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Suggestions Post any suggestions for new Wyvern content here that is too complicated to explain in the idea log or that you want to first get feedback on from other players.

 
 
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Old 03-26-2009, 02:14 PM
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Default Latvis Thoughts

General Thoughts and Notes on stuff. Made it so I could post stuff without having to look for or make new topics.


Low Level gear

Adventurer's backpack-given free(quest) can hold about 5 bags of weight and cuts it down by about 20%. Make it fail working at level 10(no longer able to put stuff into it).Reason because at 10 you can join guild or alternate, it fails to work once you join a guild.

New skill and possible uses

Construction-Use this skill to make things such as bridges,barricades, and other wooden structures. Higher skill allows better and faster constructions.
Alchemy-Let's player mix together ingredients for use. Can sell what you make. Could combined with magic to make stuff such as throwing potions.
Tinkering-Allows player to make devices that can move or do things to the player effect. Would allow new guards(summons), traps, and anything a player could make.
Chant or prayer- Allows a sort of spell that doesn't use MANA. It uses shout points and gives a good reason to train in ocularly. More for the silent players, also should have a cast to turn or damage undead.

New makes and material

Mageweave-A super light cloth made through magic means.
Sharkskin-Rough leather-like armor with a light melee recoil.
Demon Hide- A harder-then-leather material cut right from the demon.
Void-Armors that prevent damage and weapons that ignores armor.

War party

A house where players may join to fight players of another house. Sort of like pk (possible requirement). They gain party points by killing members of warring parties. It could also be made into a sort of Pk killfest game( Like Tag :| but you die ) where players split into teams then teleport into the killing zone to earn points. Not unlike the summerfest battle but with teams and hopefully no crashing/mage lagg. Also the possibility that it can be started without a wizard there. The points can then be turned in for special party-only items. Each house is to have it's own special "item".

Evil guilds ???

Anti-Paladin guild-All that is against paladin, they must remain evil.(mostly I say this because it has been floating around for some time, though it pops-up less and less.)

Cultists- Death magic, prayer, and spirit travel. To stay in the guild you have to be evil, like a anti-paladin. They could get a cultist only summon spell(summon cult demon) and guild weapons such as sacrificial dagger(This dagger is tainted by the blood of innocent and helpless).

New Guild.

Guardsmen guild-The first guild to use polearms. Good health bonus,strength,healing, polearm, and dodging. Not friendly to magic and has heavy, bungling guild armor.


*Feel free to post your own thoughts I don't own the forum.

Last edited by Latvis : 03-26-2009 at 02:18 PM.
 



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