Welcome to ideas and sugestions for classes skills and spells
NOTE!!
!!in order to get a hold of my brother or I you will have to wait until
early january because we are changing ISP's e-mail us at tjw@atcon.com TODAY!!!
our new e-mail will be (earlly january) tjw@nbnet.nb.ca !!!
On with the show...
As explained in previous e-mail I would like to create an area on the mud
called the Labirynth located east and north from the tower north of midgaard.
The area will contain the following... :
Exactly 51 rooms, exactly 13 new mobs, exactly 26 new items.
more details to come...
It would seen that an awful lot of lvl 30 players are just standing
around so I propose two new classes.. that of RANGER and DRUID.
I did say that I would like to see Rangers as normal class
but now would like to see them as remort a class.
these classes of course are subject to gods aproval.
my brother and I have worked hard to create the following...
Ranger
Skills/lvl
kick (1)
set snare (2)
hide (3)
track (4)
bite (6)
befriend animal (8)
dual wield (12)
enrage (16)
courage (18)
guts (21)
mix herbs (22)
draw blood (23)
survival (30)
Spells/lvl
detect life (3)
cure light (4)
dexterity (5)
detect poison (6)
detect invisible (10)
flower dust (11)
cure blind (13)
animal summon (15)
entangle (18)
commune with nature (20)
stoneskin (21)
cry to nature (24)
colour leaf (29)
Skill descriptions (I left out ones that are already on the mud)
set snare :usage type <set snare> you will set a snare that will 50% chance
at lvl 2,+ 5% lvl, upto 95% chance chatch the next player or mob to enter
the snare set room taking all the victims move points. cost 60 mana at lvl 2
down buy 2 lvl to low of 30 mana cost. Learned on first practice.
trap is unset if ranger leaves room.
bite :usage :bite <victim> you try to bite the victim doing 5d3dam +1/2 lvl
rounded up. cost 60 mana down by 2 lvl to low of 50 mana cost.
befriend animal :usage befriend <victim> you try to befriend an animal
same as charm only just works on animals (perhaps an animal flag could
be given to mobs) cost 110 mana down by 5 lvl to low of 90 mana cost.
dual wield : usage ranger can now wield two weapons at the same time
getting two attacks per round!
enrage : usage enrage <victim> target makes a mob attack another mob
or player. however this can back fire and the mob will attack the ranger
with one practice this skill has a 60% chance of success at two pracs 90%.
cost 70 mana down buy 2 lvl to low of 60 mana cost.
courage : usage courage <self only> gives you courage to do the next battle
ac apply 2 , str +2 , hit +3 , dam +1. cost 120 mana cost never changes
duration 1/2 hour.
guts : usage guts <self only> makes you feel better. (same as two cure critics)
cost 60 mana never changes.
mix herbs : usage mix herbs you mix herbs into a deadly posion that like
create water goes into first avalible container and poisons the liquid in
the container. If quaffed it does 40d4 dam.
cost 80 mana cost never changes. Can only be detected with detect poison.
draw blood : usage draw blood <victim> you will try to draw as much blood
from the victim as posible. doing 8d10 dam. cost 60 mana cost never changes
survival : usage survival <self only> the ranger will survive the next death
and be teleported to the temple with all eq, one mana and full hp.
cost ALL mana 40% success percentage if fails then all mana is gone.
Thats all the ranger skills now for the spells...
of course I relize that none of this may be implemented on the mud but if it was that would be worth typing, creating and many hours of work...
ranger spells
flower dust :same as sleep
animal summon :almost like monsum only summons animals
entangle : usage entangle <victim> vines entangle the victim causing loss
of all movement points. 80 mana cost never changes.duration instantanious.
commune with nature : usage commune <self only> all regen's are plus 20 for
1 hour, 170 mana cost never changes
cry to nature :usage cast nature <victim> you will pleed with nature for help
70% success rate, 120 hp regained and full (ie not hungry or thirsty)
cost 200 mana.
colour leaf :usage cast <colour leaf> a leaf will appear on inventory
25% chance for red, black, yellow, or green leaf.
green leaf restores 150 hp
black leaf casts slay
yellow leaf restores 120 mana
red leaf casts flamestrike
*all leaves have one charge
mana cost 210 cost never changes.
DRUID
skills
befriend animal (8) see ranger description
track (12)
Spells
farie fire (1)
detcet life (2)
nector (3)
wind word (5)
infravision (6)
remove poison (7)
cure blind (7)
befriend animal (8)
commune with nature (9)
walk on water (9)
resist magic (10)
detect invisible (11)
entangle (12)
bark mold (13)
summon animal (14)
limited polymorph (15)
control weather (15)
call lightning (16)
quench (17)
fill (18)
transport (19)
heal (20)
roots (21)
firestrike (22)
succor (23)
sanctuary (24)
word of recall (25)
wooden stick (26)
colour leaf (27)
peace (28)
create armour (29)
chamelieon (30)
descriptions (a lot of this is the same as ranger)
farie fire :usage cast <farie fire> victim causes 4d5 dam per lvl of caster
cost 30-20 mana
nector :usage cast <nector> cure light potion appears on inventory
cost 60-50 mana
wind word :usage cast <wind word> victim makes victim fly for 1 hour avoid earthquakes, cost 60-50 mana
water walk :usage cast <water walk> victim target can walk on water for 2 hours, cost 80 mana
resist magic :usage cast <resist magic> self only all magic saves -2
bark mold :usage cast <bark mold> creates cure critic poton on inventory
cost 80 mana
limited poly :usage cast <limited poly> self only turn into any animal form
on poly help list. other wise same as poly.
quench : usage cast <quench> victim they are not thirsty. cost 10 mana
fill :usage cast <fill> victim they are not hungry. cost 10 mana
transport :usage cast <transport> item player transports an item to a players inventory, cost 100 mana
roots :usage cast <roots> makes an apple tree appear and 5-10 apples,
tree dis appears as do apples in 5 minutes, cost 70 mana
wooden stick :usage cast <wooden stick> a wooden stick appears on inventory
stick is hitroll 4, dam 3. cost 160 mana.
peace :usage cast <peace> stops all fighting in all rooms seen by csater
ie. scan what csater can see and all fighting stops. instantanious.
cost 120 mana
create armour :usage cast <create armour> fills in any eq holes ie. like arms
chamelion (that lizard that blends in to it's surroundings)
:usage cast <chamelion> self only with this spell the most powerful
spell of a druid you blend into your surroundings thus becoming unseen
not invisible, ie. you can't be detected by detect invisible!!!!!!
A druid is UNSEEN by anyone he can move freely spells wears off when
you attack. cost 240 mana
And so you have it two new classes ready to play by remorts...
hope that they get implemented into the game.
spells for mages/necromancers and skills for warriors/theives...
bite *see description >warrior<
specialization >warrior< they should be able to specialize ion weapons of choice, ie. sword, spear, dagger, etc...
daggers >thief< gives thieves a hitroll +5 / dam +4 when using dagger.
fake death :necro :usage cast <fake death> the necromancer appears to be a corpse, only detect magic reveals that he is not ie. (odd aura)
cost 50 mana, lvl (12) spell
ice knife :necro : usage cast <ice knife> ice knife appears in inventory
knife is hit +3, dam +1, every time it hits it casts chill touch.
cost 250 mana, lvl (23) spell
transport : sorcerer: usage cast <transport> item player
this spell transports items from sorcerer to players inventory
cost 160, lvl (22) spell