A alchemist must have:
- a flower garden.
- a shroom store.
- a mixing basin.
- a cooler.
- Optional: A potion colour archive/ ingredients archive*
* use blocks to resemble what the ingredient is.
When a player asks a alchemist for a potion he must collect the 3 ingredients and add them to the basin. Changing colour of potion as he places the ingredient in. Randomly for the first to but the last colour should match the colour of the potion you are making. The alchemist should now take the potion colour and place it in the cooler for x amount of time.
Make sure you ether memorise the ingredients and colour, as there may be a pop inspection >_>.
The recipes for potions and potions effects will be added later.
Names of plants:
Red flower: Recantian bloom
Yellow flower: Eclarian rose
Brown shroom: Meakroom
Red shroom: Reekcap
Sounds reasonable.
Rollback Post to RevisionRollBack
GAHHHH! I am not a turtle!
.....
I think monkeys at the zoo should have to wear sunglasses so they cannot hypnotize you.
I wish not to be called "lord", for I am no ego-nut. I am called this against my will. I wish to just be called Vector or Kai. No Lord to it. Just for clarification I made this post.
This post is for all map makers out there!
Because my simple Omen generated maps aren't working, we are looking for maps. Although there are some rules to it.
-We will take as many maps as we can get.
-There CANNOT be anything inappropriate in your map.
-Not really a rule, but Aidan likes island maps.
-Maps may be no bigger than 512x512x128.
-If you have any questions about making maps, contact me or Aidan.
-There MUST be veins of coal, silver, and gold ore.
This post is for all map makers out there!
Because my simple Omen generated maps aren't working, we are looking for maps. Although there are some rules to it.
-We will take as many maps as we can get.
-There CANNOT be anything inappropriate in your map.
-Not really a rule, but Aidan likes island maps.
-Maps may be no bigger than 512x512x128.
-If you have any questions about making maps, contact me or Aidan.
-There MUST be veins of coal, silver, and gold ore.
Have fun!
~Nuthen
Side-note, Make sure you have trees. Wood resources needed.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/26/2009
Posts:
240
Member Details
New Ideas:
Bosses:
Sometimes, an op decides to become a boss.
Bosses are invincible to regular attack.
You must wait for a boss to strike before being able to kill him.
You initiate a diceroll combo when he strikes.
You have to get through multiple phases of diceroll combos to kill it.
For every phase of the diceroll combo, you gain one extra chance.
If there were no phases, you would have -1 chances for each phase.
If you fail certain phases, there's a second-chance phase.
You only have one shot at a Second-Chance Phase.
Cleric: These are the reason you find those wierd cloths in glass. Those are clerical crystals. These refill powers of the cleric. Red crystals give clerics 10 heal powers. 5 are used to ressurect someone. 1 is used to heal someone (When you were at the battle, since every time you get damage it's instakill). Clerics get 10 Combat Powers with from Yellow Crystals, used to summon slowing and attacking great cyclones. And lastly, but not least, Blue crystals are 10 summoning powers. 1 for a portal, a bow, or an arrow. Psychic bows have no bonus on them. Clerics can also enchant supposedly holy places for a demon warding.
Assassin: The stealthy ninjas that kill you when you don't expect them at night. These guys are ruleably invisible at night and under shadows, even though you can technically see them, you can't attack or react to them. If they have a dagger equiped and are one block behind you, meaning the blocks you're on are adjacent, they can instantly kill you with a stab. They cannot attack while cloaked, and cannot instastab less than 5 seconds after uncloaking.
Brawlers: These dwarves know about the common nerve system of the races. Because of this, they're nicknamed "The stungun." They're so short that they're at just the right height to kick at one of the nerves in the legs. They can kick that with a stun every other turn on a successful alternate-from-the-attack diceroll. For clarification: If the diceroll fails, they can still stun on the next turn. The stuns disable the enemy movement and attack on the next turn. Basically it gives them a second chance on attacking them.
