Non Combat

These are the people that run the tavern, inns, and other such non combat jobs. Non combat characters cannot fight in wars or matches. Non combat people can hold dice, but if they choose to go free forum, then they may receive GP's for their survives instead of dice. All games listed under unique rules may be performed by combat members for XP's/GP's, and it these games may be used during a castle tournament as well.

Guards
Spies
Tavern and Inn Keepers
Blacksmith Shops
Potion Shops
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1. Guards
       These are the people in charge of protecting the entire guild.  Even though guards are normally counted as a combat class, we have decided that guards will function more as a title (like blacksmith or tavern keeper) rather than a combat class.  This means that guards may participate in wars, fight spars, and basically function like they were a combat unit.  Guards are the ONLY non combat unit that may do so.  Also, unlike most non combat classes, guards must hold a combat class at the same time.  This insures that the guard will have the power to do their job. The only exception to this rule would be if the guild was non combat (see here ).  There are two types of guards. Royal Guards and Bodyguards. All guards start off as royal guards and may be promoted to bodyguards as needed.  Every high council position in a guild (GC, SiC, TiC) can have as many bodyguards as they wish, but only three of them may be used in an AA, CA, or TA at any given time. The difference between a royal guard and a bodyguard is that bodyguards help assist the person they are assigned to in escaping an assassination attempt and then helping that person reverse the AA (see Rouges section A.)   Royal guards however can not help anyone reverse an AA, but, during special circumstances, they may help other castle members from escaping an AA (see Rouges section A) . The high council of a guild is in charge of appointing bodyguards. We have no say in who you may appoint, as long as they are in AotMC and they hold a combat class.

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2. Spies
    Spies are those people that collect information for their guild.  Just what they do exactly is determined by that GC of the guild.  GC's do not have to have spies, but they do help in times of war to find out what is going on.  There is no limit on who may be made a spy or how many spies are in a guild.  Be warned, though, choosing an untrustworthy person for as spy may mean the sacrifice of important guild information.

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3. Tavern and Inn Keepers:
        These are the people that run the taverns and inns that are owned by a castle. None of these rooms are protected under AotMC law (unless they have "Recruiting" in the title). The GC is in charge of collecting rent for these each week, and setting the price on them. All gold collected goes to the WGP's, so we, the AotMC council, will be monitoring this closely. No Tavern or Inn will cost more then 1,000 GP's per week. There is no set total cost, however, the GC may place one. There is also no minimum pricing, so, if the GC chooses, the Taverns and Inns may be free. Remember, WGP's are for the well being guild, so it's recommended that you at least charge something.
        Also, any one caught cheating will be punished by extreme measures. First offense will fine the guild of all it's WGP's. Second, the guild will be brought up before the council and be considered for removal. We can easily keep track of a guild's WGP's by a specific formula that tells us what the maximum amount of WGP's a guild may get a week.

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4. Blacksmith Shops:
        It must be in your profile that you are an AotMC approved blacksmith. As long as you have been approved by the AotMC council (see note below) you can purchase a shop from the GC. Like with Taverns and Inns, the GC is in charge of setting a price each week, and the maximum allotment each week is 1,000 GP's. All collected from shops GP's go directly into the WGP's. Again, any one caught cheating will be punished by extreme measures (as noted in Taverns and Inns above).

Note: There is a limit of one blacksmith per 5 members. To be approved, the GC of the blacksmith must send a letter to TheRaptor4 saying who wants to be a blacksmith (see here ). She will then send a letter back saying if they can be or not. Her decision will be based on a castle's size and status, as well as how much experience the character in question has.
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    A. Making weapons and armor:
To make an item, the approved AotMC blacksmith must declare OOC the item and bonus they are attempting to make. Then they must roll 2d of their AotMC dice. The roll is scored like a combat roll (1-14 = 0, 15-19=1, etc.) If the score is equal to the items bonus, then it is a success.  If it's a success, then the blacksmith must pay 50 gold time the plus of the item. This is considered the "supply cost". The maker may set any price on the item they wish, but remember, if they don't sell, you don't make a profit.

Example:
Marok: ((attempting to make a +3 shield))
OnlineHost: Marok rolled 2 43-sided dice: 15 34
Marok: (( Total score is 5; attempt is a success ))

The attempt  must be logged and sent to the GC of the AotMC approved guild, and the blacksmith will get an XP of 100 times the plus of the item made.  All failed attempts will receive 100 XP's.

