Evil Priests:
Introduce the use of Leeches as a means to remove that which ails the body!
Through the mastery of pain, you diminish the affects of poisons, and some
types of diseases. Leeches will absorb small amounts of blood based on mastery
to lessen the effects and will slowly bloat and fall off a body as they eat
their fill. Players will know when poisons have been absorbed when the leeches
quickly die from the tainted blood. Leeches must be gathered in any natural
swamp-like environment using any type of meat, including hunting corpses to
gather up leeches upon.
Civilized Fighters
Introduce a reputation system based on civil arena competitive combat. Both
in PVE and PVP functions. Let this guild be slightly more newbie friendly by
introducing some randomized medium-sized gear that can be found or dropped by
others in the arena. Permit the ability to further classify Civil Fighters by
fame existing outside in the cities, allowing civil fighters to never 'fight
alone' by drawing up crowds in cities. They serve closer to 'glorifying' the
fighting style by serving as models in stores to all-out battling. They will
still be skilled outside the cities, though crowds of fans can only be drawn
upon for benefits in cities.
Charisma becomes an important thing for introducing a new skill of command
over a crowd to throw rose petals, to randomize minor types of booze to drink
mid-fight or pelt you're enemies in empty bottles and dung piles. When you're
reputation is TOO high, you can be mauled and attacked by rabid fans inside of
cities. Expand the command skill to acquire a squire whom can go out to hire
random personnel (1?2?3?) as an entorage that weakly fights for the Civilized
fighter. Begins at Yeomen armed with pitchforks. Up to Justicars who fight by
you're side. You're squire can handle the currency, scout ahead in areas,
(think clairavoyance) or be used to give things to people from distances away,
so long as are on the same continent.
Civilized fighters flaunt and flourish granting them benefits more they are
watched. Fame dictates how big the crowd begins to grow. Crowds are counted
as one "mob" whom can be commanded to do things for you. It counts as a single
entity that can also be killed by AoE. every mob counts as 5 hp/person in the
crowd up to a massive entity of up to 100~200 persons in the crowd. It should
take more then just a single hit, and they will naturally come and go as you
fight.
Crowds offer the benefits of:
Slightly higher offs & defs bigger the crowds are. Afterall, its about
showmanship!
Mid-combat regeneration--throwing curing potions/alchol to you
Hit interruption--A brave thug/merc/foolhardy fan rushes out an parries a blow
meant to take you're head off
Attack of opportunity/added damage--A crazed peasant jumps into the fray
pulling back <mob> arms leaving him exposed!/Someone from within the crowd
throws a empty bottle in <mob> head causing him to get dizzy!
Sales Sponsorship--As soon as you leave the shop, swarms of masses rush in to
purchase everything you sold off
Negatives of crowds:
Constant self-arming cowards--A constantly thieving bunch trying to protect
themselves with whatever is on hand (pick stuff off the ground to fight with to
protect their idol)
Slow loss of fans as you regenerate
Rabid Fans--Those few who obcess a little TOO much...might try to steal babiez
maker!
Less then 20 of biggest fans actually will leave the comforts of their city to
follow you. As charisma dwindles, so do the numbers.
This feature early in questing, you rescue you're #1 Fan. From this point on,
he becomes you're squire. Squire grants 4 main benefits at the cost of time
and money:
Storage Container that can sell things to shops so you don't have to leave an
area
Scouting an area (equivalent to clairovoyance)
Money Management over armed and hired guards, pays an upkeep per hour longer
you keep a guard or three with you
Minor repairs can be done on broken items, though never at the quality of a
true merchant. (only items below 50% up to 50% quality rating)
After a time, you're squire will request gold, items, or materials from you and
eventually move on to begin a career of his own in the arenas. Squires come
and go, and grow based on things done with them, but not through combat itself
directly. They will still need to watch you fight so often. Squires come in 4
varieties which are chosen at random. Apprentice blacksmiths, Arena
contestants, Scouts, apprentice banker.
Guards on the other hand are the armed militas of a city. They can be hired
inside of the guardhouses of a p-city, or guardhouses of any main city.
Protection costs you coin, and it is taken from you're squire every hour.
Layers of protection are 4 stages.
Minor protection is the equivalent of a set of 1-3 Yeomen from the farms who
seek to make a name for themselves. They attack only when you attack an use
skills of their own to preserve you, but they do not have much to save
themselves. If one dies, they all will run away and come back.
Medium protection is 1-3 younger squired templars/Kharim/knights who actively
will try to kill themselves in a valiant effort to protect you from damage.
They will heal themselves after and rarely during combat and can even follow-up
an use their own skills of their respected guilds.
Heavy protection grants 1-3 single armed berserker soldiers. His protection is
slightly more deadly and armed to the teeth they provide the most active
defenses but sacrifice them to empower themselves in you're protection through
active physical combat.
Servitor's protection grants 1-3 good/evil priests whom serve a different role
in actively healing you in small amounts. this healing also comes with
defenses that benefit you. They do not use many offensive abilities, but they
rely on you for defenses.
All guards in group combat take up spots in front or back rows for partying. So
it acts like a self-party. The guardian defenses are not as powerful as you're
own. However they do make up for lack of defenses.