Sappers: These dwarves, as you probably guessed, are spys to gather intel. They can hide behind a short and wide rock, and gather information. If they're next to a short rock, they're ruleably invisible, which works the same way as assassins.
Jobs with explanation tutorials (Side-Classes usable by any race, you can have no more than two):
Alchemist:
-Guide thanks to gilbbbr
A alchemist must have:
- a flower garden.
- a shroom store.
- a mixing basin, with water pump.
- a cooler.
- a kitchen with furnace a worksurface.
- Optional: A potion colour archive/ ingredients archive*
* use blocks to resemble what the ingredient is.
When a player asks a alchemist for a potion he must collect the 3 ingredients and add them to the basin. Changing colour of potion as he places the ingredient in. Randomly for the first to but the last colour should match the colour of the potion you are making. The alchemist should now take the potion colour and place it in the cooler for x amount of time.
Make sure you ether memorise the ingredients and colour, as there may be a pop inspection >_>.
Names of plants:
Red flower: Recantian bloom
Yellow flower: Eclarian rose
Brown shroom: Meekroom
Red shroom: Reekcap
Recipes and potions.
Before adding ingredients:
-De-stem eclarian rose
-Cook recantian bloom.
-Chop reekcap
-Crush meekroom.
-Revival potion. ((Black cloth)) = 1recantian bloom.+1 eclarian rose.+1 reekcap.
Will revive a fallen player, but can only be used by somebody that's alive. (uses: 2, timeto cool: 1 day)
-Growth potion. ((Middle blue)) = 1 reakcap. + water. + 1 reekcap.
Will multiply all ore except gold by 4. (uses: 5, time to cool: 2 days)
-Strength potion. ((Toothpaste green)) = 2 meekrooms + 1 recantian bloom.
Will give user +3 strength for a fight.(uses: 2, time to cool: 1 day)
-Perma strength potion. ((Pink)) = 1 meekroom + 2 recantian bloom
Will give +1 strength forever. (uses: 1, time to cool: 3 days)
-Invisibility potion. ((white)) = 1 recantian bloom + 1 eclarian rose + 1 meekroom.
Will make player Invisible until nightfall (uses: 3, time to cool: 3 days)
-Water breath potion. ((purple)) = 1 reekcap + 1 eclarian rose. + water
Will let player breath under water for 2 days. (uses: 1, time to cool: 3 days)
Spell-improviser:
-Idea by banelord
This person sells self-thought-out spells. He has limits, though.
Someone comes in with a spell needed, he writes a spell down on a sheet of paper and sells it to them, when the owner of the spell uses it, magic happens.
He can also write spells for himself. Spells by a Spell-Improviser on the same thing cannot stack.
Spells by a spell improviser have multiple categories:
Time speeding (Decreases day numbers for one type of thing to happen)
Resource Efficientifying (Increases amount of resource gotten from a certain type of resource)
Enchant Bonusing (Increases Bonuses on enchants)
Spells are effective by -1 or +1 at the beginning. Every 20 spells he does on something, his next spells (Not his already made spells) add -1 or +1 to the category. So the 21st spell on time speeding he makes would make a 10 day process take 8 days. Categories to not share spell amount bonuses. So if he wrote 6 spells on Time speeding, and 14 spells on Resource Efficientifying, no matter what category the next spell was, it would still be +1 or -1. Not +2 or -2. Enchant bonusings last the amount of days equivalent to it's increases of the enchant.
Here are the words and definitions to become a spell-improviser.
Fetorek-Decrease
Mneuhet-Increase
Phisama-Brown Mushroom
Sikanta-Red Mushroom
Helagam-Yellow Flower
Toramat-Red Flower
Kemataf-Sapling
Sektika-Wood
Malaros-Gold
Kefkato-Iron
Metakam-Obsidian
Todakat-Armor
Flemaka-Power
Todatam-Time
Portosa-For
Pectala-Efficiency
As I'm experienced in roleplaying of all kind, as I've been roleplaying for like four years now, I'd like to give you few hints.