Note: The maximum number of items that may be done a week is the level of the blacksmith.  (i.e.. a 7th level blacksmith may make a +3 sword and a +4 breast plate.).  To increase this, a blacksmith may destroy swords, armor, and shields he has made at any point in time in order to gain back half of the bonus points of the item and spend them on another attempt.  For instance, Marok has made a +7 sword, a +3 shield, a +5 armor, and a +5 sword.  Together, these pluses add up to 20 bonus points. Marock may destroy the items and receive 10 more points to spend on making weapons.  For example, he may now attempt to make one +10 weapon, but nothing more.  This is extremely useful because there is no supply cost involved and it can help to clean out unwanted weapons and armor from a blacksmith's armory.  Also, characters who have several items they no longer wish to use may give, or sell, the items back to the blacksmith for the blacksmith to destroy.  Once they are destroyed, the blacksmith may then resell the item either at full charge, or cheaper, or even for free.  This is up to the blacksmith.  Prof of purchase of these items are also to be destroyed when the weapon is destroyed.  Those caught cheating will be fined heavily.
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    B. How the Bonuses Works:
Attack bonuses are added in the dice sides, not the score. Example: If Hezrog has 3d40 and holds a plus 5 sword, then his dice are now 3d45. Defense bonuses are subtracted from the opponent's score, so if Molrick was wearing plus 3 chain mail and holding a plus 1 shield, and Hezrog still has 3d45.  If Hezrog rolls a 15 25 42 for a total score of 10, then Molrick would only take a total damage of 6 (+3 chain mail and a +1 shield give a total bonus of +4).  For the sake of the proctors, those wearing armor need to state their total armor bonus after they are attacked.  It is the fault of the player, not the proctor if the bonus isn't subtracted from the score.  In the case of mass spars, defense bonuses only effect the score of the person attacking the one that holds the pluses to defense.  There are special rules for mages.  When a mage casts a defense spell, their armor bonus no longer applies until after their defense spell has been penetrated.  However, once the spell is penetrated, then the mage's defense bonus will be used as normal.  For example, the mage Veric has a defense shield of 15 and an armor of +3.  In the first round, he is hit for 10 points, which takes his shield down to 5.  His armor does not help the shield since the shield is around him and his armor.  In the next round, however, he takes 15 damage.  This time, his shield absorbs the first 5 damage and then his armor blocks 3 damage.  Veric only takes 7 damage.
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    C. Maximum Bonuses:
Armor may have up to a 5 bonus, shields may have up to 3, and weapons may have up to a bonus of 10.  No weapon above a plus 5 bonus may be used by any class other than Knight, and even then it may not be used with a shield. (as these weapons are two handed). Armor above 3 may not be used by any class except Knight. Shields may be used by anyone. The weapon/armor/shield and it's bonus must be in the character's profile, or it will not count. Pets may also wear armor, but not carry shields or weapons and the armor cannot be above a level 3.  A problem that may arise is when characters go above d100 with bonuses.  It is up to the GC wither or not they will allow this. If they do, scoring will be done as such:

100=26
101=27
102=28
103=29
104=30
105=31
106=32
107=33
108=34
109=35
110=36

The maximum dice that any character may receive through the use of potions and weapons is d110, and these dice may ONLY be used in matches, no exceptions.

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    D. Keeping a Record:
The item a character holds must be noted in his/her profile. Also, the character must be mailed a certificate of ownership from the AotMC approved blacksmith (the certificate must be CCed to TheRaptor4 as well). This will prove ownership by forwarding it to those that request it. Note: The item must be bought before it may be used, so if the black smith wants to give it away or use it themselves, then they must take the gold out of their own profile and say it went to supply cost.
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    E. Making Siege Weapons:
Blacksmiths may also be used to create devices of war for their guild or castle by using the rules explained in the Diplomacy section under 1C. Siege- Weaponry and Defense - Weapon Making

    F. Making Elemental Weapons:
Only members of the HC (high council) in a guild may make these weapons. These will be unique from all weapons which either a blacksmith or a wizard can make. These weapons may not have any other enchantment placed on them, and this includes becoming enhancement by a blacksmith or given a spell by a wizard.  See here, under the GC section, for more.

