· 10 years ago · Aug 25, 2016, 08:48 PM
1
2The server in general is a hardcore dungeon crawler, with a focus on character customization.
3Death is almost unavoidable, and should be accepted as a part of the server, and part of the fun.
4The server also offers a lot of choices for the player to make.
5It also brings back a lot of 'old school' tibia features.
6
7Also, while levels will be in the game, leveling up doesn't strictly make you stronger, but allows your equipment to level more.
8
9This is so we can create a 'range of power' so that things are more balanced, and all the monsters in the game will always be dangerous, and never completely '1 hit'.
10
11Client: 10.10+/OT Client
12The client version will stay current with real Tibia updates, though we will use the OT Client to be able to add in more sprite options and additional features.
13
14Hotkeys will not be enabled.
15
16Players will not be able to shoot runes through the battle window, and it will only be used for seeing available attack targets.
17
18Ambient Light will be turned off, and the night and day cycle will have an influence on spawns and NPC behaviour.
19
20Luring monsters, pushing corpses, and loot stealing/looting 'other peoples' corpses is allowed.
21
22Line of sight is limited to what you actually have line of sight.. you can not see around walls or corners anymore.
23
24Death Loss: 10% exp default w/ Lives system, ghost system, bounty system and revive system.
25Death is brutal on this server.
26
27The default amount of exp loss when you die is 10% of your current exp and skills, plus your backpack, one random piece of equipment, and 1 life. Your equipment will fall on the ground, not inside of the corpse on death
28
29If you do not drop any equipment on death, you will lose an addition 20% exp, this is to discourage passing all your equipment to a friend when you are about to die, or tossing it in the water.
30
31There will also be a revival system.
32
33When a player reaches 0 HP, they won't die instantly, they will instead be put into a 'out cold' condition for 60 seconds.
34During the 60 seconds, the player can choose to die instantly, wait for another player to revive him, or be 'executed'
35
36Equipment items such as a sacrifical doll, if worn while dying, will be destroyed, and you will come back with a % of life.
37
38Monsters don't execute, only players can, and the ability to execute will be extremely rare.
39
40This might sound like I am going easy on a player, but for the most part people won't have a revive spell.
41
42Bounty System:
43Additional equipment can be dropped on death based on your bounty status, this will be discussed in the PVP section.
44
45Ghost System:
46When the player dies, they do not immediately lose 10% exp, they instead have a choice of waiting out a 'death timer'. During this time, the player is a ghost, and is locked inside of a temple. The length of the death timer is based on the players level when they had died.
47If the player waits out the 'death timer, and is 'revived', he can leave the temple without losing the 10% exp.
48If the player leaves the temple as a ghost, he will be instantly revived, but will lose 10% of his exp.
49
50Skill lose, item drop, and the 20% exp lose from dying without dropping equipment can not be avoided.
51
52Lives system:
53Players start with 3 lives with a max of 3 lives when they first start.
54When a player dies, they lose a life.
55If the player loses all 3 lives, he will drop all equipment he is wearing, and be deleted. Any house or property he owns, will be set to un-owned, and all items and money in the bank is lost, if it wasn't assigned in a will.
56
57Players can increase their max amount of lives, and their current lives by doing various quests or tasks.
58
59PVP: PVP-E+
60The server will always be in pvp enforced without a skull system. But I have made an alternative punishments for pvping. You will never get banned for having too many frags, but the punishments are still bad.
61Whenever you die, you will always lose your backpack plus one random piece of equipment.
62You can lose additional pieces of equipment based off of the amount of frags you have.
63Based on how many frags you have will set your 'bounty' status.
64Some npcs will not speak to you if your bounty status is too high, based on the alignment of the npc
65
66The following 'table' will help explain the different bounty statuses.