IC and OOC.
When in IC (In Character), you talk like you are, most recommended way of talking is the full use of well placed upper and lower-case letters, with dots and commas. And ofcourse, you've to act as if you were the character yourself when in IC. Which means, no emoticons/smileys, or unnecessary words like "lol, lmao, afk, brb".
Then, when you're OOC (Out of Character), you can talk like you weren't the character, and you can use emoticons/smileys, and "unnecessary" words mentioned above. But, when you talk like this, your words have to be placed into brackets. "(( and ))".
Few examples here.
IC: "Hello, my name is Jonathan, and I am a farmer."
OOC: (( guys, i have to brb, wait a sec. ))
It's really annoying to place two brackets into both sides, so you can also do like this;
OOC2: hehehaahaa.. ))
Or..
OOC3: (( ajsdajdasd..
There were something else I had to mention, but for some reason I forgot it.. hmh.. maybe I'm too tired, well, good luck with the server. I might pay a visit.
Update by banelord and I compromising. Until aidan gets back and approves or disapproves of this, We should use it.
Spell-improviser:
-Idea by banelord
This person sells self-thought-out spells. He has limits, though.
Someone comes in with a spell needed, he writes a spell down on a sheet of paper and sells it to them, when the owner of the spell uses it, magic happens.
He can also write spells for himself. Spells by a Spell-Improviser on the same thing cannot stack.
Spells by a spell improviser have multiple categories:
Time speeding (Decreases day numbers for one type of thing to happen)
Resource Efficientifying (Increases amount of resource gotten from a certain type of resource)
Enchant Bonusing (Increases Bonuses on enchants)
Highrank spells (Anything else)
Spells are effective by -1 or +1 at the beginning (Rank 1). Every 20 spells he does on something, his next (Next rank) spells (Not his already made spells) add -1 or +1 to the category. So the 21st spell on time speeding he makes would make a 10 day process take 8 days Enchant bonusings last the amount of days equivalent to it's increases of the enchant. That's just for Non-Highrank spells though.
At rank 6 you choose Light Mage or Dark Mage. Demons get the Hellmagic spellwords.
Here are the words and definitions to become a spell-improviser.
Rank 1 (+1 and -1 level):
Decrada-Decrease
Incrada-Increase
Browanal-Brown Mushroom
Reedanal-Red Mushroom
Yeladas-Yellow Flower
Reladas-Red Flower
Rootingas-Sapling
Natura-Wood
Shinas Goldas-Gold
Ironal-Iron
Darkus Stonia-Obsidian
Protectants-Armor
Wararas-Power
Tialam-Time
Foram-For
Workan Spelin-Efficiency
Rank 3 (+3 and -3 level):
Instakus-Sudden
Speddon-Slow
Excrutius-Painful
Transtaur-Transformation
Deteriorus-Death (Only allows +4 diceroll to kill on use)
Croakus-Frog
Toamus-Toad
Woolukus-Sheep
Stfukulus-Silence (Disables magic)
Intukus-Into
Rank 4 (BLAH BLAH BLAH YOU GET IT!):
Spawlus-Spawn
Theflikus-Steal
Orakus-Ore
Takulus-Tacos
Humatu-Human
Elvtu-Elves
Dwartu-Dwarves
Revusil-Reverse
Combinus-And
Rank 5:
Visisious-Visibility
Nutiku-Nullify
General
Circa-Circle
Spheros-Sphere
Lianas-Life
Black Magic (Dark Mages Only):
Shadtu-Shadow
Covla-Cover sky
Arra-Arrows
Bluka-Blood
Rai-Rain from the sky
Cursaka-Curse (Causes -1 attack and defense)
Light Magic (Light mages only):
Blin-Light that blinds
Ligam-Light
Covla-Cover sky
Dispa-Disspell Darkness (Undoes Dark Curses)
Pewar-The powerful angel mode of light (Allows Flight, +3 attack, and +3 defense.
