Talk:Guilds

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Revision as of 00:04, 4 April 2008 (edit)
Bladestorm (Talk | contribs)

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Ketsum (Talk | contribs)

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* Illusionists - we have the illusion skill, which costs a helluva lot I may add, so why not some illusion abilities. * Illusionists - we have the illusion skill, which costs a helluva lot I may add, so why not some illusion abilities.
--[[User:Bladestorm|Bladestorm]] 00:04, 4 April 2008 (EDT) --[[User:Bladestorm|Bladestorm]] 00:04, 4 April 2008 (EDT)
 +
 +the adventurers are your more or less gerneric guild anyway... they get up to 10 in most skills in the MUD last i bothered to check.
 +
 +What I'd love to see is some form of crafting, be it a smiths guild that can make all kinds of items for everyone else in the game or as a less restrictive open system everyone with skills could use.
 +
 +I'm sick of trying to find armour for my characters cause i honestly have no clue which is better than the other anyway.
 +
 +I really miss the void paladin's I'd love for them or something like them to return... armour graphted right onto the skin was cool theme-wise.
 +
 +Ketsum

Revision as of 02:28, 4 April 2008

Time for some fading-into-sleep rambling. Here are some ideas for guilds that I'd like to see.

  • White magi- Dunno what happened to them, but elemental magi focussed on ice was pretty cool, pun taken as you will.
  • Chaos Knights- We have the chaos knights in the exoma, but it would be nice if we had something more from the Courts of Chaos. These guys can be the physical strength of the Courts
  • Chaos Morphs- Like the Knights, but able to shift their form. They can be the tricksy ones of the Courts.
  • Mages of Black and Silver- Okay, so I have done some reading in the Amber series. Corwin had such cool abilities.
  • Brown Magi - Wild guess at their guild colour. Earth magi. Elemental earth spells. Slow and powerful like the earth elementals themselves.
  • Followers of Bastet - Sorta like the feline version of Lupines, but with sexy cat-girls.
  • Demon sorcerors - Where the ELF invoke the chaos gods, these guys invoke demons, powerful or mundane. Their power level is slightly lower, but so is their death rate. There is a lot of versatility that you can have when summoning demons.
  • Druids - More of the mystical aspect of nature. Makes a good companion for an adventuring Ranger.
  • Some sort of straight-up fighter guild. No super power moves, just really good training at being very effective in combat. Aisenshi are focussed on their philosophy and have a ton of extra skills, but I would like to see just a simple guild that just does combat and combat maneuvers. Maybe more geared towards heavy armour and heavy weapons
  • A basic mage guild. A whole bunch of spells, but not necessarily dedicated to an element.
  • A thieve's guild. Backstab, baby. And pickpockets and pick locks and set traps.
  • A bards guild. Dunno what they would do other than play instruments, but someone should be able to come up with something guildy about them.
  • Illusionists - we have the illusion skill, which costs a helluva lot I may add, so why not some illusion abilities.

--Bladestorm 00:04, 4 April 2008 (EDT)

the adventurers are your more or less gerneric guild anyway... they get up to 10 in most skills in the MUD last i bothered to check.

What I'd love to see is some form of crafting, be it a smiths guild that can make all kinds of items for everyone else in the game or as a less restrictive open system everyone with skills could use.

I'm sick of trying to find armour for my characters cause i honestly have no clue which is better than the other anyway.

I really miss the void paladin's I'd love for them or something like them to return... armour graphted right onto the skin was cool theme-wise.

Ketsum

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