67
68FRAGS STATUS DEATH LOSS EXTRA
690-3 NO BODY STANDARD
704-10 SMALL FRY STANDARD+1 piece of equipment
7111-15 OUTLAW STANDARD+2 piece of equipment LG npcs will ignore you
7216-20 KILLER STANDARD+3 piece of equipment LG/CG/LN will ignore you
7321-25 SERIAL KILLER STANDARD+5 piece of equipment LG/CG/NG/LG will ignore you
7426-30 MURDERER STANDARD+6 piece of equipment LG/CG/NG/LG will ignore you + extanded frag time
7531-35 MASS MURDERER STANDARD+8 piece of equipment ^+ You spawn in jail when you respawn now
7636-40 HOMOCIDAL MANIAC STANDARD+8 piece of equipment ^+ You spawn with only % max hp and mp
7740+ GENOCIDAL BASTARD STANDARD+8 piece of equipment ^+ Only TN/NE/EC will talk to you now
78
79Other players will not be able to see how much bounty you have unless they visit a bounty hunter shop.
80You can only find out how many frags you have by paying the bounty hunter to find out.
81
82At the bounty hunter shop the following can be done:
831. Players can place bountys on other players.
842. Players with frags can 'pay off' one frag per day (cost increases based on status)
853. Players can check the wanted list.
864. Players can turn bountys.
875. Pay to see the wanted status of another player.
886. Take a 'bounty hunter quest'
897. Check how many frags you currently have, and how much time to remove them all.
90
91There will still be a fightback system, so players are able to protect themselves, and not get a frag.
92Players that kill one and another, will enter a 'war mode' between each other, allowing them to fight each other and kill each other without gaining additional frags.
93
94
95The reason for this system instead of the skull system is to remove skull bashing.
96The skull system basically places a 'come kill me' marker on them, an I believe that was unfair.
97
98Jail system:
99The Jail is it's own self-contain island, that has it's own 'jail house' currency.
100When you reach 30+ frags, and die, you login in a jail cell.
101Players are stuck respawning in jail till either they escape, or lose all frags.
102This is a replacement for being banished.
103You can still break out of the jail, and go back to playing like normal, but it is a hard task.
104Jail can be fun in itself and be like a minigame, and there will be specific quests while in jail that can be done only when in jail
105
106
107Character Creation:
108When you make your character, you pick your name, your race, your alignment, two character traits, and two character flaws.
109
110Race: Based on your race, you have a list of selectable outfits, and you gain racial traits.
111All racial traits will give you one positive passive, one negative passive, and one race ability.
112Example: Race-Living Chair
11310% increased stamina regain.
11410% increased fire damage (-10% fire resistance)
115Ability: Super Soft Chair: Gain back 50% of your soul. (2 hour cooldown)
116
117The living chair race is based on being able to rest very well, since it is a chair that is alive.
118But since chairs are made of wood, he naturally is weak to fire.
119
120Alignment:
121Alignment is basically the nature of your character, and what Gods you follow.
122Your alignment will effect how you interact with npcs.
123The Alignments are as followed:
124Lawfully Good (LG)
125Neutral Good (NG)
126Chaotic Good (CG)
127Lawful Neutral (LN)
128True Neutral (TN)
129Chaotic Neutral (CN)
130Lawfully Evil (LE)
131Neutral Evil (NE)
132Chaotic Evil (CE)
133
134Character Traits:
135These are positive passives you pick from the start.
136Examples of these are..
137Archaic Study: 1 bonus spell point
138Extraordinary strength: 1%+ max strength
139
140Character Flaws
141These are negative passives you pick from the start.
142Examples of these are..
143Clubfoot: -10% movement speed
144Magically retarded: Can not learn spells higher than level 1.
145
146
147Leveling:
148Instead of gaining base stats when a player levels, they gain 3 stat points to spend on different stats.
149The stats in the game are as followed
150Strength: increased melee damage, increased cap, and small boost of hp
151Intelligence: increased magic damage, small boost of mp
152Dexterity: increased range damage, and small boost movement speed
153Vitality: big increase of hp
154Knowledge: big increase of mp
155Wisdom: faster mp regain
156Endurance: faster hp regain
157
158
159Equipment:
160Equipment will be randomized on when it is dropped by a monster.
161It will also have durability, and slots.