Prevla-Prevail of light
Hey! xD
Sounds reasonable.
.....
I think monkeys at the zoo should have to wear sunglasses so they cannot hypnotize you.
sign up name: G_man09
I wish not to be called "lord", for I am no ego-nut. I am called this against my will. I wish to just be called Vector or Kai. No Lord to it. Just for clarification I made this post.
Edit:
This post is for all map makers out there!
Because my simple Omen generated maps aren't working, we are looking for maps. Although there are some rules to it.
-We will take as many maps as we can get.
-There CANNOT be anything inappropriate in your map.
-Not really a rule, but Aidan likes island maps.
-Maps may be no bigger than 512x512x128.
-If you have any questions about making maps, contact me or Aidan.
-There MUST be veins of coal, silver, and gold ore.
Have fun!
~Nuthen
in game name: Chhalo
and i would like to be a demon :twisted:
(if such a combination is impossible I will be a human)
imperialist.
My name will be Nocobor
Ingame name: Crystalwarrior
Race: Human
Class: Imperialist colonizer
P.S: I like rp's :biggrin.gif:
Religion? What religion?
.....
I think monkeys at the zoo should have to wear sunglasses so they cannot hypnotize you.
Side-note, Make sure you have trees. Wood resources needed.
Bosses:
Sometimes, an op decides to become a boss.
Bosses are invincible to regular attack.
You must wait for a boss to strike before being able to kill him.
You initiate a diceroll combo when he strikes.
You have to get through multiple phases of diceroll combos to kill it.
For every phase of the diceroll combo, you gain one extra chance.
If there were no phases, you would have -1 chances for each phase.
If you fail certain phases, there's a second-chance phase.
You only have one shot at a Second-Chance Phase.
Cleric: These are the reason you find those wierd cloths in glass. Those are clerical crystals. These refill powers of the cleric. Red crystals give clerics 10 heal powers. 5 are used to ressurect someone. 1 is used to heal someone (When you were at the battle, since every time you get damage it's instakill). Clerics get 10 Combat Powers with from Yellow Crystals, used to summon slowing and attacking great cyclones. And lastly, but not least, Blue crystals are 10 summoning powers. 1 for a portal, a bow, or an arrow. Psychic bows have no bonus on them. Clerics can also enchant supposedly holy places for a demon warding.
Assassin: The stealthy ninjas that kill you when you don't expect them at night. These guys are ruleably invisible at night and under shadows, even though you can technically see them, you can't attack or react to them. If they have a dagger equiped and are one block behind you, meaning the blocks you're on are adjacent, they can instantly kill you with a stab. They cannot attack while cloaked, and cannot instastab less than 5 seconds after uncloaking.
Brawlers: These dwarves know about the common nerve system of the races. Because of this, they're nicknamed "The stungun." They're so short that they're at just the right height to kick at one of the nerves in the legs. They can kick that with a stun every other turn on a successful alternate-from-the-attack diceroll. For clarification: If the diceroll fails, they can still stun on the next turn. The stuns disable the enemy movement and attack on the next turn. Basically it gives them a second chance on attacking them.
Sappers: These dwarves, as you probably guessed, are spys to gather intel. They can hide behind a short and wide rock, and gather information. If they're next to a short rock, they're ruleably invisible, which works the same way as assassins.
Jobs with explanation tutorials (Side-Classes usable by any race, you can have no more than two):
Alchemist:
-Guide thanks to gilbbbr
A alchemist must have:
- a flower garden.
- a shroom store.
- a mixing basin, with water pump.
- a cooler.
- a kitchen with furnace a worksurface.
- Optional: A potion colour archive/ ingredients archive*
* use blocks to resemble what the ingredient is.
When a player asks a alchemist for a potion he must collect the 3 ingredients and add them to the basin. Changing colour of potion as he places the ingredient in. Randomly for the first to but the last colour should match the colour of the potion you are making. The alchemist should now take the potion colour and place it in the cooler for x amount of time.
