Evilgrims Server is a fantasy roleplay with economics.
Its up!
Moved the link to the bottom.
>..<
Undead - The undead are a powerful race created by a cult of necromancers. They hold only 9 items because of there decaying bodies but they fear nothing and are much stronger than they look.
Little is know about the shape shifters. some say that they were summonierites that went even farther. others say there from a diffrent planet. Only Few Know The Truth. They Are People Who Worshiped the god of shapeshifting, Digamma. They mimic classes and races. and creatures and some even say buildings.
The first proof of a shape shifter was Nemba. He is know by few. This class can only carry 7 items.
Animites Animites are living objects. By the work of some great wizard, a magical orb was made, that when used with a certain spell, can animate almost any object, from statues to fruit. When animated, an object jains the ability to see, hear and smell, and also grow a form of arms and legs, if possible. (A sapling is animated. The roots intertwine into small legs, and the branches become jointed.) If legs cannot be made, they can hop or hover. Arms can usually be made.
Animites can hold a tiny 3 items.
Jobs: Anything. Despite this, they may get a bonus depending on what they are. I.e. Tools would get a construction and mining bonus, fruit and veggies a farming bonus, statues of knights a combat bonus.
Other: The Great Animite, currently an enchanted spellbook, holds the Orb of Animation. Animites can live anywhere, including in some unknown nook of your house! However, if you ask them to leave, they will. Jobs.
There are many jobs and each has a specific use.
While it is possible to do some skills of other jobs, you have a high chance of failing and the finished product wont be nearly as good as those that are skilled in it.
There are racial limits on the jobs.
Humans Can do any job but at a slightly lower quality than other races. Elves Traders/ Alchemists/ Magicians/ Craftsmen/ Herbalist (Farmer)/ Rancher/ Ranger Dwarves Smiths/ Soldiers/ Engineers/ Miners/ Farmer/ Builder Orcs Hunters/ Brawlers/ Clansmen/ Pirates/ Shamans/ Soldiers DraconiansGladiator/All Summerites Mage
[Undead] All
Job Descriptions:
Traders sell items produced for other goods. They have shops too. Alchemists create potions and salves. They have laboratories. Magicians can transmutate one block of any material into another, but it will always be halved rounded up.
i.e. 5 stone to 3 Red cloth. They have towers. Craftsmen create cloth, alcohol and finished building materials ie: cobblestone and planks of wood. They have Mills or Factory like things. Smiths get to produce metal cheaper than normal people. They have smithies. Soldiers are skilled in guarding. They guard what ever building they are contracted to. When not on contract they live in a barracks. Engineers can produce wagons, and other vehicles, and make simplistic explosives. They have laboratories. Farmers farmers farm. They can create plants to eat and for cloth production. They work on farms. Miners are exceptional at mining. They have mines. Hunters hunt. They live in camps and trade food to others. They can climb trees quickly. Raiders are similar to soldiers but opposite. Skilled in fighting they break into homes and castles for the shear pleasure of it. They are frequently found in camps. Are called Berserkers by Draconians Clansmen are basically fighters but live in large groups near constantly. Have access to horses and cattle. Pirates are sea fighters. They live on ships and dislike traders.
dwarves-builder this class is specialized in building houses and buildings. they get an extra 2 wood from logs and an extra two glass from sand soilders they are hired by towns and traders to protect people from pirates and monsters. they automaticly have a weapon of their choice in the fantasys tech level Shamans basic magicians who lack real spellpower but can see into the future. they can also summon spirits and small animals. Soldiers they are hired by towns and traders to protect people from pirates and monsters. they automaticly have a weapon of their choice in the fantasys tech level Rancher the rancher can tame any beast and move it into their pen. they also raise beasts and produce hides and meat. any creature moved in the pen will get bigger by one block. creatures must fit copletly in the pen for them to befriend the rancher. Ranger an elf that masters the bow. the start with a bow and get one extra wood from a log. they are the archers of the roleplay
Draconian ONLY. Gladiator An elitist group of Draconian warriors, they train for days on end to become the best of the best.