162Equipment can have increased stats (strength, intelligence, etc), actives, passives, and negative stats.
163
164An active is just a spell you can use when wearing the piece of equipment
165Example: Wearing the magical baking tray gives you the spell summon cookie while wearing it.
166
167A passive is a quality is a gained attribute by wearing the piece of equipment
168example: enhanced movement: 2% increased movement speed
169Curse: -10% death resistance. This piece of equipment can't be unequipped until it is blessed by a priest.
170
171Durability:
172Durability is the amount of wear and tear a piece of equipment can handle.
173There are two types phases of durability, the current durability, and the integrity.
174Durability represents the current wear and tear, and integrity represents how the equipment is holding up
175If a piece of equipment reaches 0 durability, the integrity start to lower, and if integrity reaches 0 it is permanently destroyed.
176Equipment can be repaired to restore durability, but every repair will decrease it's integrity.
177
178Leveling System:
179Equipment can level up itself.
180Experience for equipment is gained the same way players gain experience.
181However, the level of a players equipment can never surpass their own level.
182When a piece of equipment levels up, it gains a reforge points.
183
184Reforge Points:
185Reforging is the act of attempting to improve a piece of equipment.
186Reforge points can be spent in many ways such as:
187Repairing durability, Increasing integrity, Minor reforge, Major reforge, and slot creation.
188Minor and Major reforging is the way to increase stats on a piece of equipment with the chance of also losing stats.
189An example would if you tried to do a minor reforge on a sword, you would have a range of -10 through +10 attack gain.
190While with a major reforge you would have a range of -20 through +20.
191Reforging isn't a guarantee way to make a piece of equipment stronger, but rather a chance at improving it.
192
193Slots
194Slots are little storage units for charms.
195If you equip a charm in a piece of equipment, it will enhance the equipment.
196Charms have various benefits.
197Charms can be removed, but it takes away durability from the piece of equipment, and the charm has a chance to be destroyed.
198
199A piece of equipment can have up to 10 positive and negative attributes attached to it, and one passive and one active.
200
201
202Spells:
203A player will have 10 spell points at the start of the game, that he can use to learn spells.
204Spells can be unlearned if you have a scroll to write them down on too, or just forgotten if you don't have a scroll to write them on too.
205Spells have a ranking system, and based on the spells rank, is how many spell points it costs to learn.
206
207Rank 1 - 1 Spell Point
208Rank 2 - 2 Spell Points
209Rank 3 - 3 Spell Points
210Rank 4 - 4 Spell Points
211Rank 5 - 5 Spell Points
212
213Furthermore, spells can 'level up' as you cast them, making them stronger as you use them.
214The max level on a spell is level 10.
215
216Spells can also be used through equipment as actives.
217
218Spell Types:
219 Self Target (Self Target is more powerful than AoE)
220 Heal
221 Health
222 Mana
223 Shield
224 Stamina
225 Buff
226 Armor Buff
227 Defense Buff
228 Physical/Magical Resist Buff
229 Haste
230 AoE (Area Around Self, can hit allies and enemies)
231 Heal
232 Health
233 Mana
234 Shield
235 Stamina
236 Buff (Armor, Defense, Resists)
237 Armor Buff
238 Defense Buff
239 Physical/Magical Resist Buff
240 Haste
241 Damage (AoE)
242 Self Explanitory
243 Crowd Control (Wave)
244 Taunt
245 Stun
246 Slow
247 Fear
248 Pacify
249 Snare
250 Sleep
251 Directional (Directional Area Spell )
252 Damage (Wave)
253 Self Explanitory
254 Heal (Wave)
255 Health
256 Mana
257 Shield
258 Stamina
259 Croud Control (Wave)
260 Taunt
261 Stun
262 Slow
263 Fear
264 Pacify
265 Snare
266 Sleep
267 Party (Works only if party members in range)
268 Heal
269 Health
270 Mana
271 Shield
272 Stamina
273 Buff
274 Armor Buff
275 Defense Buff
276 Physical/Magical Resist Buff
277 Haste
278 Toggle (Has Negative Effects or Mana Drain)
279 Buff
280 Heal
281 Use With (On Target)
282 Damage
283 Heal
284 Crowd Control
285 Curse
286 Traps
287
288
289Crowd Control/Status Effects
290
291Bleeding: The player takes physical damage for a duration.
