Classes w/ Spells

Started by ghaleon, May 09, 2006, 04:08:07 PM

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Alright I have been helping DC with some content lately I am coming up with spells so that we have SOME casting classes at the time the game opens =)

Here are is the list of classes that should be in the initial release

Warrior (Fighter)
Rogue (Thief)
Wizard
Sorcerer
Druid
Healer (Priest)
Cleric
Paladin
Mystic
Ranger


The difference between wizard and sorcerer are the following:
Sorcerers dabble more in the demonic aspects of magic. They will have curses, DoT's, undead summoning, steal health, and other evil types of spells.
Wizards deal more in the elemental aspects of magic. They will have elemental damage spells, enchantments, ability to gain familiars, and other utility spells.

There are also the choice between clerics and priests AKA healers. Some might say they are similar and to be honest I havent quiet figured out what I am going to do here. I would like clerics to focus on banishment of undead and healers would be just that, healers. They would focus on party buffs, keeping a party healed, and they would also have more resistable magic damage.

Rangers and Druids would have completely different spell lists instead of the typical Magic-1 Magic-2 that majormud had.

It the time of this post, the preliminary list of sorcerer spells have already been created. I have also started a forum completely devoted to spell creation @ http://quicksilverbbs.servegame.com/forums/ if anyone would like to give more input. The forum also has a completely listing of class spells as they develop at the top of each class section.
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Warrior (Fighter)
Rogue (Thief)
Wizard
Sorcerer
Druid
Healer (Priest)
Cleric
Paladin
Mystic
Ranger


Lets start with an idea of what I have invisioned.

Warriors:  Basic Fighters, good in combat.  Can specialize.  Basically they'll either step up in all abilities over time, or choose to lose some armour in favor of combat, vice versa.

Theives:  Basic skill user. can choose normal combat abilities or spell-like abilities like setting traps, use any item etc etc.

Mages: Basic magic user, various spell trees.

Druids:  Nature magic, can choose an element.

Bards: hybrid class, chooses to either go high scale magic, or combat.

Mystic: unarmed combat, can choose a path, combat (and type), defence, kai powers

Gypsy:  Mage/thief hybrid with alter fate abilities.  chooses which to strengthen.

Missionary: priest/thief hybrid with a group bless preach ability. etc etc

Ranger:  Druid warrior hybrid..etc etc.

I mean hell I can keep typing this stuff, but i think you get the idea.  I like the basic structure in mud, I want to expand on that, rather than change it. 

I might not be so dedicated to this idea If i hadn't already designed a ton of quests....

  Balance And Chaos Epic Quest Arc Template x2
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LVL 25/Quest 1:
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LEVEL 30/Quest 1 sub1:
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LVL 35/Quest 1 Finale:
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LVL 40/Quest 2:
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LVL 45/Quest 2 sub 1:
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LVL 50/Quest 2 finale:
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LVL 60/Quest 3:
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LVL 65/Quest 3 sub 1:
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LVL 70/Quest 3 finale:

Alignment Arc Template x3
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LVL 8/Quest 1:
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LEVEL 12/Quest 2:
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LVL 18/Quest 3:
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LVL 26/Quest 4:
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LVL 30/Quest 5:
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LVL 36/Quest 6:
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LVL 41/Quest 7:
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LVL 51/Quest 8:
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LVL 57/Quest 9:
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LVL 65/Quest 10

Class/Alignment Arc Template
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LVL 5/Quest 1:
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LEVEL 9/Quest 2:
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LVL 13/Quest 3:
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LVL 20/Quest 4:
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LVL 22/Quest 5:
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LVL 25/Quest 6:
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LVL 28/Quest 7:
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LVL 32/Quest 8:
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LVL 35/Quest 9:
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LVL 40/Quest 10:
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LVL 42/Quest 11:
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LVL 47/Quest 12:
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LVL 50/Quest 13:
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LVL 52/Quest 14:
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LVL 55/Quest 15:
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LVL 58/Quest 16:
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LVL 60/Quest 17:

Example
The story begins in the richest community in the GreaterMud world.  A busy a prosperous city. 


LVL 5
  • Quest 1: Meet the Fokkers: The quest will begin with the same NPCs the evil thieves story arc begins with.  Directions to the correct NPCs can be found all over town from various NPCs who suggest going to a particular man about work.  This man will direct the PC to an underground city.  The trip to the area will require testing of traps and lock skills.  The area is a huge underground city.  Everybit as rich and decorated as the city above.  The NPC that the gypsy is directed to contains the theives quest, and will instead redirect the PC to a newcomer in the area that was looking for someone to run an errand.  This final NPC is a strangly pale woman that offered you a reward for delivering a sealed letter to a caravan guard located outside the city.  The caravan is located near an outpost in the north. 

    The trip to the north is a rather long trip, designed for small groups of level 10ish players. 2-3 players should be able to complete the quest at level 10 without much of a problem.  The guard will complain that guarding crates of dirt is a waste of his time.  After reading the letter he'll hand you a small pouch and tell you that you should return this to the woman that sent you.