They live for the Area and believe pride and honour are the most important things in living. Scout A special hybrid of the draconian species. They are immensly quick and are know to be able to jump across entire chasms.
The are often the deliverymen or messengers of draconians and may carry 3 more items for it.
Human ONLY. Paladin Paladins are noble knight out on a crusade to rid the world of evil.
They train for days in monastery's to become as righteous as they can.
They have massive bonuses against the undead and evil. Enchanters Enchanters are a mysterious pact of exalted mages.
They use strange forms of alchemy in order to bestow magical gifts [Or enchantments] onto people or items.
A enchanter must sacrifice a few reagents to do this though...
There may also be unique jobs available at certain times.
You may change your job but be reasonable about it.
== Resources ==
Most resources work on a 1:3 ratio.
Aka mine one stone to get three stone blocks.
The below are exeptions to it.
Cloth is made by processing two plants in a mill and putting them into a loom. Dyed in a bucket of dyes if necessary. Two plants will make one cloth.
Food. Plants provide 5 food. There are animals across the landscape and these provide food equal to half their block total.
Planks. 1 log segment provides 5 planks. Requires a mill.
Plants are produced through farming. To farm remove a block and put three non dirt blocks around this hole. Replace the dirt. When grass reaches it the plant grows.
Cobblestone. Three blocks of stone is one cobblestone. Requires a Masonic Lodge.
Gold. One gold ore is equal to 2 gold blocks.
== Crafting ==
Black Ore = Iron
Brown Ore = Copper
Gold Ore = Gold
==WHEN SMELTING, YOU NEED A FURNACE==
Copper Block = 2 copper ores
Iron Block = 2 iron ores + 1 copper block
Steel Block = 2 iron blocks + 1 copper block
Silver Block = 2 steel blocks + 1 iron block
Iron Weapons - 2 Iron Blocks + 1 gold block (spears and bows need 1 wood as well)
Steel Weapons - 2 Steel Blocks + 2 gold blocks (spears and bows need 2 wood as well)
Silver Weapons - 2 Silver Blocks + 3 gold blocks (spears and bows need 3 wood as well)
The Arena
The Arena is under construction.
Here are the know facts of it.
"An arena where combatants fight to the death. It's a high stakes game, of gold, and lives.
Bet gold on a fighter, if that fighter wins, double the gold that you wagered...
Or compete for yourself" Unkown ancient scroll
-Edit- I'm Re doing the list if you haven't been active you are not on this list...
Humans=Craftsmen/Builders/Lumberjacks
Elves=Alchemists/Wizards/Farmers
Dwarves=Miners/Cooks/Smiths
Orcs=Combat/Haulers/Fishers(yeh, they need a job though, so lol)
Yeah.
Scud I put that in there. :biggrin.gif:
Anyway what do the jobs do?
Exactly?
Hmm.
Traders sell items produced for other goods. Have shops too.
Alchemists create potions and salves. Have laboratories.
Magicians can produce one block of any material from an unrelated material i.e.: 1 block of cobblestone=1 block of red cloth. Have towers.
Craftsmen create cloth, alcohol and finished building materials ie: cobblestone and planks of wood. Have Mills or Factory like things.
Smiths get to produce metal cheaper than normal people. They have (DUH) Smithies.
Soldiers are skilled in guarding. They guard what ever building they are contracted to. When not on contract they live in a barracks.
Engineers can produce wagons, and other vehicles, and make simplistic explosives. Have laboratories.
Miners mine. Have mines.
Hunters hunt. Live in camps and trade food to others. Can climb trees quickly.
Fighters are similar to soldiers but opposite. They are like raiders of sorts. Skilled in fighting they break into homes and castles for the shear pleasure of it. Live in camps.
Clansmen are basically fighters but live in large groups near constantly. Have access to horses and cattle.
Pirates are sea fighters. Live on ships and HATE traders.
Crafting= Refining Things. Like making cloth, planks, and certain items (Like toys,bags, and other random stuff)
Alchemy= Potions and other things like that.