292
293Blind: Makes the players auto-attacks, and on target (beside self-cast) spells miss.
294 Enhancement: Actually make the players screen go black.
295
296Blinked: The player goes completely invisible and can not move, cast AoE spells, cast on target spells, or use items on others during the duration.
297 The player can still use items and cast spells on himself during the duration.
298
299Burned: The player takes fire damage for a duration.
300
301Confused: The player when walking, walks in a random direction, and when casting on target spells, it picks a random target in range instead.
302 When trying to use a potion, it has a chance to go on the ground instead.
303
304Cursed: The player takes death damage for a period of time.
305
306Death Timer: The player has a set amount of time (shown to him) before he is instantly killed.
307
308Displaced: The unit is instantly moved to another location.
309
310Disarmed: The player can not auto-attack for the duration.
311 The player can still cast word spells.
312 The player can not use items, or runes, or potions during the duration.
313
314Dis-robed: The player is forced to unequip a piece of equipment.
315 If no inventory spot is available, it drops to the ground
316
317Disorientate: The player can not attack, cast spells, or use items for the duration.
318 The player also walks to a random location when moving.
319
320Drain Linked: The player is linked with the caster, and loses (any combination of) hp, mana, speed, attack, regeneration during the duration.
321 The caster gains what the player loses.
322 The drain link is broken when the player moves out of the range of the drain link
323
324Drowning: The player is taking drowning damage, movement speed is slowed, and can not cast or chat.
325
326Drunk: The player when walking has a chance to walk in a different location than the one he picked.
327
328Electrocuted: The player takes energy damage for a duration.
329
330Famined: The player loses all effects of regeneration during the duration.
331
332Forced Action: A group of crowd controls that force the player to act without his discretion
333 Berserk: The player is forced to follow attack a target at random for the duration. The player can untarget, but is instantly randomized a new target.
334 Charm: The player is forced to walk towards the target, and all attacking and spells are disabled for the duration. (speed boosting spells are force casted if available)
335 Fear: The player walks -away- from the target who feared him, and can not cast/attack while feared. (speed boosting spells are force casted if available)
336 March: The player is forced to walk to a location.
337 Mind Control: The player can not do anything during the duration, and another player controls him completely.
338 Recite: The player is forced to cast a spell.
339 Taunt: The player is forced to walk towards the target, and can only attack and cast on-target spells on the caster.
340
341Frozen: The player is turned into a block of ice and takes ice damage for the duration.
342 Others can attack the players, and at a chance, end the frozen duration.
343 The player can not attack, cast, use items, or chat during the duration.
344
345
346Gravitized: The player loses a % of his maximum HP or Mana for the duration.
347 The player never takes damage, but if his current HP or Mana is higher than his new max, he is set to the new max.
348 This stat change can not be avoided once it is casted on him. (meaning, statuses that make the player untargetable are the only way to avoid this effect, conditions that block all damage do not negate this)
349
350Hungered: The player loses all of his 'feed' counter, and it's set to 0.
351 The player stops benefiting from regeneration brought on by food.
352 The player however, can eat again, since his feed counter was dropped to 0.
353
354Invincible: The player can not take damage during the duration.
355 The player can still be targeted, status affects apply, and any 'ticking' statuses resume when the player leaves invincibility.
356
357Invulernable: The player can not be damaged, or take status effects of any kind.
358 Others can attempt to attack or cast on the player, but no damage or effects will be applied.
359
360Knocked Back: The player is moved in a direction.
361 The speed is determined by the knock back.
362 The distance is determined by the knock back.
363 No casting or attacking or item using while being knocked back.
364
365Knocked Off: The player is forced to drop a piece of equipment to the ground.
366
367Pacified: The player can not attack, or cast any damaging spells.
