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BatMUD Forums > Guilds > knight guild overhaul

 
 
#1
22 Sep 2011 17:33
 
 
There have been some large changes made to the knights' guild. Here are a few
of them:

1) Templars and liberators may now join squires and knights, even though they
are not of the civilized background.

2) Knight banishment is now subdivided. Knights who are of the civilized
background are still prohibited from killing guildmasters and getting
arrested, but are now free to kill shopkeepers and flee from combat. Knights
of the good religious background are still prohibited from killing shopkeepers
and fleeing from combat, but may kill guildmasters and get arrested. All
knights are still prohibited from using stolen items or joining any thief
guild.

3) Four new mastery skills are added to the knight guild, each of which add
damage to the knight attack skills (except turnblade). Animists get 'blade of
the warden' which adds mana damage to knight attack skills, and is boosted by
riding an animal spirit. Tarmalens get 'blade of the battlemedic' which adds
lightning damage to knight skills, and is boosted if there are wounded members
in the party. Sabres get 'blade of the honourbound' which adds psi damage to
knight skills, and is boosted by targets using "lowbrow" weapons such as
clubs, knives, and claws. Finally, bards get 'blade of the herald' which adds
harm damage to knight skills, and is more effective on any monster with
anti-abuse code.

4) A full knight/full animist can now name their animal spirits, and give them
barding as well, with the spell 'noble animal spirit'. Yes, it took me days to
think of the name.

Shinarae Lluminus

 
Rating:
6
Votes:
8
 
 
Shinarae
A r c h w i z a r d
2y, 223d, 7h, 15m, 45s old
Level:
200 [Wizard]