Engineers= Machinery(like Pumps for water removal), and Special buildings, such as a forge.
That's all I got for now.
Yeah.
Scud I put that in there. :biggrin.gif:
Anyway what do the jobs do?
Exactly?
Hmm.
Traders sell items produced for other goods. Have shops too.
Alchemists create potions and salves. Have laboratories.
Magicians can produce one block of any material from an unrelated material i.e.: 1 block of cobblestone=1 block of red cloth. Have towers.
Craftsmen create cloth, alcohol and finished building materials ie: cobblestone and planks of wood. Have Mills or Factory like things.
Smiths get to produce metal cheaper than normal people. They have (DUH) Smithies.
Soldiers are skilled in guarding. They guard what ever building they are contracted to. When not on contract they live in a barracks.
Engineers can produce wagons, and other vehicles, and make simplistic explosives. Have laboratories.
Miners mine. Have mines.
Hunters hunt. Live in camps and trade food to others. Can climb trees quickly.
Fighters are similar to soldiers but opposite. They are like raiders of sorts. Skilled in fighting they break into homes and castles for the shear pleasure of it. Live in camps.
Clansmen are basically fighters but live in large groups near constantly. Have access to horses and cattle.
Pirates are sea fighters. Live on ships and HATE traders.
Use this for job script.
Resources:
Cloth=two plants processed in mill and put into a loom. Dyed in a bucket of dyes if necessary.
Food= Plants provide 5 food. There are animals across the landscape and these provide food equal to half their block total.
Planks= 1 log segment provides 5 planks. Requires mill.
Plants= Produced throguh farming. To farm remove a block and
put three non dirt blocks around this hole. Replace the dirt. When grass reaches it plant grows.
Cobblestone= three blocks of stone is one cobblestone. Requires Masonic Lodge.
Gold= one gold ore is equal to 2 gold blocks.
All others have an equivalency of 1:5
Ok... 1 mined block = 2 of the material (five is too much, personnally)
1 stone material(NOT block) can be converted to 2 cobblestone.
Cloth is grown as cotton by craftsmen or Alchemists. the cotton is the green bush.(Not leaves)
Dye is made out of the plants. If you need blue or something else, an alchemist is necessary for that color dye.
1 dye makes 5 colored cloth.
Coal is mined and used for furnaces and heat.
Iron ore is for Weapons.Needs to be smelted and smithed, of course! Combine with 4 coal for steel.
Wood is for planks. 1 wood material can be crafted into 5 plank sections.
EDIT: I will be... A DWARF! All the way for dwarves! If one class isn't being played, I'll switch.
Magicians should have some kind of cost to change thing A into thing B, like a block of gold or something crazy like that.
( Either that or just be insane and make up their own requirements - but they need to think it through and be creative and be awesome recluses )
What are guards, soldiers, etc. for? [There should be thieves, perhaps, but I don't know if there are enough people.]
A bunch of things like wagons, explosives, etc. seem a bit odd (read: useless?) I guess ;p but oh well.
Rollback Post to RevisionRollBack
"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
Yeah.
Scud I put that in there. :biggrin.gif:
Anyway what do the jobs do?
Exactly?
Hmm.
Traders sell items produced for other goods. Have shops too.
Alchemists create potions and salves. Have laboratories.
Magicians can produce one block of any material from an unrelated material i.e.: 1 block of cobblestone=1 block of red cloth. Have towers.
Craftsmen create cloth, alcohol and finished building materials ie: cobblestone and planks of wood. Have Mills or Factory like things.
Smiths get to produce metal cheaper than normal people. They have (DUH) Smithies.
Soldiers are skilled in guarding. They guard what ever building they are contracted to. When not on contract they live in a barracks.
Engineers can produce wagons, and other vehicles, and make simplistic explosives. Have laboratories.
Miners mine. Have mines.
Hunters hunt. Live in camps and trade food to others. Can climb trees quickly.
Fighters are similar to soldiers but opposite. They are like raiders of sorts. Skilled in fighting they break into homes and castles for the shear pleasure of it. Live in camps.
