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1 + # General
2 +
3 + ## Core Mechanics
4 +
5 + * First-person perspective primarily, third person toggle
6 + * UI
7 + * Hit points
8 + * Stamina
9 + * Mana
10 + * Hunger
11 + * Thirst
12 + * Breath meter (when applicable)
13 + * Active effects
14 + * A row of icons
15 + * A duration above the icon
16 + * A potency beneath the icon if applicable.
17 + * Eg: a poison effect that deals 10 damage/sec will have a 10 beneath it
18 + * Numbers may be shortened like damage numbers. Eg: 2.6K
19 + * 10 slot item hotbar, bound 1-0 by default
20 + * 10 slot ability hotbar
21 + * Compass with cardinal directions, home location, quest objectives
22 + * Minimap
23 + * Exp bar
24 + * Chat
25 + * Whisper (1:1 or 1:many private messages)
26 + * Party (within your party)
27 + * Local (within a small radius)
28 + * Settlement (within bounds of settlement)
29 + * Regional (within a region)
30 + * Clan (within your clan)
31 + * Name Plates
32 + * If sneaking, don’t exist
33 + * If no line of sight on a creature, they don’t exist
34 + * Normally: Name, Optionally overlevel indicator, Type indicator
35 + * Overlevel indicator is a red skull (or similar) that shows up when the creature is more than 10(?) levels above yours
36 + * Type indicator indicates base monster, intelligent creature, or Player
37 + * Name is colored based on effective reputation (coalesced total of all other reputations used to determine a particular creature’s stance toward another)
38 + * Order of name colors:
39 + * Party members are dark blue
40 + * Friends are dark green
41 + * Clan members are light blue
42 + * Reputation-based (light-green to light-red)
43 + * Menus (ESC)
44 + * Contains settings & game exit
45 + * Equipment/inventory
46 + * Items can be equipped, dropped, moved to the item hotbar, and crafted.
47 + * Quest log
48 + * Quests can be abandoned here
49 + * Quests can be shared to applicable party members here
50 + * Quests are categorized by settlement & kingdom in collapsable & draggable tabs
51 + * Quests are colored based on difficulty and level requirement
52 + * Quest timer for each quest can be viewed here
53 + * Some quests are prefixed with icons to indicate group quests and pvp quests
54 + * Character
55 + * Contains class tree tab where points can be distributed
56 + * Contains abilities tab with ability info, where abilities can be moved to the ability hotbar
57 + * Contains info tab with general overview of character
58 + * Contains reputation tab
59 + * Social
60 + * Contains party tab where party invites can be accepted, the player can leave their party, and the leader can kick players
61 + * Contains clan tab where users can manage their clan
62 + * Contains friends list tab where:
63 + * Friends can be added/removed.
64 + * Mutual friends can see each other’s level, class, race, online status, current region & settlement(if applicable), and can receive party invites from anywhere in the world
65 + * Contains blocked users tab
66 + * Chat messages from blocked users are hidden
67 + * Notification/Prompt Queue
68 + * Notifications can be “minimized” rather than being dismissed, they then go to the notification queue
69 + * Notifications are automatically minimized during combat
70 + * Resource pools
71 +
72 + All characters have all 3 resource pools regardless of class.
73 +
74 + * Hit points
75 + * Health. HP. Reaches 0, you die.
76 + * Mana
77 + * Used for spell casting
78 + * Stamina
79 + * Used for running, jumping, climbing, sneaking, crawling, and non-mana-based special attacks/abilities.
80 + * Block Interaction
81 + * Placing
82 + * Use block to place unsolidified block, which is an uninteractable entity that is destroyed upon being hit with any item.
83 + * Block solidifies after about 10 seconds, after which it has its normal hardness and can be interacted with.
84 + * Destroying
85 + * Hold attack button to begin mining. Block is destroyed upon completion and yields drops if applicable.
