Guild Upgrade Options
Guild Upgrades are purchased every three months when
the GMs announce an Upgrade Period. Points which have
been accrued through the Upgrade Rules can now be spent
on new game elements pertaining to the guild, its members
and activities. If you do not spend your points then
they will continue to increase until the following Upgrade
Period, giving you more to spend next time. Saving up
in this way can be useful for achieving a more expensive,
detailed or comprehensive upgrade.
There are three strict rules to be noted when applying
for an Upgrade:-
(1) Madhouse UK decision in all upgrade related
matters is absolute and final.
We guarantee that something you will feel excited by
what you get and other times you will feel hard done
by. Either way, you are expected to remember that guild
upgrades are free, they cost you nothing in real money
and are added to the game simply to offer a deeper and
more interesting game environment. Consequently, whatever
you get is a bonus. Moaning, griping, or attempting
to argue with the GMs about upgrade decisions will simply
result in the whole upgrade being trashed and all points
lost.
(2) Guild Upgrades Must Make Sense
Madhouse will check that the upgrade you are asking
for seems "in keeping" with the guild and
its overall aims and flavour, as stated in the guild
house description and in conjunction with the guilds
visible roleplay. Madhouse opinion and your own may
not agree, but if Madhouse deem your upgrade inappropriate
or unsuitable then that decision is final. If you want
to convince us otherwise then you need to do so through
roleplay and guild actions in time for the next guild
upgrade. In addition, guild upgrades must fit in with
the game world. Upgrades that attempt to do things which
countermand important game balance elements, or are
simply not possible in the game background, will obviously
not be allowed.
(3) What other guilds have got has no bearing on
your guild whatsoever.
Madhouse are not interested in hearing "so
and so got this so we think we should get this..."
or anything of the sort. Each guilds upgrade details
are handled entirely separately and have no bearing
on one another whatsoever. There is no 'favouritism'
of any kind from GMs, nor will there ever be, but suggesting
there is, or making references to other upgrades are
likely to lose you the upgrade altogether. You should
also bear in mind a tendency for players to exaggerate
(we hesitate to say lie) about what they've been given
just for fun, or to wind you up. Madhouse keep a close
eye on guilds, and their upgrades, to make sure that
the guilds, and the game overall, get a fair deal. Have
some faith!
Spending Your Points
Here are some 'set in stone' costs for spending upgrade
points:-
Guild Items (purchased at the Guild House) note:-(skills
can be used instead of items)
A New Guild Item (base cose) : 1 point
Item gives +/- to one of the six statistics : +5 points
for 1 point bonus, +12 for 2 point bonus, +19 for 3
point bonus.
Item gives +/- to attack : 1 point per point of attack
Item gives +/- to one defence type : +1 per point of
"normal", +3 per point of "mental",
+2 for any other defence type.
Item gives Damage Reduction points : 15 points per point
of damage reduction up to a max of 3.
Item is a Weapon : +1 point
Item is Armour, Helm, Shield or Gauntlets : +1 point
Item is available to Guild Members Only : +3 points
(where this is not the case, items cost much more for
non-guild.)
Item is for specific adventurer class only: -1 point
Item allows long distance teleportation : absolutely
never allowed
Cost of Item is set by Guild rather than GM : +150 points
(get the idea?) <g>
Item does healing: +1 per point per point of healing,
with other costs each time item is used (set by GM).
Item affects a target other than user: +5 points (local
range), +10 points (long range, same map) +20 points
(extreme range)
Item is a Skill instead of an item:- +1 point (XP and
Gold costs for skill will be set by GM.)
Items effect is temporary and triggered by order: -1
points per 20% chance for effect to run out each turn.
Items effect (if temporary) costs XP to use: -1 (100
XP), -2 (500 XP), -3 (1000 XP), -4 (2000 XP), -5 (4000
XP)
Items effect (if temporary) costs GP to use: -1 (100
GP), -2 (1000 GP), -3 (2000 GP), -4 (4000 GP), -5 (8000
GP)
Item itself is temporary has random chance to disappear:
-1 point (10%), -2 points (30%), -3 points (50%), -4
point (100%)
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