Clansmen are basically fighters but live in large groups near constantly. Have access to horses and cattle.
Pirates are sea fighters. Live on ships and HATE traders.
Use this for job script.
Resources:
Cloth=two plants processed in mill and put into a loom. Dyed in a bucket of dyes if necessary.
Food= Plants provide 5 food. There are animals across the landscape and these provide food equal to half their block total.
Planks= 1 log segment provides 5 planks. Requires mill.
Plants= Produced throguh farming. To farm remove a block and
put three non dirt blocks around this hole. Replace the dirt. When grass reaches it plant grows.
Cobblestone= three blocks of stone is one cobblestone. Requires Masonic Lodge.
Gold= one gold ore is equal to 2 gold blocks.
All others have an equivalency of 1:3
Magicians should have some kind of cost to change thing A into thing B, like a block of gold or something crazy like that.
( Either that or just be insane and make up their own requirements - but they need to think it through and be creative and be awesome recluses )
What are guards, soldiers, etc. for? [There should be thieves, perhaps, but I don't know if there are enough people.]
A bunch of things like wagons, explosives, etc. seem a bit odd (read: useless?) I guess ;p but oh well.
Its up!
Moved the link to the bottom.
>..<
Undead - The undead are a powerful race created by a cult of necromancers. They hold only 9 items because of there decaying bodies but they fear nothing and are much stronger than they look.
Little is know about the shape shifters. some say that they were summonierites that went even farther. others say there from a diffrent planet. Only Few Know The Truth. They Are People Who Worshiped the god of shapeshifting, Digamma. They mimic classes and races. and creatures and some even say buildings.
The first proof of a shape shifter was Nemba. He is know by few. This class can only carry 7 items.
Animites Animites are living objects. By the work of some great wizard, a magical orb was made, that when used with a certain spell, can animate almost any object, from statues to fruit. When animated, an object jains the ability to see, hear and smell, and also grow a form of arms and legs, if possible. (A sapling is animated. The roots intertwine into small legs, and the branches become jointed.) If legs cannot be made, they can hop or hover. Arms can usually be made.
Animites can hold a tiny 3 items.
Jobs: Anything. Despite this, they may get a bonus depending on what they are. I.e. Tools would get a construction and mining bonus, fruit and veggies a farming bonus, statues of knights a combat bonus.
Other: The Great Animite, currently an enchanted spellbook, holds the Orb of Animation. Animites can live anywhere, including in some unknown nook of your house! However, if you ask them to leave, they will.
Jobs.
There are many jobs and each has a specific use.
While it is possible to do some skills of other jobs, you have a high chance of failing and the finished product wont be nearly as good as those that are skilled in it.
There are racial limits on the jobs.
Humans Can do any job but at a slightly lower quality than other races.
Elves Traders/ Alchemists/ Magicians/ Craftsmen/ Herbalist (Farmer)/ Rancher/ Ranger
Dwarves Smiths/ Soldiers/ Engineers/ Miners/ Farmer/ Builder
Orcs Hunters/ Brawlers/ Clansmen/ Pirates/ Shamans/ Soldiers
DraconiansGladiator/All
Summerites Mage
[Undead] All
Job Descriptions:
Traders sell items produced for other goods. They have shops too.
Alchemists create potions and salves. They have laboratories.
Magicians can transmutate one block of any material into another, but it will always be halved rounded up.
i.e. 5 stone to 3 Red cloth. They have towers.
Craftsmen create cloth, alcohol and finished building materials ie: cobblestone and planks of wood. They have Mills or Factory like things.
Smiths get to produce metal cheaper than normal people. They have smithies.
Soldiers are skilled in guarding. They guard what ever building they are contracted to. When not on contract they live in a barracks.
Engineers can produce wagons, and other vehicles, and make simplistic explosives. They have laboratories.
Farmers farmers farm. They can create plants to eat and for cloth production. They work on farms.
Miners are exceptional at mining. They have mines.
Hunters hunt. They live in camps and trade food to others. They can climb trees quickly.
