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The story: You are an excited gamer, eagerly awaiting the end of a countdown to when you can begin the open beta for a new MMO 'Game of guilds', the countdown finally finishes, you create your character, blast through the opening tutorial in record time and suddenly your vision goes dark. When you awaken you look around to find a minimap in the corner of your vision, three bars above your head and a town full of NPCs staring at you. Congratulations! You have just been virtually abducted into a game! Thus begins your journey in roleplaying. You are surrounded by strange people who periodically switch between perfectly normal people and blank faced NPC roles, you are attacked by monsters at every turn and you periodically glow whenever you level up. The skills: More skills available upon reaching higher levels, having prerequisite skills, completing certain quests or even through hidden objectives. At character creation 5 Skill Points are available, multiple points can be put into one skill to gain a higher starting level, this will unlock a random selection of recipes/abilities and is not as efficient as levelling naturally. Skills: Magic: Learn how to use magic! -Chanting Magic: Basic wizard-style magic, speak your spells to unleash havock! (Must also select magic) -Runic Magic: Inscribe runes to create an elaborate strategy and win the battles before it even begins. (Must also select magic) -Enchantment Magic: Create Enchantments on yourself and others (Must also select magic) Bladed weapons: Unlock the ability to wield sharp pointy things and know how to stab other people with them. Blunt weapons: Unlock the ability to wield heavy, blunt things and hit things with them. Archery: Unlock the ability to wield a bow and arrows Thrown: Unlock the ability to throw things at other things! Swimming: Learn to swim! Writing: Free yourself from the shackles of illiteracy Stealth: Learn how to sneak Observation: Learn how to look at things and see more things! Farsight: See farther than you ever have before! Fishing: Learn to wield a fishing rod a scour the seas for all things living. Then stab them with a hook. Smithing: Learn how to hit metal and change it into differently shaped metal. Also unlocks the ability to mine. Carpentry: Learn how to cut wood into other shapes of wood, unlocks the ability to chop trees Fletching: Learn how to make arrows and bows, unlocks the ability to chop trees and gather from certain feathery foes. Gardening: Learn how to make a garden, also unlocks the ability to gather some plants. Cooking: Learn how to prepare food, unlocks the ability to skin animals and gather plants. Crafting: Learn how to craft things from other things. Unlocks the ability to mine and prepare certain materials. Gatherer: Unlock the ability to gather materials like ore, plants, wood and skin animals. Unfortunately you don't know how to do anything with them. Herbalism: Learn how to mix potions and medicines, unlocks the ability to gather plants. Summoning: Learn how to summon things! (Requires magic to unlock most abilities) Trapping: Learn how to trap animals! Unlocks the ability to skin animals. Increase Endurance: Increases your endurance and... that's about it. Increase Attack: Increases your damage and... that's about it. Increase Magic: Increases your Mana and magic damage and... that's about it. Resist physical: Become hardier and less easily hurt by physical attacks. Resist Fire: Become fireproof! ... Eventually. Resist Frost: No need for warm clothes anymore. Resist Poison: You've made some suspicious friends, good thing you can handle anything they try to slip you. Resist fall: You have legs of steel, resist fall damage The races: -denotes subrace Humans: Human alignment, Don't get a racial level, get a base 10% increase to XP gains and as humans are the most numerous race they get the most frequent persuasion options outside of shifters. Forestfolk -Dryad -Ent: Nature alignment, (passive) increased endurance, (passive) non-boss plant mobs passive unless attacked, (passive) increased XP from plant gathering or farming activities. -Swampmen: Nature alignment, Dark alignment, (passive) +X% resistance to physical attacks, (passive) +X% effectiveness with earth, water and swamp magic, (passive) Armour degrades X% faster, (passive) Increased aggro from non-swamp mobs, (active) Quagmire: Area of effect binding spell (consumes mana, must have Magic unlocked) Beastfolk -Minotaur: Nature alignment, (passive) Strength bonus, (passive) requires custom or minotaur-dropped armour to equip, Reduced mana pool, (active) Gore: Charges enemy, inflicting high physical damage based on strength, Armour piercing. -Satyr -Centaur: Nature aligned, (passive) Start with archery skill, (passive) increased stamina, (passive) Unable to equip leg armour, (passive) increased speed -Beastmen -Lamia/gorgon -Harpy Undead -Skeleton -Zombie -Wraith: Dark aligned, (passive) greatly increased physical resistance, (passive) greatly decreased endurance, (passive) immune to dark damage, (passive) decreased resistance to light damage, (passive) decreased strength, (passive) start with magic skill. -Demon: Dark alignment, (passive) High persuasion against human enemies, (passive) Negate fall damage, (active) Invite Possession: Target humanoid enemy becomes an ally and takes X damage per second unless it passes resistance check. -Dullahan: Dark