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Tinker Idea

TINKER:

Races: Gnome

Classes: Invoker

Switchover at level 30.

The tinker is the master armorer and weapon maker. His ability to

enchant and enhance is known throughout the lands.

Weapons: Dagger Staff Mace H2H as invoker, at 30 gain Sword Polearm Spear

Defenses: Parry Dodge

Detects: Invis Magic Traps

Misc. Skills: Fast Healing Meditation Trance Haggle Scrolls Staves Wands

Misc. Spells: Identify Locate Object Word of Recall Teleport Knock Invis

Sanctuary

Unique Skills:

Temper

syntax: temper

Requires a Hammer of Vaedras

Using their unique method of hardening materials, Tinkers can re-shape

thier weapons to resist destruction.

Mine

syntax: mine

By using their immediate surrounding, Tinkers can delve into the very

earth to search for material components used in the work. Tinkers at

their peak are known to to fail less often.

Adorn

syntax: adorn obj obj

Requires a Hammer of vaedras

Tinkers have been known to affix magical gems to weapons and armors,

granting them a myriad of affects.

Unique spells:

Enhanced Enchant Armor (mastered E. Armor required)

Enhanced Enchant Weapon (mastered E. Weapon required)

Self-explanatory. Tinkers are known to grant larger bonuses to their work,

as oppoed to invokers who merely dabble in the art. Their chance for failure

is also drastically reduced.

Hammer of Vaedras

syntax: c 'hammer'

Tinkers are known to take pride in their hammers they use to fashion

their armors and weapons. Rumors abound at the magical properties of

these hammers, as they grant Tinkers a higher rate of succes at their

work. These hammers are known to be consumed in the process.

Fashion Gem,

syntax: c 'fashion' color

Tinkers can create magical gems and imbue them with magical properties.

Depending on the material the use, and from where they mined it, these

gems range in abilities. Given the magical auras these gems exude, a

Tinker may have no more than 4 armor gems, and two weapon gems at one

time. A Tinker must wait several days before attempting to fashion a

gem after a failure, and a week after a success.

Blue: Taken from the frozens wastes, these gems add a freezing touch to

weapons, and a sheet of ice to armors.

Red: Taken from raging fires, these gems add a fiery touch to weapons, and

add a ring of small flames to armors.

Brown: Taken from deep within the earth, these gems add a slight blunt

force to weapons, and a layer of hardened stone to armors.

Green: Taken from teeming forests, these gems add a layer of thorns to

weapons, and a layer of bark to armors.

Metal: Taken from smelted ores, these gems are higly prized for their

mixture of mithril and iron. They add a sharp edge to weapons, and a

a slight steel reinforcement to armors.

Smoke: Captured from the air themselves, the gems create a slight force

of wind to weapons, and compact a small shield of air to armors.

Many Tinkers have been known to sell their services to the highest

bidder, commanding insane amounts of gold. Any non-Tinker may only

carry one adorned weapon or armor at a time.

Sounds cool.

Maybe have the things at the end (earth, fire, water) be specializations, that open up a whole new series of enchantments/abilities for the tinker.

This was also a cool idea. Lots of new stuff though, would take a lot of coding. But could be worth it.

Great Idea. I can see HUGE rp to this. Id roll one up right away. I always wanted FL to have a Merchant type class. Making things, preserving herbs, stuff like that. Awesome haggle. Able to open their own shop.

I would roll one as soon as they got made. I absolutely love this idea. Fan-freaking-tastic.

Awesome. Nuff said.

Nice idea, but maybe you can make it the skillset for a new trader cabal?