Raiders are similar to soldiers but opposite. Skilled in fighting they break into homes and castles for the shear pleasure of it. They are frequently found in camps. Are called Berserkers by Draconians
Clansmen are basically fighters but live in large groups near constantly. Have access to horses and cattle.
Pirates are sea fighters. They live on ships and dislike traders.
dwarves-builder this class is specialized in building houses and buildings. they get an extra 2 wood from logs and an extra two glass from sand
soilders they are hired by towns and traders to protect people from pirates and monsters. they automaticly have a weapon of their choice in the fantasys tech level
Shamans basic magicians who lack real spellpower but can see into the future. they can also summon spirits and small animals.
Soldiers they are hired by towns and traders to protect people from pirates and monsters. they automaticly have a weapon of their choice in the fantasys tech level
Rancher the rancher can tame any beast and move it into their pen. they also raise beasts and produce hides and meat. any creature moved in the pen will get bigger by one block. creatures must fit copletly in the pen for them to befriend the rancher.
Ranger an elf that masters the bow. the start with a bow and get one extra wood from a log. they are the archers of the roleplay
Draconian ONLY.
Gladiator An elitist group of Draconian warriors, they train for days on end to become the best of the best.
They live for the Area and believe pride and honour are the most important things in living.
Scout A special hybrid of the draconian species. They are immensly quick and are know to be able to jump across entire chasms.
The are often the deliverymen or messengers of draconians and may carry 3 more items for it.
Human ONLY.
Paladin Paladins are noble knight out on a crusade to rid the world of evil.
They train for days in monastery's to become as righteous as they can.
They have massive bonuses against the undead and evil.
Enchanters Enchanters are a mysterious pact of exalted mages.
They use strange forms of alchemy in order to bestow magical gifts [Or enchantments] onto people or items.
A enchanter must sacrifice a few reagents to do this though...
There may also be unique jobs available at certain times.
You may change your job but be reasonable about it.
== Resources ==
Most resources work on a 1:3 ratio.
Aka mine one stone to get three stone blocks.
The below are exeptions to it.
Cloth is made by processing two plants in a mill and putting them into a loom. Dyed in a bucket of dyes if necessary. Two plants will make one cloth.
Food. Plants provide 5 food. There are animals across the landscape and these provide food equal to half their block total.
Planks. 1 log segment provides 5 planks. Requires a mill.
Plants are produced through farming. To farm remove a block and put three non dirt blocks around this hole. Replace the dirt. When grass reaches it the plant grows.
Cobblestone. Three blocks of stone is one cobblestone. Requires a Masonic Lodge.
Gold. One gold ore is equal to 2 gold blocks.
== Crafting ==
Black Ore = Iron
Brown Ore = Copper
Gold Ore = Gold
==WHEN SMELTING, YOU NEED A FURNACE==
Copper Block = 2 copper ores
Iron Block = 2 iron ores + 1 copper block
Steel Block = 2 iron blocks + 1 copper block
Silver Block = 2 steel blocks + 1 iron block
Iron Weapons - 2 Iron Blocks + 1 gold block (spears and bows need 1 wood as well)
Steel Weapons - 2 Steel Blocks + 2 gold blocks (spears and bows need 2 wood as well)
Silver Weapons - 2 Silver Blocks + 3 gold blocks (spears and bows need 3 wood as well)
The Arena
The Arena is under construction.
Here are the know facts of it.
"An arena where combatants fight to the death. It's a high stakes game, of gold, and lives.
Bet gold on a fighter, if that fighter wins, double the gold that you wagered...
Or compete for yourself"
Unkown ancient scroll
-Edit- I'm Re doing the list if you haven't been active you are not on this list...
Players:
Evilgrim = Undead mage
Joeykendo = ???
Nemba Shape shifter
Lions ???
Logan ???
Iguana Draconian Berserker
Jdl Elf Medic
makaroni Dwarf Miner
Blaster Human Guard
Tatamatimonen?Dwarf Miner
Here's the link.
http://www.minecraft.net/play.jsp?serve ... 110e22a693
Thank you Iguana!