Make sure you ether memorise the ingredients and colour, as there may be a pop inspection >_>.
Names of plants:
Red flower: Recantian bloom
Yellow flower: Eclarian rose
Brown shroom: Meekroom
Red shroom: Reekcap
Recipes and potions.
Before adding ingredients:
-De-stem eclarian rose
-Cook recantian bloom.
-Chop reekcap
-Crush meekroom.
-Revival potion. ((Black cloth)) = 1recantian bloom.+1 eclarian rose.+1 reekcap.
Will revive a fallen player, but can only be used by somebody that's alive. (uses: 2, timeto cool: 1 day)
-Growth potion. ((Middle blue)) = 1 reakcap. + water. + 1 reekcap.
Will multiply all ore except gold by 4. (uses: 5, time to cool: 2 days)
-Strength potion. ((Toothpaste green)) = 2 meekrooms + 1 recantian bloom.
Will give user +3 strength for a fight.(uses: 2, time to cool: 1 day)
-Perma strength potion. ((Pink)) = 1 meekroom + 2 recantian bloom
Will give +1 strength forever. (uses: 1, time to cool: 3 days)
-Invisibility potion. ((white)) = 1 recantian bloom + 1 eclarian rose + 1 meekroom.
Will make player Invisible until nightfall (uses: 3, time to cool: 3 days)
-Water breath potion. ((purple)) = 1 reekcap + 1 eclarian rose. + water
Will let player breath under water for 2 days. (uses: 1, time to cool: 3 days)
Spell-improviser:
-Idea by banelord
This person sells self-thought-out spells. He has limits, though.
Someone comes in with a spell needed, he writes a spell down on a sheet of paper and sells it to them, when the owner of the spell uses it, magic happens.
He can also write spells for himself. Spells by a Spell-Improviser on the same thing cannot stack.
Spells by a spell improviser have multiple categories:
Time speeding (Decreases day numbers for one type of thing to happen)
Resource Efficientifying (Increases amount of resource gotten from a certain type of resource)
Enchant Bonusing (Increases Bonuses on enchants)
Spells are effective by -1 or +1 at the beginning. Every 20 spells he does on something, his next spells (Not his already made spells) add -1 or +1 to the category. So the 21st spell on time speeding he makes would make a 10 day process take 8 days. Categories to not share spell amount bonuses. So if he wrote 6 spells on Time speeding, and 14 spells on Resource Efficientifying, no matter what category the next spell was, it would still be +1 or -1. Not +2 or -2. Enchant bonusings last the amount of days equivalent to it's increases of the enchant.
Here are the words and definitions to become a spell-improviser.
Fetorek-Decrease
Mneuhet-Increase
Phisama-Brown Mushroom
Sikanta-Red Mushroom
Helagam-Yellow Flower
Toramat-Red Flower
Kemataf-Sapling
Sektika-Wood
Malaros-Gold
Kefkato-Iron
Metakam-Obsidian
Todakat-Armor
Flemaka-Power
Todatam-Time
Portosa-For
Pectala-Efficiency
IC and OOC.
When in IC (In Character), you talk like you are, most recommended way of talking is the full use of well placed upper and lower-case letters, with dots and commas. And ofcourse, you've to act as if you were the character yourself when in IC. Which means, no emoticons/smileys, or unnecessary words like "lol, lmao, afk, brb".
Then, when you're OOC (Out of Character), you can talk like you weren't the character, and you can use emoticons/smileys, and "unnecessary" words mentioned above. But, when you talk like this, your words have to be placed into brackets. "(( and ))".
Few examples here.
IC: "Hello, my name is Jonathan, and I am a farmer."
OOC: (( guys, i have to brb, wait a sec. ))
It's really annoying to place two brackets into both sides, so you can also do like this;
OOC2: hehehaahaa.. ))
Or..
OOC3: (( ajsdajdasd..
