Avalon - online RPG world
HelpSection 21
Guildgoal

Goals/command-orders from guild specialist-skills.

[FOR THE TIME BEING THE CONTENTS OF HELP GUILDGOAL IS AN INDICATION OF WHAT IS GOING TO BE SWITCHED ON BUT, CURRENTLY, TO ALLOW PEOPLE TIME TO ASSIMILATE OTHER ASPECTS (MELEE, ACTIVE DEPLOYMENTS, etc) THESE ARE SWITCHED OFF]


While most of the legion-related goals are open to all legions to at

least attempt, although effectiveness is largely dictated by one or more

of the specialist-skills associated with the particular goal, some are

solely the province of guild legions. These solely guild goals are

inaccessible to city legions - impossible to execute even for legions

boasting great numbers, high morale and enormous inventories. The LEGION

POTENTIAL command (see HELP LEGIONS) will let you know whether a

particular legion is capable of advancing in one of the guild

specialist-skills. If not, the goal is unusable. Many skills not included

in the list here are largely the province of just one guild, but are

integrated into a facet of a more generally used goal (e..g. 'enemytheft'

is predominantly a speciality of the Thief profession but its use is

documented elsewhere).


Guild specialist-skills are: "girdling", "forestgrowth", "forestcleanse,

"weathermods", "elementcalming", "fatalism", "mysticalfear",

"healinghands", "attackmagic", and "fireworking".


Where you see <%> written in the syntax, it is referring to the percentage

of the legion to have involved in the execution of the goal; or zero to

cancel altogether (if appropriate). Higher the percentage, the more occupied

the legion becomes executing the command-order but also the more

powerful the end result, the faster its conjuring and the speedier the

legion's recovery from its efforts.


Syntax: ... ENVIRONS GIRDLE/LIBERATE/CONFLAGRATE/DOUSE HERE/<direction> [<%>].

Using the 'girdling' and 'fireworking' skills to bring into being

certain magical impediments to thwart and bewilder opposing

forces/affect adversely the landscape nearby. The pace of recovery and

power of the girdle or conflagration of surroundings will depend on the

size of the legion, the percentage involved and the potency of the

'girdling' or 'fireworking' skills. Using LIBERATE reverses the effects

of a girdling and DOUSE removes the ongoing effects of the magical

fires, extinguishing their flames (if possible). LIBERATE and DOUSE can

be used against enemy girdling and conflagrations, leading to a battle

for supremacy between skill potencies multiplied by numbers involved.


Syntax: ... FOREST GROWTH/RETREAT/CLEANSE HERE/<direction>/EDGES <%>.

Employing here either the giuld specialist-skill of 'forestgrowth' or

'forestcleanse', this command-order brings about the goal of either growing

obstacles of natural import to bar (or slow-down) progress of one's enemies

or cleansing one's surroundings (assuming it is a forest or at least

rife-with-flora environment) of many intrusive presence (such as magical

rituals, unnatural fires, location-based charms, etc). The 'forestcleanse'

ability is pitted against the appropriate offensive skill responsible

for whichever force is being cleansed from the location, while the

'forestgrowth' potency determines the extent of the obstacle and its pace

of emergence from, most likely, the earth below. FOREST RETREAT removes

obstacles brought to being via this command - and can be done against

enemy growths but at a price/chance of success dependent on the comparison

between your 'forestcleanse' plus numbers involved, pitted against the

enemy 'forestgrowth'.


Syntax: ... ELEMENTAL CALM/STORM <type>/WIND UP/DOWN <dirn>/COLDER/WARMER <%>.

The elements play an important role in the landscape and lives of the

inhabitants of Avalon, though mostly the inate heroism of the players makes

them impervious to its residual effects (weather is easily weathered, one

might say). However here a legion with appropriate 'elementcalming', or

'weathermods' specialist-skills may whip up the elements into a storm,

increase the driving strength of a wind, or render more cold or more warm

a location. The 'weathrmods' skill defines the extent to which the location

can be affected and, often more pivotally, the length of time the elemental

changing lingers before falling back to normal levels. ELEMENTAL CALM or

attempts to bring WIND or temperature back towards normal levels involve

the 'elementcalming' specialist-skill. Unlike many of the magical goals,

there is no competitive aspect to elementalism - skill potency dictates

limits and speed but a location whose winds blow mightily by dint of a

legion with 80% 'weathermods' will be no more difficult to calm than a

wind whipped up by a legion boasting only 20% 'weathermods' skill.