368
369Phased: The player can not be targeted during the duration.
370 The player can not auto-attack or use items on anything during the duration.
371 The player can still cast spells.
372
373Polymorph: The player is changed to another creature for the duration.
374 The players stats are ignored and replaced by the creatures stats.
375 The player can cast the creatures spells while poly-morphed, but not his own.
376 The player is sent a message of all of the creates abilities when poly-morphed.
377
378Poisoned: The player takes poison damage for a duration.
379
380Pulling: The player is pulled in towards a source.
381 If the player stops moving, he will be moved (square by squared, or pushed) towards the source.
382 The player can move, but if it is in range of the source of the pulling, is slowed down as well.
383
384Pushed: The player is moved in a direction.
385 The player is moved at it's own speed.
386 Only moves one space.
387
388Refection: The player has all on target spells reflected back to the caster.
389 Still takes AoE damage/effects
390
391Reversed: When the player moves, he moves in the opposite direction instead.
392
393Root: The player is trapped by vines, and has to kill the vines to move again, or wait till they go away.
394 The vines are underneath the player.
395
396Snared: The player can not move for the duration.
397
398Silenced: The player can not cast, or talk in any channel for the duration.
399
400Sleep: The player is put to sleep, and can not move, cast, chat, or use items during the duration.
401 Sleep is ended if the player is ever hit.
402
403Slow: The players movement is impaired.
404
405Stasised: The player is placed in stasis where -nothing- can target him, but can not attack or cast or use items himself.
406
407Stoned: The player is turned into a stone and takes earth damage for the duration.
408 Others can attack the players, and at a chance, end the stoned duration.
409 The player can not attack, cast, use items, or chat during the duration.
410
411Stun: The player is unable to move, attack cast or use items for the duration.
412
413Stupefied: The player can not cast or use items during the duration
414
415Switched: The player is switched locations with the caster.
416
417Tracked: The player is being 'tracked' by the caster.
418 The caster is updated periodically of the players location.
419
420Turned Undead: The player now takes damage from healing effects for the duration.
421
422Wall: The player is surrounded by walls.
423 Nothing is really done to the player himself, but has to break/kill the walls, or wait till they go away to move pass.
424
425Weakened: The players stats are lowered for a duration.
426
427Untargetabled: The player can not be attacked, and can not have spells casted on him.
428 Still takes effect from AoE spells.
429
430
431Summons:
432
433Notes on summons themselves:
434When a player gets a summon, another window containing the summons stats and spells in it.
435
436The window will contain the monsters health, mana, shielding, barrier.
437It will also have it's on 'move' button and 'attack' button.
438Furthermore, it will also list each spell the monster has, with target options if applicable.
439
440
441
442
443Conjuring:
444Conjuring is the act of using regents to conjure a new being to aid you.
445
446It is the most common form of summoning.
447
448To conjure a monster, you will need to sacrifice a set amount of item/s(regents).
449
450Furthermore, certain monsters need specific 'symbols' drawn out with the regents to summon them.
451
452Example: You cast conjure on a leaf to create a Leaf Golem.
453
454Example Two: You cast conjure on an iron ore on top of a leaf to get an Earth Golem.
455
456Example Three: You cast conjure on a fire field to get a lesser fire elemental.
457
458Example Four: You cast conjure on group of fire fields shaped in a cross to get a greater fire elemental.
459
460
461
462
463Portals/Rifting:
464Opening a portal is the act of opening a portal(rift) to another dimension and bringing monsters out of it.
465
466When a player opens a portal or rift, the player must 'maintain' the portal until a monster(or monsters) comes out.
467
468Multiple monsters can come out of a portal, based off of how long the portal was open for.
469
470The type of portal determines what possible monsters can come out of it.
471
472Maintaining a portal can range from just sapping the casters MP, to forcing the caster to 'channel' the portal, making the caster unable to take any other actions, or sacrifice the portal.
473
474Portals also are physical objects in the game world, that can be 'attacked' to close it.
475
476The caster themselves may recast the spell to close the portal.