    Upon returning to the woman she'll open the bag a pour out a white powdery substance.  She will thank you for your loyalty, and reward the gypsy.  She'll ask that the gypsy return later, she'll have more work for the gypsy.


    LEVEL 9
  • Quest 2:  Kidnap the Child: Upon returning the pale woman will seem very upset.  She says that her daughter has been kidnapped and brainwashed by a corrupt priest in holy temple.  She begs you to return her daughter to her, and promises a reward.  She gives you enough money to pay for a two way carriage ride  The temple is located in another city located in the far west.  Lower level people will have to use a mass transite of some sort to complete the journey to the north.  The carriage system will be avaible in most towns. 

    Finding her daughter will require several steps, mostly NPC speech.  The final NPC you speak to in the daisy chain on people suggests that he can find out where the girl is, but he needs a favor.  He says that there is a Priest that is corrupted by darkness that is carrying out demonic rituals at night.  He needs you to kill the priest.  He promises to find where the girl is while you complete the task.  Killing the priest and returning with the head will give the pc a small cash reward as well as directions to the girl.  The PC will now have a chance to go into the temple and find a secert room in the back with the girl sleeping.  The girl will have no idea what the PC is talking about, and will suggest that she has been at the temple her whole life, training to be the next high priestess.  The PC will have to kidnap the child to bring it back to the woman.  <The choice to kidnap the child or not is the gypsies final chance to remove themselves from the evil story arc.>

    When the PC return the child the child will scream and hold and holy symbol up toward the pale woman.  The woman wil react in pain and swat the symbol from the childs hands.  The child will colapse and the woman will quickly thank you for your work and reward the PC.  She'll ask you to return later so she can tend to 'the' child. 


    LVL 13
  • Quest 3: Destroy The Holy Relic: Upon returning to the pale woman the PC will see no signs of the young grin.  The woman will have an unholy glow to her and an aura of power she did not have before.  The woman will begin speaking then pause for a momment questioning her need to manipulate the PC then return to her normal course.  She says that there is a Relic located in a far western city responcible for the brainwashing of her child.  She asks you to destroy the relic.
    The far western city is the good town where cleric and wardancer live.  Its a holy city the in engauged in war with the evil cleric wardancer city.  The cities are the closest cities to the north/south boarder.  In the city, if you speak with NPCs, you'll quickly find out that they are losing the battle, but they put their faith in the Mana Store.  A magical relic that keeps them shielded from unholy magics.  Its easy to find the relic that the woman described.  Its located in the town square, but is guarded by a group of guards.  Killing the guards is the only way to destroy it. 

    (For the sake of detail we'll require a new text block ability, CHKITEMROOM:ITEM NUMBER, ROOM NUMBER, MAPNUMBER.  If an the item number doesnt exist in the roomnumber then quit)

    After killing the guards you'll no longer be able to use the carriage system in this town, so you'll have to make it to the next closest town.  If you try to use the carriage system in this town the shop owner will summon guards.  These guards will have the same stats as normal guards but will have a Maximum in game amount of 2 gaurds and will constantly summon new guards(max 2).  Your only option will be to run.  The guards will not follow very far.  The trip to the next town will be difficult.  There are 2 basic options.  1 head north toward the evil wardancer/cleric town or 2 head east town the priest/paladin town(the town that the child was kidnapped from).  If you go to the north various war parties will be present at the time <room spells with textblocks that chk for the death spell from the final guard that gaurded the relic..ie the same spell that stops carriage use>  The warparties will be fighting one another.  The warparties from the good town will attack the PC, the war parties from the north will defend/heal the PC.  This will continue, along with normal monster <slightly lower level monster than the quest> until you reach the northern city where you will be greeted by the towns Mayor.  He will take you for your work and reward you.  <The quest to destroy the relic is also a Evil wardancer/cleric quest, same reward>  He will say that he doesn't know you, ask where your from and in his speech to the PC will mention that the Vampyre is a powerful ally whom he is grateful for, he'll give you a scroll and a free carriage ride back to the correct town.  If the PC heads east they will intercept Priests and Paladins on their way to help defend the western city.  They'll have to defeat the warparties.  The warparties will be worth exp and items equivilant to the reward the mayor gave.  After getting through the eastern path and into the Priest/Paladin town, some guards will recognize you and attack on sight.  They'll be standard guards and not much of a threat.  The carriage will take the PCs back to the right town.

    Returning to the pale woman, the PC, may or may not know that the Pale woman is a Vampyre.  She won't reveal that information at this time, but she will seem more powerful and glow with an unholy aura now.  She'll reward the PC and ask them to return later as she has more plans for them.