Notable heroes
Iguana willing to host this server for everyones enjoyment. :tongue.gif:
Iguana the first Drakonian
Fakesky the first Human
The server would appreciate.
A name!
A combat system.
Moar pictures.
Humans=Craftsmen/Builders/Lumberjacks
Elves=Alchemists/Wizards/Farmers
Dwarves=Miners/Cooks/Smiths
Orcs=Combat/Haulers/Fishers(yeh, they need a job though, so lol)
So Racial limits on jobs?
Thats fine. :biggrin.gif:
Elves are frail and tall but skilled with their hands. When making cloth or brewing alcohol they produce twice as much.
Elves can carry 5
Yeah I've definitely added those.
:happy.gif:
Thar. I fixxed it for you.
All? That means humans do everything, but worse, right?
Scud I put that in there. :biggrin.gif:
Anyway what do the jobs do?
Exactly?
Hmm.
Traders sell items produced for other goods. Have shops too.
Alchemists create potions and salves. Have laboratories.
Magicians can produce one block of any material from an unrelated material i.e.: 1 block of cobblestone=1 block of red cloth. Have towers.
Craftsmen create cloth, alcohol and finished building materials ie: cobblestone and planks of wood. Have Mills or Factory like things.
Smiths get to produce metal cheaper than normal people. They have (DUH) Smithies.
Soldiers are skilled in guarding. They guard what ever building they are contracted to. When not on contract they live in a barracks.
Engineers can produce wagons, and other vehicles, and make simplistic explosives. Have laboratories.
Miners mine. Have mines.
Hunters hunt. Live in camps and trade food to others. Can climb trees quickly.
Fighters are similar to soldiers but opposite. They are like raiders of sorts. Skilled in fighting they break into homes and castles for the shear pleasure of it. Live in camps.
Clansmen are basically fighters but live in large groups near constantly. Have access to horses and cattle.
Pirates are sea fighters. Live on ships and HATE traders.
Alchemy= Potions and other things like that.
Engineers= Machinery(like Pumps for water removal), and Special buildings, such as a forge.
That's all I got for now.
EDIT:Looks like badger beat me to the punch
If nobody has any other ideas thats what it is then. :biggrin.gif:
Now then Resources and how they work. :biggrin.gif:
Use this for job script.
Resources:
Cloth=two plants processed in mill and put into a loom. Dyed in a bucket of dyes if necessary.
Food= Plants provide 5 food. There are animals across the landscape and these provide food equal to half their block total.
Planks= 1 log segment provides 5 planks. Requires mill.
Plants= Produced throguh farming. To farm remove a block and
put three non dirt blocks around this hole. Replace the dirt. When grass reaches it plant grows.
Cobblestone= three blocks of stone is one cobblestone. Requires Masonic Lodge.
Gold= one gold ore is equal to 2 gold blocks.
All others have an equivalency of 1:5
1 stone material(NOT block) can be converted to 2 cobblestone.
Cloth is grown as cotton by craftsmen or Alchemists. the cotton is the green bush.(Not leaves)
Dye is made out of the plants. If you need blue or something else, an alchemist is necessary for that color dye.
1 dye makes 5 colored cloth.
Coal is mined and used for furnaces and heat.
Iron ore is for Weapons.Needs to be smelted and smithed, of course! Combine with 4 coal for steel.
Wood is for planks. 1 wood material can be crafted into 5 plank sections.
EDIT: I will be... A DWARF! All the way for dwarves! If one class isn't being played, I'll switch.
( Either that or just be insane and make up their own requirements - but they need to think it through and be creative and be awesome recluses )
What are guards, soldiers, etc. for? [There should be thieves, perhaps, but I don't know if there are enough people.]
A bunch of things like wagons, explosives, etc. seem a bit odd (read: useless?) I guess ;p but oh well.
---> vede claimed Notch said this (and it is awesome).
There a 1:3 ratio seems more fair.
Clansmen, Fighters and Pirates are thieves.
what
Just call them raiders if they're "Like raiders" :sleep.gif:
---> vede claimed Notch said this (and it is awesome).