Search found 28 matches

by dyzmal
Fri Dec 03, 2004 02:16 am
Forum: Ideas
Topic: Air Priest subguild idea
Replies: 12
Views: 12272

Either way it shouldn't be an air-priest ability, they are already the best supporting guild, and you hardly ever see a party without one. The ability should be given to a guild that is rarely seen partying, or even online, like Psionicists, in an effort to draw more people to THAT guild.
by dyzmal
Fri Dec 03, 2004 02:13 am
Forum: Ideas
Topic: new runes
Replies: 13
Views: 14148

ki (chi) is energy, used in the ancient art of Chi Kung, a form of martial arts that has been made popular by shows like Dragonball.
by dyzmal
Fri Dec 03, 2004 02:11 am
Forum: Ideas
Topic: Graemor- why you cant spank a thief.
Replies: 8
Views: 9503

Also would make city siege as hard as attacking vaerlon. "Boo hoo Vaerlon is so hard to attack." *COUGH*Sewers*COUGH* *COUGH*MoveSilently*COUGH*. So sick of hearing shadowdancers complain about that, sorry. :x To pay for protection you _have_ to be a citicen of graemor. Name one newbie th...
by dyzmal
Fri Dec 03, 2004 01:47 am
Forum: Ideas
Topic: Air Priest subguild idea
Replies: 12
Views: 12272

What would it cost to heal SP? I don't like that idea. Picture two air priests at Ereldon healing people, and then one of the runs out of SP so the second air priest heals the first's SP, and so on. And as for boosts, psionicists have the ability to boost SP using "Unfold Mind", so there's...
by dyzmal
Sun Nov 28, 2004 20:00 pm
Forum: Ideas
Topic: New Guild Ideas - Geneticists, Smugglers, and the Possessed
Replies: 18
Views: 19187

Free-for-all subguild. Hrm... sounds like a good idea, but wouldn't a "casting militia" be a bit unbalanced? Personally I think it would be better as a mainguild, but again that's just personally. I like everything else you said a lot though. The things that "you wouldn't normally do&...
by dyzmal
Sun Nov 28, 2004 17:18 pm
Forum: Ideas
Topic: New Guild Ideas - Geneticists, Smugglers, and the Possessed
Replies: 18
Views: 19187

With the Geneticists, in my head, it was more on the lines of an almost customizable guild. You know how in the mage's guild you can choose which element you want to use, etc.? Well in the Geneticists you would be able to choose from X-men-like special abilities, so it would depend on which mutation...
by dyzmal
Sun Nov 28, 2004 02:23 am
Forum: Ideas
Topic: Idea- Player -Run Guild.. sorta
Replies: 15
Views: 13475

I think it's a bad idea to make a guild player-ran, but I think it's a good idea to make player-ran guilds. If that makes any sense. I don't think that player-ran guilds should be MAIN guilds though nor do I think they should involve skills or anything to that effect. Maybe just have taxes and share...
by dyzmal
Sun Nov 28, 2004 02:19 am
Forum: Ideas
Topic: New Guild Ideas - Geneticists, Smugglers, and the Possessed
Replies: 18
Views: 19187

If enough people seem to like any of these ideas I might talk to Thoran about coding them but if it I find out here, in the forms, that it seems like they are unwanted or unneccessary or don't fit into game then it saves Thoran the trouble of telling me, "No.", himself. I don't care what p...
by dyzmal
Sat Nov 27, 2004 23:39 pm
Forum: Ideas
Topic: New Guild Ideas - Geneticists, Smugglers, and the Possessed
Replies: 18
Views: 19187

That would be cool too, maybe at higher levels you could learn a ritual that would let you leave your body and then inhabit another (Non-Player) creature. I overheard some Wizards talking about planning a guild similar to that, where instead of shifting into set creatures you could shift into creatu...
by dyzmal
Sat Nov 27, 2004 23:13 pm
Forum: Ideas
Topic: New Guild Ideas - Geneticists, Smugglers, and the Possessed
Replies: 18
Views: 19187

1. With the smugglers I was going for something like a quest-based guild, no real skills involved except for maybe move silently or something, if that. You advance through quests. Say like.. a level for every 5-10 quests you do for the guild. Most quests would be like, "go get this and bring it...
by dyzmal
Sat Nov 27, 2004 18:08 pm
Forum: Ideas
Topic: Idea- Player -Run Guild.. sorta
Replies: 15
Views: 13475

Dyzmal has high hopes.
by dyzmal
Sat Nov 27, 2004 07:00 am
Forum: Ideas
Topic: New Guild Ideas - Geneticists, Smugglers, and the Possessed
Replies: 18
Views: 19187

New Guild Ideas - Geneticists, Smugglers, and the Possessed

------------------------------- Smuggler's Ring [Subguild] ------------------------------- The dirty side of the merchant's guild, the Smuggler's Ring is a quest-oriented guild that deals with sneaking merchandise to and from the general store of Vaerlon's black market. The guild is based in a secre...
by dyzmal
Sat Nov 27, 2004 06:30 am
Forum: Ideas
Topic: Idea- Player -Run Guild.. sorta
Replies: 15
Views: 13475

The chances of player-run guilds/clans/families being implemented are equal to the chances of undead races being implemented. There are many posts where people have commented on things like this and I think everyone's feelings towards it are almost unanimous, but it's not going to happen regardless,...
by dyzmal
Sun Nov 21, 2004 02:04 am
Forum: Ideas
Topic: Families and Player Guilds
Replies: 14
Views: 16664

I still think this is a really good idea. No one seems to disagree, so again, any chance of this getting implemented? :) Liking the idea about family/clan titles. The way I look at it, it should cost an ass of money to create a clan or a family. Something outrageous like 10m. That way everyone would...
by dyzmal
Sat Nov 20, 2004 19:32 pm
Forum: Ideas
Topic: Yet Another Guild Idea..
Replies: 0
Views: 3780

Yet Another Guild Idea..

Okay I thought of a neat idea for a guild. To join the guild you'd have to fast (not eat) for three Icesus-days and survive. Instead of attacking like normal they would have to stun their enemy using pressure points and then use their guild item, an amulet of some sort, to channel their own HP/EP in...