477
478
479Example: The player opens a portal to the fire dimension for 30 mana a second, waits 5 seconds for a fire elemental to come out, then closes the portal.
480
481Example Two: The player channels a portal to the nightmare realm for 50 mana second, staying completely still for 10 seconds, until a dream eater comes out.
482
483
484
485Raising:
486Raising is class of summoning that requires a corpse to 'reanimate' or use the corpse to create a new monster.
487
488Reanimating is the act of bringing the corpse back to life in an undead state.
489
490Example: Reanimating a dead orc corpse will give you an undead orc.
491
492Raising: Raising is the act of using the corpse as a source to create a new undead monster.
493
494Raising will use the corpse type to determine if the corpse is usable, and what the monster they create.
495
496Certain spells can be limited to certain corpse types, or use multiple corpse types.
497
498Corpse type is linked to the 'race' of a monster.
499
500Valid corpse types are as followed and found in the items.xml
501 <attribute key="corpseType" value="undead"/>
502 <attribute key="corpseType" value="blood"/>
503 <attribute key="corpseType" value="venom"/>
504 <attribute key="corpseType" value="fire"/>
505 <attribute key="corpseType" value="energy"/>
506
507
508Example:
509Casting 'raise undead' on a group of corpses will turn all undead, blood and venom corpse types into a Skeleton Warrior but will ignore all other times.
510
511
512
513
514Straight Up Summoning:
515Straight up summoning is the act of summoning a monster out of thin air to aid you.
516
517It is the rarest form of summoning.
518
519Summoning of this manner can be broken down into specific categories to summon a range of person, or summon directly by name.
520
521Category examples are as followed:
522 Summon: Mammal
523 Summon: Spider
524 Summon: Elemental
525 Summon: Human
526
527A summon spell can be linked to one specific monster
528
529
530Example: The caster uses a spell and creates a sheep out of thin air.
531
532
533
534
535
536Monsters:
537Monsters will all be unique compared to real tibia.
538They also spawn on top of you. (no spawn blocking)
539Every monsters is required to have at least one spell ability, to make it 'unique'
540Spawns in the game world will be 'random' but only to a certain point, so nothing can be completely 'camped'
541There is also a chance when you kill a monster that it will come back 'enraged', which is just a slightly stronger version of itself.
542
543Monsters also come from level 1 to 10 themselves, with 10 being the strongest version of it.
544
545Monster also give you effort values when you kill them.
546
547This works just the same as pokemons EV system, where when you kill someone you get an EV point.
548
549Difference here is, you need 100 EV points of one stat type, to get 1 stat point.
550
551There is a maximum number of EV points per level, and thats 1000.
552
553This makes hunting more challenging, and requires thought and tact to make the perfect character.
554
555You can restart your EV progress at any time,but you will lose all progress you have made,and have to start at 0 ev
556
557
558Monster spawns will also be on a 'population timer' so it can be possible to 'over hunt' a type of monster, and you will have to wait for the monster to 'repopulate'.
559
560This is to help prevent people from over abusing weaker spawns such as rotworms, and endlessly grinding on them.
561
562When a monster has been 'hunted to death', it will be removed from the chance to spawn in an area, and be normally replaced with a harder and stronger monster.
563
564
565
566Monster drops:
567When a monster dies, it has 'two' type of loot drops.
568The first one is items it is carrying on it's person, and will be found inside of the corpse.
569Monsters also will be able to drop items directly to the ground, away from the corpse.
570
571This is to bring back competition over loot, and having to choose between grabbing what was dropped on the floor, and checking the corpse.
572
573Furthermore, there is a stock system in place to help regulate loot better.
574
575Items that are more powerful such as 'boots of haste' will have 'stocks' on certain monster types.
576
577This means, the more the boots of haste are dropped, the rarer it gets, working on thresholds.
578
579Example would be:
580
5810-5 drops: 10% chance
5826-10 drops: 6% chance
58311-15 drops: 3% chance
58415+ drops: 1% chance
585
586However, the stock will be able to rebuild itself over time, and return to be more 'common'.
