Guild Bonuses

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Nelkie
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Guild Bonuses

Post by Nelkie »

OK, I need everyones help on this. Alot of the guild bonuses are being removed because they cause game balance issues. Now the list of abilities to get are slim. I say lets help out the NPC's by submitting our ideas to them. Put down the suggested guild level your ability should be at, and what the ability does, along with known combinations.

Example: Level 4 +5 to shield value Max shield value with this skill and all the others is 30

Level 5 - Can use parry while raging

level 6 - Do not need to spend a life point and can move after charged for a sleep effect

level 3 - Alchemy books/Lab. Alchemy potion only that 75% of there normal time to brew

Level 3 - Forge. Craftsman abilities only take 75% to repair or make items

etc..

What are your ideas?
My Thoughts

Aaron
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dier_cire
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Post by dier_cire »

I want Devestating Critical :D

Actually...

Level 5 - warriors with weapon focus gain the ability to absorb 2 damage instead of 1 when using defensive matrix.
Last edited by dier_cire on Mon Feb 23, 2004 5:09 pm, edited 1 time in total.
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Corbyn
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Post by Corbyn »

Level 3 - Healers can heal +1 person when using Mass Heal.

Level 3 - Torture chamber- Interrogations take 75% of normal time.

Level 4 - Surgery heals 20 points in negatives instead of 10.

Level 3 - Healer Administration of potions is +2 bonus instead of +1.

Level 4 - Mass Inescapable bonds, Interrogator can tie up three
prisoners at once. Spends 1 life for each extra.

Level 6 - Interrogator Detect Lie does not cost a life point.

Level 6 - Mass Implant Suggestion. Interrogator can spend 2 life to
implant the suggestion in additional prisoners. Must be the
same suggestion, maximum of three prisoners, still only one
suggestion at a time.

Level 5 - Healer healing time is reduced to 75% of normal.

Just some ideas...
Corbyn Gravesbane
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dier_cire
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Post by dier_cire »

Maybe knock the surgury one down to 15 but I could see it (it is 4th level).

The potion one, I think that should be part of the one where everyone gets +1 to potions (if it's not that way already)...

Others sound fun
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Nelkie
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More ideas

Post by Nelkie »

A couple more ideas

Level 6 can charge 2 booms (one in each hand) at once

level 5 Drop the +3 to empath booms and repalce it with Level 4 skill that grants + 2 to booms. This makes the max boom that a person still could move around with is 20 magic, (elf,guild bonus, & empath)

Level 5 Path Focus - all time based skills are reduced by 25% for chosen path - Sage, Thief, Healer, Empath

Level 3 Quick to charge - Only effects Empath channel ability, lowers the charge time by 20%, (lesser 8 sec, channel 12 sec, greater 17 sec, 30 boom 48 sec)

More to come
My Thoughts

Aaron
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Nelkie
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More

Post by Nelkie »

2 more ideas

Level 1 - bonus to costume points , add 1 or 2 costumes points

Level 3 to 4 - Concentration. Only works for the empath channel ability. Once charged, the empath will not lose the charged channel (boom) if struck.
My Thoughts

Aaron
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