alignment, (passive) vulnerability to light X%, (passive) Night vision, (active) weapon summoning: Bone whip, (active) Word of demise: Death magic, instantly kills lower levelled mob. Elves -Forest Elves: Nature alignment, (passive) Start with farsight skill, (passive) increased mana, (active) Wild call: Target beast creature becomes ally for duration -Dark Elves -City Elves Celestials -Angels: Light alignment, (passive) Negate Fall damage, (passive) Light magic & recovery magic +X% effectiveness, (passive)unable to equip dark-aligned items, (Passive) Unable to attain dark or necromatic magic, (active) Divine light: Heals those of a light alignment, turns low level undead, causes fear in those of dark alignment. -Fallen Angel: Dark alignment, (passive) Negate fall damage, (passive) Light and Dark magic +X% effectiveness, (passive) unable to use recovery magic, (passive) Unable to be healed by recovery magic, (active) Darklight, negative energy healing (Can heal otherwise unhealable targets like undead) -Spirit Halflings -Dwarves: Human alignment, (passive) Increased XP gain from mining or smithing related activities, (passive) Increased endurance, (passive) increased chance to find gems. -Goblin -Orc -Hobbit Giants -Cyclops -Ogre Creations -Golem: Nature alignment, (passive) increased endurance, (passive) reduced HP regeneration, (passive) +X% effectiveness for earth magic, (passive) physical resistance +X% -Elemental: Nature alignment, (passive) elemental resistance X%(Varies depending upon elemental type), (passive) unable to equip armour, (passive) physical resistance +X%, (passive) +X% effectiveness to element -Enchanted armour Shifters -Doppelganger: Mutable alignment, (passive)Increased charisma, (passive) increased dexterity,(passive) reduced endurance, (passive) decreased persuasion with those of suspicious or observant nature,(active) Impersonate: Targeted humanoid mob type becomes friendly for duration -Ooze/slime: Dark alignment, (passive) ignore physical damage below X, (passive) immune to poison,(passive) reduced stamina,(toggle) Change form- Change between humanoid or slime appearance.(Humanoid form) - Dark alignment becomes mutable alignment, (passive) decreased persuasion with those of suspicious or observant nature(Slime form) - Dark alignment, (passive) decreased persuasion from all non-dark-aligned characters, (passive) +X% chance to dodge attacks, (active) consume: Lunge at target to try to consume them, target takes X damage per second, healing you for X/2 lasts until opponent passes resistance check. Most non-human races have unique abilities, passive buffs as well as negative drawbacks. These abilities can be leveled through useage. Racial levels can be disabled, stopping your ability to level them, this will prevent you from gaining any further drawbacks or benefits related to your race but you will retain the base adjustments. If you want to know about any specific race feel free to ask. The beginning: Welcome to Game of Guilds! Explore an expansive world, with secrets around every corner. Explore the 101 guilds of Loutuana and put your own mark on them. Introduce magic to the fishing guild and discover the long lost secret for creating fish-rain, teach the clothiers guild close-range combat and unlock the full deadly power of crochet needles. Combine your skills to produce the ultimate Adventurer!
The town of beginnings was struck by a sudden golden light, closer inspection revealed it to be several dozen beams of bright golden light descending from the sky into the town square. These beams of light slowly resolved themselves into all manner of people, Undead zombies wielding bows, demonic beings with swords, angelic visions wielding magic in the palm of their hand. The NPCs surrounding the square mostly ignored this sight, a couple ventured into the middle of the square and small question marks appeared over there head. Some of the people from the beams walked towards these NPCs and began talking to them, others sprinted away from the square immediately, running to explore the town and surroundings. A small handful of these people did nothing at all, unlike the others who, whether talking, running or just wandering all had the same blank, expressionless face, these few were gazing around with confusion and a touch of horror. The game of guilds had captured its first victims, living people had been brought into the world of a game, with no clue as to how this had happened or what they could do to get out again. ========================================== To the north lies an undeveloped portion of the town, with many fields waiting to be planted and plots of land awaiting buildings. To the east lies a great lake, surrounded by a small forest. To the west extends a hilly terrain, with rocky cliffs, small caves and a number of ruined buildings. In the far distance a large intact tower is just visible on the horizon. To the south is the ocean, with a port with many boats docked, and a mix of humans, hobbits and elves swarming back and forth, carrying cargo. The town itself is split in three, the marketplace where most stores set up their wares, and a few empty stalls are available for rent. The guilds district, a combination of low-income residents and the guild halls of the town. And the residents district, where most of the towns inhabitants live and where some shops have their headquarters, which often sell higher quality merchandise.