587
588
589
590
591Guilds:
592
593Unlike regular Tibia, you have to register your guild at a guild magistrate to create it. This costs in game money.
594There is a monthly fee to keep your guild registered, and active.
595
596When you first create a guild, you only have 5 slots to invite players to it.
597You can upgrade your guild to have more members.
598This can be done by paying for it, or by doing guild quests.
599
600
601There will also be guild specific tasks/quests given to you by the magistrate.
602These guild tasks/quests are the main reason to make a guild.
603They will incorporate a lot of team work, and regular any where from 3 people up to 20 people to complete.
604
605
606There will also be guild specific events, such as guild Colosseum matches.
607
608This is all done to make guilds special, and play an actual role in the server as whole.
609
610Guildhalls will not just be big houses, but also have pvp-arenas, capture the flag arenas, and various other 'event' features attached to them.
611This is to allow guilds to be able to host their own events out of their guildhall.
612
613
614
615
616Theme of the server:
617
618The known world is controlled by an organization called the Adventure Guild which is controlled by a cabinet and an overall leader.
619
620Every facet of existence is regulated by the Adventure Guild.
621
622For entertainment, the leaders of the adventure guild have set up a continent full of various tasks, puzzles and quests to watch people force themselves to attempt to beat.
623
624Those that conquer the tasks have the ability to challenge leaders of the adventure guild to gain freedom, or take a position of power in the guild.
625
626No one to date has lived through the challenges set up by the adventure guild to even challenge them for their own freedom.
627
628When people are born they are placed into a specific future role.
629
630Some people are made into villains, some are made into shop keepers and quest givers and some are made into adventurers.
631
632When a person chosen to be an adventurer comes to age, their minds are wiped, and are placed into a tutorial governed and operated by the All Father, which is nothing more than a computerized rock.
633
634After completing the tutorial, an adventurer is placed into a cave, given a room in an orphanage, and given a State Appointed Mother to guide them in their adventure for freedom.
635
636
637
638
639The starting cave is a huge cave city with a underground mushroom mine far beneath it.
640
641None of the houses in the cave city are real houses, just cave walls with a door attached to them
642
643The orphanage of which the players live in has to be rather big. There must be at least 20 rooms in it, a big room (a whole floor) for the state appointed mother, a bathroom, a meeting room, a kitchen, a dinning room, a class room, a basement with wine cellar, and an attic
644
645Every room must be at least 3 squares by 4 with a door leading into a hall that leads to other rooms and goes to the other floors.
646
647Every NPC must have it's own house (unless they are married to another npc or a family member of the house)
648
649For NPC houses in cave city, they must all have their own houses, which all must have the following:
650
651At least 3 floors
652A bedroom (married couples need one, other family members must have thier own rooms)
653A kitchen
654A living room
655A basement
656
657If it is a shop, they must have a show room that shows off what they sell, and a bedroom to sleep at.
658
659Shop keepers are thought to eat at the soup kitchen.
660
661The houses don't have to be big, but they must look like they are liveable.
662
663
664Shops
665
666There should be at least the following shops
667
668A food shop
669
670A armour shop
671
672A general goods shop
673
674A furniture shop
675
676A weapon shop
677
678A potion shop
679
680A book store
681
682
683
684Storage
685
686There should be a huge storage warehouse somewhere in the cave city, this will be a focus point for alot of carrier missions
687
688
689
690Soup Kitchen.
691
692I want a big soup kitchen so all the poor players have a place to get free soup from, it should be pretty big and just one floor with a big dining room, and a kitchen, and a huge storage cellar.
693
694
695A Monastery
696
697A HUGE multiple floor church by library where monks study. Each monk has to have it's own room in the monastery
698
699Town Center
700
701A place where people can gather with a stage. should be closest to the middle of the cave city as possible.