TRADER

Inductee: None

Member: Trade

Veteran: None

Trusted: L337 Trade

Elder: None

Leader: Uber Trade

If you don’t mind me expanding on your idea, IUTBS…

Tinker

Skills

Level 1: Dagger, Staff, Mace, Hand to Hand, Scrolls, Wands, Staves

Level 3: Parry

Level 4: Fast Healing

Level 5: Meditation

Level 8: Dodge, Dirt Kick

Level 11: Haggle

Level 18: Trance

Level 30: Tinker Specialization*

Spells

Level 1: Identify

Level 2: Locate Object

Level 6: Detect Invis, Detect Magic

Level 7: Detect Traps

Level 9: Invis

Level 12: Teleport

Level 15: Word of Recall

Level 20: Sanctuary

Level 24: Knock

Tinker Specialization – Upon reaching their thirtieth rank, a tinker may select a path to specialize in, allowing them to more thoroughly study the art of tinkering in a specific field. Tinkers who become Alchemists study the brewing of potions, rumored to surpass even the skills of the ancient Druids. Blacksmiths are capable of forging weapons and armors that, when coupled with their enchantments, are superior to those of the masterful Crusaders. Note: I intended to come up with a third specialization, but couldn’t really think of anything. However, I did come up with my next class idea, Arcanists

Alchemist

For starters, Alchemists would (obviously) have the ability to preserve herbs.

Loses: Staff, Dirt Kick, and Sanctuary

Gains-

Skills

Level 1: Sword

Level 20: Create Potion*

Level 25: Pick Herb*

Level 30: Throw Potion*, Potion of Detect Invisibility*, Potion of Sanctuary*

Level 31: Potion of Armor*

Level 33: Flaming Potion*

Level 35: Potion of Healing*, Potion of Rejuvenation*

Level 36: Frost Potion*

Level 38: Potion of Greater Armor*, Exploding Potion*

Level 39: Potion of Armor Enhancement*, Potion of Weapon Enhancement*

Level 40: Convert Potion*, Combine Elements*

Level 42: Potion of Greater Healing*

Level 43: Greater Flaming Potion*

Level 47: Greater Frost Potion*

Level 49: Greater Exploding Potion*

Level 50: Enhance Potion*

Spells

Level 30: Locate Herb*

Create Potion - Pretty self explanatory

Pick Herb - Randomized herb items would appear throughout the world, much like obelisks. They would then be utilized by the pick herb skill to produce herbs for use in potion making. Different potions would require different herbs. Herbs would be locatable via the "Locate Herb" spell.

Throw Potion - Again, pretty self explanatory. Affected by throw lag (two rounds) and opponent saves.

Potions - Alchemists are founded on their ability to create and utilize powerful potions. These potions can have varied effects, which are detailed below.

Detect Invisibility

Sanctuary

Armor - Provides a small, temporary bonus to the imbiber's AC

Flaming - Throwable for damage against an opponent

Healing - Quaffable for healing (cure critical wounds) COOLDOWN TIMER

Rejuvenation - Quaffable for restoration of movement (refresh)

Frost - Throwable to paralyze an opponent

Greater Armor - Provides a large, temporary bonus to the imbiber's AC

Exploding - Throwable to damage all opponents

Armor Enhancement - Quaffed, then USE an item to enhance it (May only wear four enhanced items at a time)

Weapon Enhancement - Quaffed, then USE a weapon to enhance it (May only wear one enhanced weapon at a time)

Greater Healing - Quaffable for healing (heal) COOLDOWN TIMER

Greater Flaming - Stronger version of the flaming potion

Greater Frost - Stronger version of the Frost potion

Greater Exploding - Stronger version of the exploding potion

Convert Potion- Converting a potion turns it into a pill, making it usable in combat.

Enhance Potion- One potion per day can be enhanced so that its effect has a +5 caster level. If unused for the 24 hours, the potion evaporates (to prevent people from stocking up on super potions)

Some other potential potions:

Acid - Surrounds opponent in a glowing pink aura, preventing stealth and invisibility.

Blindness - Blinds opponent

Poison - Inflicts opponent with poison

Greater Poison - Inflicts opponent with a potent poison, doing more damage over time than common poisons

Strength - Quaffable to grant a warcry/bless-like effect (+hit/dam, +str)

Agility - Quaffable to make the imbiber more agile (+dex)

Other potential abilities involving essences (collectable forces from creatures/players) to come. For example, Potion of Strength + Essence of Fortitude = Potion of Greater Endurance (+str, +hp, +hitgain)


This is what I've got so far. I'll probably churn out Blacksmith ideas tomorrow.