There were something else I had to mention, but for some reason I forgot it.. hmh.. maybe I'm too tired, well, good luck with the server. I might pay a visit.
Spell-improviser:
-Idea by banelord
This person sells self-thought-out spells. He has limits, though.
Someone comes in with a spell needed, he writes a spell down on a sheet of paper and sells it to them, when the owner of the spell uses it, magic happens.
He can also write spells for himself. Spells by a Spell-Improviser on the same thing cannot stack.
Spells by a spell improviser have multiple categories:
Time speeding (Decreases day numbers for one type of thing to happen)
Resource Efficientifying (Increases amount of resource gotten from a certain type of resource)
Enchant Bonusing (Increases Bonuses on enchants)
Highrank spells (Anything else)
Spells are effective by -1 or +1 at the beginning (Rank 1). Every 20 spells he does on something, his next (Next rank) spells (Not his already made spells) add -1 or +1 to the category. So the 21st spell on time speeding he makes would make a 10 day process take 8 days Enchant bonusings last the amount of days equivalent to it's increases of the enchant. That's just for Non-Highrank spells though.
At rank 6 you choose Light Mage or Dark Mage. Demons get the Hellmagic spellwords.
Here are the words and definitions to become a spell-improviser.
Rank 1 (+1 and -1 level):
Decrada-Decrease
Incrada-Increase
Browanal-Brown Mushroom
Reedanal-Red Mushroom
Yeladas-Yellow Flower
Reladas-Red Flower
Rootingas-Sapling
Natura-Wood
Shinas Goldas-Gold
Ironal-Iron
Darkus Stonia-Obsidian
Protectants-Armor
Wararas-Power
Tialam-Time
Foram-For
Workan Spelin-Efficiency
Rank 2 (+2 and -2 level):
Firas-Fire
Watria-Water
Easpherea-Earth
Arialis-Wind
Quakus-Vibration
Zoomas-Speed
Arion-Shoot
Covertan-Encase
Crushina-with imprisoning force
Mindrah-Head
Shalplate-Shoulders
Stepperan-Feet
Guteran-Body
Aln-At
Lunar-Moon
Elepheras-Elements
Rank 3 (+3 and -3 level):
Instakus-Sudden
Speddon-Slow
Excrutius-Painful
Transtaur-Transformation
Deteriorus-Death (Only allows +4 diceroll to kill on use)
Croakus-Frog
Toamus-Toad
Woolukus-Sheep
Stfukulus-Silence (Disables magic)
Intukus-Into
Rank 4 (BLAH BLAH BLAH YOU GET IT!):
Spawlus-Spawn
Theflikus-Steal
Orakus-Ore
Takulus-Tacos
Humatu-Human
Elvtu-Elves
Dwartu-Dwarves
Revusil-Reverse
Combinus-And
Rank 5:
Visisious-Visibility
Nutiku-Nullify
General
Circa-Circle
Spheros-Sphere
Lianas-Life
Black Magic (Dark Mages Only):
Shadtu-Shadow
Covla-Cover sky
Arra-Arrows
Bluka-Blood
Rai-Rain from the sky
Cursaka-Curse (Causes -1 attack and defense)
Light Magic (Light mages only):
Blin-Light that blinds
Ligam-Light
Covla-Cover sky
Dispa-Disspell Darkness (Undoes Dark Curses)
Pewar-The powerful angel mode of light (Allows Flight, +3 attack, and +3 defense.
Prevla-Prevail of light
Hellmagic is being worked on
Can someone Explain?
And unban if no good explenation w/proof.
Reply ASAP,
Sasuke 8-)
(Good idea. I don't trust that nicemazmoaz.)
.....
I think monkeys at the zoo should have to wear sunglasses so they cannot hypnotize you.
.....
I think monkeys at the zoo should have to wear sunglasses so they cannot hypnotize you.
And yeah >.< I WANNA RP.
Yup, My usernames Cass, you already know that. So yeah. RP ;D.