702
703A Sheep and Mushroom Farm
704
705
706The people of the cave need food to eat, so they must have a farm where they raise their food, doesn't have to be big, but it should look nice and adventurous
707
708
709
710
711
712
713
714
715NPCs:
716
717There are two times of npcs
718
719Non-Interactive NPCs and Interactive NPCs
720
721On top of that, some npcs might only be available on certain days, and only give some options based on the time in the GAMEWORLD.
722
723
724
725Non-Interactive NPCs:
726
727These npcs pretty much exists to create an ambience or a feeling of an area
728
729You can not talk to these npcs, so no real dialogue is required for them.
730
731BUT there still needs to be a response given when a player trys to greet them
732
733example:
734A city guard..
735
736When a player walks up to the city guard and greets him, the player could receive any of the following messages:
737
738*The guard looks at you for a moment, then looks straight forward again, telling you to move along, he is on duty*
739
740*The guard sternly ignores your attempt to talk to him*
741
742*The guard has fallen asleep standing up*
743
744
745All Non-Interactive NPCs should have this sort of flavour text response when trying to greet them.
746
747This creates an even greater sense of being apart of an gameworld, and helps with immersion.
748
749
750
751
752
753
754
755Interactive NPCs:
756
757These are npcs that the player can actually interactive with to progress in the storyline of the game.
758
759
760All interactive NPCs need to have at least one minor task, mission or quest associated with them.
761
762Furthermore, all of these NPCS must respond to the following:
763
764Name:
765
766This is where an NPC will tell you his name, and tell the player about himself to some degree.
767
768Take this chance to build characterization of the NPC
769
770Not all npcs have to give a description of themselves here, and can be anti-social, but they must respond to asking of their name.
771
772Example 1:
773
774NPC Clock: My name is Chanc, and I'm the greatest hunter IN - THE - WORLD!
775
776Example 2:
777
778NPC Elijah: ... I'm Elijah... if thats all you want, then you can get out of here.
779
780
781Job:
782
783This is where the NPC will tell the player what they do for work, or their place in society.
784
785Not all NPCs need to have jobs, some can be children, lay-abouts, or just old people
786
787This is another chance to add even more character to the NPC
788
789Example 1
790
791NPC John: Yeah... about that.. I prefer to just lay in the warm sunshine all day and take a nice nap then work..
792
793
794Example 2
795
796NPC Axel: I've been the blacksmith in this town for the last 20 years. My father was a blacksmith before me, so it's a family business.
797
798
799Origin:
800
801This is where the NPC can tell you some backstory of where they are from
802
803Example 1
804
805NPC Seymour: I studied in the capital city to learn how to be a school teacher, so I could come back home to this farm town to help educate the people here
806
807Example 2:
808
809NPC Elijah: I don't want to talk about it..
810
811
812Offer:
813
814This is where the NPCs offer their services.
815
816If the NPC is a shop keeper they can tell you about what they sell here.
817
818If the NPC is a service NPC (think sailors and teachers) they inform the player here.
819
820
821
822
823
824City:
825
826The NPC will tell you about the city they live in, or the closest city.
827
828
829Rumour:
830
831This is where the NPC will tell people about quest oriented things, world events, or just mislead the player completely.
832
833Total non-sense can be said here, and a lot of fun can be put the text here
834
835
836Time:
837
838The NPC informs the player of the current GAMEWORLD time.. if it makes sense for the NPC to tell them.
839
840Npcs don't have to tell people the time, just respond to the question.
841
842
843
844
845
846
847Quest System:
848
849NPC related quests normally will follow 3 basic categories, but there are more options then just these
850
851Item Quests, Creature Quests, Carrier Quests
852
853Item Quests:
854
855This kind of quest is very basic. You will either have to collect multiple or single types of items you can find during your hunts or adventures.
856
857Additionally there are quests you will have to search for special items within ruins, dungeons or around the world. Most Npc's will give you information about the location you have to search.
858
859
860Creature Quests:
861
862 Creature quests are basically quests where you have to find a special amount of creatures walking around you have to kill. Usually they look like normal creatures but with different names. ...
863
864
865Carrier Quests:
866
867 Mostly a Npc will hand you an item you have to give to another npc.
868
869Consider this being like a mailman.