Nice idea, and I like the expansion. I do not, however, think forging armors and weapons "greater than masterful Crusaders" should be possible, because they are not only master smiths, they imbue blessings and prayers from the One into their arms.

Can't expand beyond that, but I do think a smith/merchant class would be really interesting in FL. Don't go the route of making them pk-immune (I know it hasn't been brought up, yet) though, because it takes away so much of the game. It would give gold a bit more of a purpose, too. Perhaps give these classes some cool things to do that require insane amounts of gold (buying materials for their craft from guild shoppies that aren't accessable anywhere else, etc). You could also put some ultra-rare materials for crafted items on the tough mobs in the game, making the class have to work with people. Maybe even recipes that must be gathered before the item can be made, and the recipes are "Tinkerer-Only" so they have to be in the party. (Maybe I'm sounding too much like WoW now)

I was sort of thinking the same thing, apparently I forgot to actually post it earlier...

Anyway, I was thinking that they should get a bit more in terms of spells. Who wants to group with an invoker with spells? That's sort of how they sound now. I do see them as being merchant/trader types, but without some way to defend themselves, how are they going to get their things?

Added a few things to my expansion.

okay, crypt's MUD experiment had alchemists, miners,tailors and blacksmiths. he encoded radomized world shift-based drops of seeds (Alchemist for growing herbs), ore (miners), and meteorites (vaguely for special items for blacksmiths). from what i played an alchemist, this system worked flawlessly. there were issues with tailor and blacksmith class skills if i remember correctly, but the environment resource drop was good to go. grosek ran that mud for a minute, maybe he could give insight to that. anyway alchemists and miners had 'detect Whatever' for seeds and ore.

so in theory it shouldnt be impossible to do a resource drop in this world, but i guess reality would have it that this code has so many add ons and such for the way it works up to now that who knows it might be impossible. but going off of avariel's idea, the "mine" skill wouldnt be resource drop-based but simply proficiency-based. there would have to be something to make it much harder than that. like rare unknown locations, timer on the mine skill, calendar timer, or any combination or anything else. also it might be a necessity to limit the number of PC's at on time that could be a tinker, and the only system the FL has for class number limitation is making it qclass, which would be a shame. also, there's the issue of watering down the importance and purpose of already existing weapons and armor that make a lot of the PK and SYNDICATE activities go around. so that whole paradigm would be significantly changed. i like the idea though, but then again i've always liked the idea of a merchant class.

Random World Drops are already done in FL. Ever notice starstones?

It looks really good on the RP standpoint, but it needs more. They aren't very defensable and no real attacks to give it much of a chance in a PK. What would make people want to group with them except for eq runs?

Potions sound nice, But whats stopping a Thief from stealing your backpack full of intense potions and going on a quaffing frenzy?

Make all potions nodrop, and give them the ability to craft a bag specially for potions.

Crypt's MUD had the right stuff. He had worked on it for ages and I saw it in action, it was great. Alchemists, Blacksmiths, and Tailors would be great additions, considering we already have Adventurers. They could be non-PK and would be excellent to further the game. This would also facilitate a cabal (Merchant, perhaps, instead of Trader) that would govern the city shops, etc.

I think the dimension would be great for the game, a depth it lacks right now for those of us who don't really want to PK, but like to do other stuff. Again, in Crypt's MUD, it was flawless really. If done properly, they could be amazing here.

When did "In Crypt's MUD" become the new "In Viri's day"?

i just think that his MUD, while pretty dang nice for a full complement of merchant/nonPK classes wouldnt work here, and neither would a tinker soley because it devalues the equipment already in place here. that in turn screws up the motivation for at probably half or maybe more of the action that goes down in the world. i'm not even sure i'd be down for the effect it would have.