Notes -- notes -- notes ----------------------- Albion = England kachina = native american mythical being hay = dried grass, straw = dried grain The guilds system works on a prerequisite DAG like the technologies system in a certain civilization simulation game. Adventurer: no prerequisites Fighter: Adventurer, STR Thief: Adventurer, DEX Ranger: Adventurer, CON Mage: Adventurer, INT Cleric: Adventurer, SPI Bard: Adventurer, CHA Assassin: Fighter, Thief, STR DEX Cavalier: Fighter, Ranger, STR CON Samurai: Fighter, Mage, STR INT Paladin: Fighter, Cleric, STR SPI Gladiator: Fighter, Bard, STR CHA Nomad: Thief, Ranger, DEX CON bandit? highwayman? Ninja: Thief, Mage, DEX INT Monk: Thief, Cleric, DEX SPI Acrobat: Thief, Bard, DEX CHA Sorcerer: Ranger, Mage, CON INT Druid: Ranger, Cleric, CON SPI Troubador: Ranger, Bard, CON CHA Alchemist: Mage, Cleric, INT SPI Illusionist:Mage, Bard, INT CHA Missionary: Cleric, Bard, SPI CHA There may in fact be further guilds with miscellaneous prerequisites, but they are generally intended for (although not limited to) NPC's: Smith: (repair metal, improve metal, identify metal) STR Carver: (repair wood, improve wood, identify wood) DEX Farmer: (plant food, harvest food, identify food) CON Scribe: (comprehend/write/copy spells/prayers/music) SPI Sage: (create potion/salve, identify magic/artefact, lore) INT Merchant: (haggle, identify object, appraise gem) CHA Vague Plan for Guilds Prerequisite Codes: A14: Adventurer, Levels 1 to 4 M14?A4: Mage, Levels 1 to 4 (You must be a level 4 Adventurer to train) m14?C8B8: Missionary, Levels 1 to 4 (You must be a level 8 Cleric AND a level 8 Bard to train) Proposed Adventurer (general) Talents ------------------------------------- bash down doors (3) detect concealed traps/doors (6) bladed weapon proficiency (9) pointed weapon proficiency (9) blunt weapon proficiency (9) Proposed Thief Talents (guild level, prerequisites) ---------------------- hide in shadows (1) pick pockets (1) climb walls (2) stealth (2) bladed weapon proficiency (2) detect concealed traps/doors (3) surprise (4, hide in shadows) pick locks (4) stab in back (5, surprise) disarm trap (5, detect traps, pick locks) Proposed Smith Talents ---------------------- identify metal (1) repair metal (2, identify metal) improve metal (4, repair metal) identify weapon (5, identify metal) identify armour (5, identify metal) Proposed Alchemist Talents -------------------------- identify material (1) create salve (3) create potion (4) enchant item (5) Proposed Ranger Talents ----------------------- hunting and fishing (1) * identify food (1) pointed weapon proficiency (2) trapping (remove pelt) (2) preserve food (3, identify food) repair wood (4) improve wood (5) Proposed Clerical Prayers ------------------------- * minor heal (1) bless (1) speak in tongues (1) detect magic (1) cause poison (2) (in person or in item like food) cure poison (2) turn undead (2) blunt weapon proficiency (3) cause disease (3) cure disease (3) * major heal (3) cause deafness (4) cure deafness (4) strike dumb (4) cure dumbness (4) * cause blindness (5) * cure blindness (5) animate undead (6) restore (7) raise (8) command undead (9) ressurect (10) Proposed Mage Spells -------------------- summon familiar (1) sleep (1) exploding projectile (1) icy touch (1) shocking stare (1) charm (2) detect magic (2) partial invisibility (3) cone of silence (3) fireball (4) cylinder of cold (5) chain lightning (6) full invisibility (7) deflect magic (8) dispel magic (10) absorb magic (12) reflect magic (14) Proposed Druid Talents ---------------------- pass through wood (1) pixie pyrotechnics (1) charm plant (2) stoneskin (3) * lightning bolt (4) animate plant (4) animate stone (5) call lightning (6) Proposed Monk Talents --------------------- copy scroll (1) chant (1) unarmed combat (1) climb walls (2) * minor heal (3) throw opponent (4) disarm opponent (5) nerve pinch (6) silent blow (7) silent death blow (13) Proposed Ninja Talents ---------------------- bladed weapon proficiency (1) hide in shadows (1) stealth (1) surprise (1) partial invisibility (2) stab in back (5) cone of silence (6) sleep (7) full invisibility (8) charm (9) Proposed Assassin Talents ------------------------- bladed weapon proficiency (1) pointed weapon proficiency (1) identify poison (1) stealth (1) hide in shadows (2) surprise (2) poison blade or tip (3) stab in back (3) critical head shot (6) Proposed Fighter Talents ------------------------ bladed weapon proficiency (1) blunt weapon proficiency (1) pointed weapon proficiency (1) bash down doors (1) thrust (2) parry (3) sweep (4) battle heart (5) disarm opponent (8) throw opponent (10) Proposed Necromancer Spells --------------------------- animate dead (1) command undead (1) protection from undead (1) summon spirit (2) command spirit (2) protection from spirits (2) whirlwind of bones (3) summon ghoul (4) command ghoul (4) * skulls of insanity (5) summon wraith (5) command wraith (5) spectral maelstrom (6) protection from demons (7) summon demon (10)