    LVL 20
  • Quest 4: Kill My Enemies: Returning to the pale woman, yes I know I need to name her, she will greet you and congradulate you.  She believes you've become strong enough to be her champion.  She says that a group of serpentkin<what I'm probably going to call the Kang race> has mounted a small force in the eastern swamplands and that they need to be destroyed.  She give no reason or excuse, and tells the gypsy they will be rewarded with a powerful sword fit for a king.  She shows them the blade which seems to call out to the PC.  She also says that the PC will have her graditude, which she thinks is more than enough reward, and orders the PC to destroy the kang.  She wants 10 serpentkin heads and the head of the warleader (BWAHAHAH) .  The trip into the eastern swamp is somewhat easy at first, but the monsters in the area have abilities that make them more difficult than most monsters of the PC has faced up until this point.  The swamp is filled with magic, and serpentkin warriors can be seen all around the swamp (these serpentkin dont drop heads)  In the swamp there is a black temple, that is large.  Inside serpentkin are fighting Naga warriors. Inside the temple there are many powerful level 20ish bosses.  As well as a few that would be extremely difficult to defeat with a level 20 party.  The serpentkin warriors inside the temple drop heads at a high%, which should allow PCs to know they are in the right area.  The Serpentkin Warleader will be a very powerful level 20 boss, complemented by an ability to summon more warriors although this will be a rare occurance.   He will have a huge amount of HP, but standard attacks so that the battle can last for many many rounds.

    Upon returning the pale woman will like the blood off the head of the warleader, and seem very pleased with you.  The gypsy will receive and excellent level 20 weapon and be sent on their way.  She will instruct the PC to return in 2 moons time or she will send for them.  She warns them not to make her wait.


    LVL 22
  • Quest 5: I need blood: The gypsy returns to the pale woman.  Who seems weak.  She explains that her people have a ritual in which they drink a blessed wine that restores them when they are ill.  She says that she needs some of this wine.  Unfortunately there is none avaible.  She needs for you to make some.  There are several ingredents.  She doesn't know how to make it but there is an oracle in the north that knows how to make it.  She gives you general directions.  The oracle is located in a mossy cave.  Its quite a ways down, but the path is very easy to navigate.  If the player stays on the path then he should be safe.  The cave its self is very big, and the monsters very powerful.  The area is designed for characters around 15 levels higher, so the player needs to stay in the safe area.  Or they go squish.  FUN.  Any way the oracle will not see the player without a tribute.  The tribute will either be cash or a specific item dropped by another monster.  There will be several options for the tribute.  A large sum of cash,  a chalice, a holy sword, etc.  After paying the tribute the Oracle gives the player a riddle.
    First, You must place it in the darkness of night.
    Next, You must infuse it with the soul of your mother.
    Then, You must meld it with then signs of natures death.
    Last, You must give it your mortal being.

    (insert collection information here)Various NPCs will offer information on what the riddles mean, but you dont need to ask around if you already know.  There will be an alchemy lab where the gypsy goes to make the potion with all the ingredents.  After completing the potion and returning she will drink the potion quickly, and offer you a drink of the brew as your reward.  After drinking it the gypsy will feel extremely powerful for a time (powerful bless spell long duration) as well as gain some permenant bonus.  She'll then send the player away.


    LVL 25
  • Quest 6: Ok, so I ate the kid,  Do my bidding for a reward
    When the player returns next the woman will have an extreme air of power aorund her.  She'll speak of extreme pleasure.  She'll tell you that she has grown quite fond of you and ask if you feel the same.  Either she'll be pleased that you are fond, or she'll tell you that you will be.  She pulls back her hair and looks longingly into the gypsies eyes.  Long fangs grow out of her mouth and the gypsy is overcome by a longing for the pale woman.  She tells you that she has been using you, she explains everything that she has had you do, and asks that you bring her another child.  She promises a great reward, and as a show of her trust in your abilities she offers you the final glass of the young priestess's blood.  She laughs and explains which child she wants.  She sends you on your way saying the she eagerly awaits your return. 
    She sends you after the child of a great warrior in the evil warrior town.  Getting to the child isnt difficult but the battle with him is.  He is a respectable fighter himself, but his father who is a powerful warrior is a very respoctable fight, who guards his son.  The battle is designed to be a long drawn out fight with the father having many interesting attacks.  The battle is extremely rewarding and when the child dies his death spell will place him in your inventory.  When you return the woman is over joyed and rewards you.  She  grabs you closely and does one of them vampyre love spells that make people go o so crazy.  After a blood soaked orgy with the child and the vampyre your sent away as she has other business to attend to,  she'll see you again soon.


    LVL 28
  • Quest 7:The Codex Vampyre
    Returning to the woman at the correct level will trigger this quest.  At this point, when ever there isnt a quest to be done speaking with her will engauge a vampyre sex act, accompained by some blood drinking which will cast a long duration bless spell of some sort, similar to frenzy.  The woman will tell the gypsy that she has received word that an ancient relic has been stolen and that it needs to be returned.  She'll stop for a momment and speak about how you remind her of her home and how lovely you look.  She'll speak of reward for the return of the item, and a chance to meet with her father.  She'll tell you that she has no idea where it has gone and that you must go to meet her father, she'll give you an amulet that you must were so that her father guards will not kill you.  <badattack> Giving you directions she sends you on your way.  The trip to the vampyre castle is a long trip to the extreme north.  Werewolves and the such will attack the gypsy on their way. 

    Now I don't mind adding new sub sections, but I've already invested alot of time into this to just ditch, or for that matter go back and rework alot of.   :)

great googaly moogaly!  i hope this info is conserved in some other compendium for future reference?