness
   [16] - rogue's shadow
   [18] - gamblers ruin 2
   [22] - feign death
   [26] - gut
   [30] - gamblers ruin 3

Coded

  • Hoax
    • Command: hoax
    • Makes the mob think the thief is much bigger/badder than in reality.
    • Duration: 5 ticks
    • Affect: -4 Hitroll, -4 Damroll
    • Accumulative Duration: No
    • Accumulative Affect: No
    • Usage cost: TBD (movement?)
  • Gamblers Ruin
    • Command: gamble <one | two | three>
    • Usage cost: TBD (this one is outside the skill system. I MIGHT be able to make it granted)
    • Affect:
      • Randomly picks between +-MAXHIT, +-DAMROLL
      • Amount: MAXHIT = 100 + (power * 50), DAMROLL = power * 5; (power == 1, 2 or 3, dependent on which skill is used)
    • Duration: 24 ticks (1 mud day, 30 rl minutes)
    • Accumulative Duration: No
    • Accumulative Affect: No
    • 6 Tick wait if usage fails
    • In "stat", it always looks like "gamblers ruin" (a hidden 4th skill so players don't get confused in attribute)
  • Eye Poke
    • Affect: blind
    • Duration: 3 ticks
    • Usage cost: 5-15 moves (down 3 per level)
    • Damage: 1d5+3
    • Accumulative Duration: No
    • Accumulative Affect: No
    • 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?
  • Feign Death
    • Affect: feign death
    • Duration: 2 ticks
    • Usage cost: 5 moves
    • Accumulative duration: No
    • Accumulative Affect: No
    • Skill that would allow the rogue to pretend to die mid-battle. Cease fighting with the mob. Mobs with memory would clearly re-attack after a time when the skill wears off. Failure would stun the rogue for 3 rounds of combat. Success linked to Dexterity.
  • Fire Dagger
    • Affect: fire based weaponspell on a dagger (pierce weapon only)
    • Duration: 5 rl minutes (4 ticks)
    • Usage cost: 20 moves
    • Accumulative duration: Yes
    • Accumulative affect: No
    • imbues a thief's dagger with a fire-based weaponspell.
  • Identify Weakness
    • Affect: Displays resistances of the target
    • Usage cost: 20 moves
    • Skill that would allow the rogue to see only the resistances/weaknesses of a mob. This would work on mobs that are spell immune.
  • Gut
    • Damage: 1/3 a backstab (weaker than a stab, which is 1/2)
    • Uses hold weapon
    • Does not have to be tanking (stab requires you to tank)
    • Used in the same way as stab (dagger type weapon, on hold slot). Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100. Restricts all other combat skills for 10 rounds (is this possible? would this restrict flee? Is this exploitable?)
  • 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?).