Syntax: ... MYSTIC CEASE/FATALISM/FEAR <percentage of legion>.

There are two specialist-skills employed here: 'fatalism' and 'mysticalfear'

and both are used to mount covert but often insidiously effective attacks

against the morale/broad competences of an opposing legion. Declaring

the mystic touch to be introduced weakens the physical melee prowess of your

legion but replaces it instead (at least until the MYSTIC CEASE command

is given) with FATALISM which causes depression and demoralisation to

rise in the bosms of even the doughtiest of enemies, or FEAR which sends

an irrational fear through the ranks of the opponent, augmenting the

apparent threat - and therefore the actual threat - supplied by the target's

assailants. A fearful opponent is a weakened one, just as a depressed

and demoralised defence is more lacklustre as a consequence. Continuous

use of the MYSTIC FATALISM or FEAR is a drain on the mental resources

of your legion so should be use somewhat carefully to avoid burnout.


Syntax: ... HEAL <target>/BRETHREN/etc <percentage of legion>.

The most simple of the various guild goals centers around the use of

'healinghands' skill to diagnose and cure ailments afflicting the

target, lending - at the very least - a boost to their morale as their

healthiness is restored to its peak and tiredness falls from its limbs.

The extent of the healing, the range of ailments healed and/or amount of

health restored - in addition to the speed of the healing process; these

are determined by the heights reached by the healer legion in the

'healinghands' skill. The <target> can be a legion, a player, or a CCC;

it matters not to the altruistic healer. It can be BRETHREN to heal all

others in need of the same legion type, or ALLIES to do likewise to all

those of sympathetic loyalties, or FRIENDS to tend to allies, brethren

and those determined by the FRIENDS of the commander and/or founder.


Syntax: ... MAGIC OFFENSIVE/DEFENSIVE/ALWAYS/NEVER <percentage of legion>.

Use this command-order to bring about the goal of affecting the outcome

of attacks against equipment or even sentient enemies by augmenting the

offensive actions with increased magical potency. It uses,

overwhelmingly, the legion's specialist-skill 'attackmagic'. A sorcerer

legion, for instance, engages an opponent in melee with greater might

when employing some of its numbers in MAGIC (with OFFENSIVE or ALWAYS

parameters); bringing the blackhand onto the battlefield and thereby

fighting closer to its guild potential. Continuous employment of MAGIC

can be draining on a legion and is thus not recommended as a permanent

state.

HelpSection 21
Guildgoal

21 - War, Conquest, Tribute and Geopolitics.

  • Back to Index
  • 21.1 - War
  • 21.2 - Commission
  • 21.3 - Sphere
  • 21.4 - Finance
  • 21.5 - Youngsters
  • 21.6 - Enlisting
  • 21.7 - Beckoning
  • 21.8 - Morale
  • 21.9 - Gatehouse
  • 21.10 - Manning
  • 21.11 - Diplomat
  • 21.12 - Flagging
  • 21.13 - Claim
  • 21.14 - Tribute
  • 21.15 - Consequence
  • 21.16 - Occupation
  • 21.17 - Invasion
  • 21.18 - Conquest
  • 21.19 - Surrender
  • 21.20 - Destruction
  • 21.21 - Designate
  • 21.22 - Treaties
  • 21.23 - Gauntlet
Help - Section 21
WarCommissionSphereFinanceYoungstersEnlistingBeckoningMoraleGatehouseManningDiplomatFlaggingClaimTributeConsequence
Occupation
InvasionConquestSurrenderDestructionDesignateTreatiesGauntlet
Avalon, Est 1989

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  • Guide
    • Connecting to Avalon
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    • Allegiances and Loyalties
    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
    • Warfare and The Battlefield
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    • Self Defence and PVP Basics
    • Picking Fights
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    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
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  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
    • About Avalon: the first online MMORPG?
    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
      • Fantasy Life Simulation
      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
  • Crowns
  • Vale Blog
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