First of all, these are suggestions to wards improving the guilds and making them more enjoyable to play.
Simyarin:
Remove all the useless spells and remove all the "new" spells which is just an updated version of the
previous one, such as the enchanter staff attack spells.
Instead spells should become better automatically with use and gained grades
instead of having to learn a better or "updated" version of it.
Example: Instead of having a blue, white, red and black circle which are basically better versions at a higher level only one circle spell would be needed, but it would automatically be updated "to the next level" upon advancing.
Also instead of having ten different wards against a single type of creature, alignment or gender,
only one defensive spell would be needed, which would protect against anything.
Also spells like teleport would only have one, really good teleport instead of many lesser versions.
Remove the secrecy rule and let people know what a spell does instead of having to be informed by someone
higher up than you.
Replace the apprentice system with a test of your magical mastery and wits.
Example: Level 5, max grade yillon, being tested on his magical powers and if he finishes it he may choose which
school to join.
The test could be designed to test the three basic or yillon spells.
Example: Must use magical arrows to defeat a creature which is invulnerable to physical attacks.
Use the light spell to be able to see in a magically dark room and find the random exit,
a room in which which torches and lanterns does not work.
Use detect magic on several items to see which item is magical.
Then you use that magical item to go forth in the test.
Also I was thinking of a test of riddles as a final challenge.
Note: Sp would not regenerate with potions and suchlike in the test so mastery of the spells would matter since it would make succeed more and not waste Sp.
This teaches the value of economy and conserving your energy.
Of course, make the Sims able to use a backpack without losing their power to do magic.
It has been ages and Sims are still not able to wear a backpack and do magic at the same time.
Give them the ability to release spells through will alone, basically not having to wait a spells total duration
but instead chose to dispel the active spell instead of as it is now, using another spell to
disenchant all active spells or waiting for it to end.
Lastly a system to charge or empower Spells with more magical power.
To be able to use more sp to charge a spell and increase it's damage for attack spells,
increase a spells duration or increase it's potency when using for example defensive or utility spells.
Khorne:
First of all, instead of having to obtain every bit of chaos armor piece by piece,
a full set of chaos armor would be obtained firstly when you join and later when you meet the requirements.
This would mean that more chaos rewards could be gained when advancing in the guilds ranks.
Khorne's favored weapon is the axe:
"Axes are the favored weapons of Khorne, and another common mark worn by his followers is the Collar of Khorne"
Source:
http://uk.games-workshop.com/hordesofchaos/khorne/Hellblades would in the reform not be the only "guild" weapon of Khorne, but other weapons would also be available
as chaos rewards, preferably axes and maces.
Alignment: Khorne is a chaos god, in the warhammer world he is the embodiment of evil, destruction and war.
Followers of Khorne should never be saintly or good in nanny, suggestion is to either restrict access to good alignments or make it so that every sacrifice makes you a bit more evil.
Sacrificing people and offering their souls to the chaos gods is not a nice thing to do.
Mutation is an important part of chaos in the original sources, chaos causes mutations.
Followers of Khorne ought to have the stigma of chaos, such as an arm growing into a massive tentacle,
regeneration, head turned into that of a horned, raging bull and so on.
Suggested possible positive and detrimental effects due to mutations.
In the warhammer game the followers of Khorne are resistant to magic since their god despises spellcasters.
A suggestions most likely not to be implemented.
Still, such an addition would make the guild more attractive.
Adventurers:
Add a stun effect for the spell stunning blow and increase the cost of sp,
as it is now it only deals damage, yet is less effective than kick and of a higher level.
Vampires:
Suggestions:
Remove the sun damage from the vampires, according to vampire lore
vampires are weaker in the sun, they are not damaged by it like they are in popular culture and media.
Diablerie should not be the only way to gain age, diablerie would be the most common and quickest way
but one should have the option to advance age and potency through aging, being active and drinking blood than just killing your vampire kin.
Age gained through active play and seniority would naturally be reduced through inactivity and long periods of resting in ones coffin.
Chefs guild:
Available info on many things which are not that obvious, like what effect weapons and damage type has on the quality of the meat.
Having to guess and potentially ruining your gaming experience is not very fun.
Also having info in the helpfiles such as what meat parts would be considered large so that you don't have to guess and most likely ruin your meal.
In the helpfiles info on peppers and it's effect on unusually dark, unusually light and neutral meat
would be greatly appreciated.
Again, having to guess which pepper to use is not very newbie friendly.
Using identify/investigate and interpreting the text is not the most obvious thing for an inexperienced player to do.
Artifacts:
Rewards for gaining the higher ranks should be awarded with such things as relics, artifacts and special items, similar to that of the Cthulhu cult.
Obviously not combat gear, but things as a herb pouch for a druid which would make him able to plant a tree without having to fertilize it with a corpse.
For chefs they could have a box of pepper which would supply him with infinite amounts of
the standard pepper sorts or a salt mill which would supply an endless amount of salt
or a jar which never runs out of water.
Or the classical endless sack of flour.
Monks could have holy relics to be borrowed at the higher ranks.
I am aware that these suggestions would likely not be implemented in nanny, but you are free to use
them as you like, suggest them to the admins or take them code them yourself if you like any of them.
Also: Update the nannyMUD homepage and guild pages, good pr is a must these days.