5. Potion Shops:
        It must be in your profile that you are an AotMC approved potion maker. As long as you have been approved by the AotMC council (see note below) you can purchase a shop from the GC. Like with Taverns and Inns, the GC is in charge of setting a price each week, and the maximum allotment each week is 1,000 GP's. All GP's go into the WGP's. Again, any one caught cheating will be punished by extreme measures (as noted in Taverns and Inns above).

Note: There is a limit of one potion maker per 5 members. To be approved, the GC of the potion maker must send a letter to TheRaptor4 saying who wants to be a potion maker (see here ). She will then send a letter back saying if they can be or not. Her decision will be based on a castle's size and status, as well as how much experience the character in question has.
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    A. Making Potions of Defense and Attack:
To make a potion, the approved AotMC potion maker must declare OOC what the potion is used for (attack or defense), and the bonus that the potion will give once they are consumed. Then, they must roll 2d of their AotMC dice. The roll is scored like a combat roll (1-14 = 0, 15-19=1, etc.) If the score is equal to the items bonus, then it is a success.  If it's a success, then the potion maker must pay 50 gold time the plus of the item. This is considered "supply cost". The maker may set any price on the item they wish, but remember, if they don't sell, you don't make a profit.

Example:
MarokthePotionMaker: ((attempting to make a +3 potion of defense))
OnlineHost: MarokthePotionMaker rolled 2 43-sided dice: 15 34
MarokthePotionMaker: (( Total score is 5; attempt is a success ))

The attempt  must be logged and sent to the GC of the AotMC approved guild, and the potion maker will get an XP of 100 times the plus of the item made.  All failed attempts will receive 100 XP's.

Note: The maximum number of items that may be done a week is the level of the potion maker.  (i.e.. a 10th level potion maker may make 2 +3 potion of defense, a +2 potion of defense, and a +2 potion of attack.)
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    B. How the Bonuses Works:
Attack bonuses are added in the dice sides, not the score. Example: If Hezrog has 3d40 and holds a plus 5 sword, then his dice are now 3d45. Defense bonuses are subtracted from the opponent's score, so if Molrick was wearing plus 3 chain mail and holding a plus 1 shield, and Hezrog still has 3d45.  If Hezrog rolls a 15 25 42 for a total score of 10, then Molrick would only take a total damage of 6 (+3 chain mail and a +1 shield give a total bonus of +4).  For the sake of the proctors, those wearing armor need to state their total armor bonus after they are attacked.  It is the fault of the player, not the proctor if the bonus isn't subtracted from the score.  In the case of mass spars, defense bonuses only effect the score of the person attacking the one that holds the pluses to defense.  There are special rules for mages.  When a mage casts a defense spell, their armor bonus no longer applies until after their defense spell has been penetrated.  However, once the spell is penetrated, then the mage's defense bonus will be used as normal.  For example, the mage Veric has a defense shield of 15 and an armor of +3.  In the first round, he is hit for 10 points, which takes his shield down to 5.  His armor does not help the shield since the shield is around him and his armor.  In the next round, however, he takes 15 damage.  This time, his shield absorbs the first 5 damage and then his armor blocks 3 damage.  Veric only takes 7 damage.
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    C. Maximum Bonuses:
All potions have a maximum of plus five, for any class in AotMC.  Sorry guys. Pets may also use potions to aid them in defense or attacking, but their maximum bonus for defense is 3 while their attack is at 3. Potions may be combined together, but they may only be used once per battle (spar), and no more than two of any potions may be combined. Once you use them, they are gone for good.  As stated above in weapon making, a problem that may arise is when characters go above d100 with bonuses.  It is up to the GC wither or not they will allow this. If they do, scoring will be done as such:

100=26
101=27
102=28
103=29
104=30
105=31
106=32
107=33
108=34
109=35
110=36

The maximum dice that any character may receive through the use of potions and weapons is d110, and these dice may ONLY be used in matches, no exceptions.
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    D. Keeping a Record:
The item a character holds must be noted in his/her profile. Also, the character must be mailed a certificate of ownership from the AotMC approved potion maker (the certificate must be Coed to TheRaptor4 as well). This will prove ownership by forwarding it to those that request it. Note: The item must be bought before it may be used, so if the potion maker wants to give it away or use it themselves, then they must take the gold out of their own profile and say it went to supply cost.
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