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BatMUD Forums > Updates > New Ship Skills/Spells/Abilities

 
 
#1
15 Dec 2011 22:09
 
 
Greetings Bat adventurers,

It was sometime a few months back that Ewige incepted this idea into my head,
and today I will provide the first installment. After searching several hours
for something he claimed to exist, I stumbled upon a grouping of files back
from nearly a decade ago in which The Silver Dragon (Melemkor) planned to give
many different guilds each spells or skills that would give them some sort of
unique advantage with regards to ships. Some of them were already completed
and waiting, yet others needed but a spark of imagination. So, in attempt to
give everyone something to bring to the table of ships, especially ship
combat, every single guild will receive (if they already don't have one) some
sort of benefit, ability, skill, or spell that is uniquely beneficial to
ships. So here's what's coming today:

Explorers:

Skill: Surveying - This skill helps with creating ship maps. Having a captain
who is also proficient at surveying will drastically increase a ship
navigator's chances of successfully creating a map. For new adventurers, this
is highly valuable as they might not have the finances to hire an experienced
navigator.

Civilized Mages:

The cost of hiring and promoting the magi-typed crew will be discounted, based
on a civmage's % in Cast Generic (and Civmages ONLY). Specifically: speed,
lift, defense, and assault magi. [Effective next boot]

Civilized Fighters:

The cost of hiring and promoting the non-magi-typed crew will be discounted,
based on the player's Attack skill (and Civfighters ONLY). Specifically:
sailors, cannoneers, defenders, and boarders.

Templar:

Spell: Holy Armada - Faerwon watches over all Holy Wars, wherever they may be.
But as the peoples of the world began travelling the seas, new forms of combat
broke out which were much less direct than before. So, in order to protect his
followers, Faerwon blessed them with a new spell; one which would bring aid to
entire ships at a time, rather than just a couple of individuals. Those
knights who had greater power could channel this spell more effectively,
bringing larger
and more potent benefits.

Bard:

Song: Rapture of the Deep - Few travellers take to the seas, and even fewer
try to learn the songs of the sea. Those who do are invariably changed, as
they seem to gain an inner peace; however, some become so enthralled that they
never wish to leave the oceans. There are people that claim that these few had
gained some mysterious power from the deep, which changed them into the first
merfolk. Whilst legends such as these can not be proven, it is definitely true
that these rare songs spring from some primal and vital power.

Spider:

Spell: Ship Web - Spider webbing is one of the strongest substances in
proportion to its size. Combined with its stickyness, it has the potential to
be a devastating weapon. Through the energies of this spell, a great number of
spider webs are created, all of unusual size; their strands are then cast over
a ship, making everything very sticky and hard to work with. As a result, the
crew is much less efficient, and the ship can not travel anywhere near as fast
as normal. Because of the relation to spiders, this spell benefits from
Knowledge of Toxicology.

Tiger:

Spell: Tiger Shadows - Those who are trained in the ways of shadows eventually
begin to learn how to manipulate them. Those who continue and master this
ability, eventually begin to realize the deeper nature of the realm of
shadows. Finally, this understanding can be utilized to grant a very short and
limited form of life to shadows, which can then be commanded to cloak
something; in the case of this spell, a ship is made harder to see. [Note:
Trainable now, the effect won't be useful until next reboot.]

Nun:

Spell: Fire of the Saints - The Light of Las is a truly magnificient thing,
able to cure the injured and burn the wicked. With this spell, one may request
that the benefits of the Light be shed upon one's ship. If the request is
granted, the ship will begin to glow with holy light which tends to blind
those of evil intent who look upon it. Rumors exist of other magnificent
benefits which can be bestowed, if the caster is especially pure in their
faith.

And in case you were wondering which guilds already have their
skills/spells/bonuses, I will list them here: Mechants(Shipbuilding),
Alchemists(Mix Potion), Crimson(Naval Tactics)[now updated for new ship combat
methods], Druids(Gust of Wind), Evil Priests (Curse Ship, Bless Ship),
Mage(Ship Armour, Disrupt Magic), Navigators (Goto Ship), Rangers (Ship
Scouting), Tarmalen (Bless Ship).

Good luck on your travels, I'll release more after my final exams are over
(next weekend).

-- Lord Tarken Aurelius, the Sage

 
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Tarken
W i z a r d
2y, 192d, 2h, 15m, 16s old
Level:
131 [Wizard]