86 + * [Game Numbers](https://docs.google.com/spreadsheets/d/1DPnJFgnu8F4PPWVguljEsLBHOtwMJ_yHsA0egyQ2_rs/edit?usp=sharing)
87 + * Death
88 + * Player is immediately taken to a dark area with a light. Walking towards the light will respawn the player at the nearest friendly graveyard.
89 + * 1 HP, 0 Mana, 0 Stamina, \-50% regeneration, \-50% to all physical attributes debuff for 1 minute, starts when spawned in the underworld.
90 + * If the player is resurrected, another light appears. Walking towards the new light will resurrect the player.
91 + * Resurrection offer lasts for a few seconds.
92 + * 100% of held money is dropped.
93 + * 20% of common items dropped.
94 + * 1% of uncommon or rare items dropped.
95 + * Soulbound will prevent an item from being dropped.
96 + * If you are carrying a moonstone, it is destroyed but no items drop.
97 + * Social wheel
98 + * If the player is looking at another player, a social wheel menu can be opened. This is not a window, but a UI element that appears over the player. While the menu is open, the player can not look around as the mouse will be used to select menu buttons.
99 + * Menu buttons:
100 + * Add friend
101 + * Invite to party
102 + * Trade(?)(requires close proximity)
103 + * Whisper(?)
104 + * Inspect(?)(requires close proximity)
105 + * Parties
106 + * Max party size: Leader’s Leadership level (min: 4\)
107 + * Friendly fire: No
108 + * Members of a party always enter the same instance as leader
109 + * Raid Party: A “super-party” where the party members are themselves leaders of squads.
110 + * Party XP Distribution: Selectable when the party is formed between
111 + * Equal: Everyone in the party gets an equal share of XP
112 + * Proportional: XP that comes from damage dealt is split per damage and awarded based on damage dealt
113 + * Maybe? Equity: XP is distributed to the lowest level characters in the group more than the highest level characters in the party with a configurable splay of up to 50%
114 + * Maybe? Custom: XP is held in a bank until the leader chooses to distribute it, or until the party membership is changed or disbanded.
115 + * See Leadership below for more.
116 + * Day/night cycle
117 + * 2 hours; 1 hour day, 1 hour night
118 + * Timezones? We don’t know yet
119 + * Calendars? Multiple, per faction
120 + * Seasons?
121 + * Hunger/Thirst
122 + * Drinking water restores full thirst
123 + * Eating restores some hunger based on food type
124 + * Thirst goes down quickly with movement (\~500 blocks, \~250 running)
125 + * Hunger goes down with movement (\~2000 blocks, \~1000 running)
126 + * Stamina regeneration halves at 30% thirst, stops at 10% thirst
127 + * Health regeneration halves at 40% hunger, stops at 20% hunger
128 + * Eating well-prepared food can give buffs
129 + * Maps
130 + * Mundane Maps
131 + * Work a lot like Minecraft maps.
132 + * Can be crafted reasonably simply
133 + * Can be pinned into a minimap or opened into a full map screen
134 + * Are limited to one region
135 + * (Or maybe 2x2? Not sure yet)
136 + * Can be copied to another mundane map or a magical map.
137 + * Can be marked and labelled
138 + * Magical Map
139 + * Craftable, but a lot more expensive, item-wise
140 + * Unlimited size, complete with zoom functionality
141 + * Can be copied to a mundane map or magical map
142 + * Party/friend indicators can be added to map
143 + * Can be shared with other magical maps (partially or wholly) for live-updating
144 + * Map markers can be made visible in the world and in your compass
145 + * Automatically learns names of areas
146 + * Automatically learns difficulty rating of areas
147 + * Automatically learns biome types
148 + * Automatically learns villages and marks reputation with them
149 + * Can lay out a fastest route to a point on the map with indicators visible in the world
150 + * Can be searched and filtered
151 + * Map item?
152 + * Yes
153 + * UI/window?
154 + * Yes. A minimap and a full map screen
155 + * Discover radius?
156 + * Something close to render-distance. 160 blocks? 128 blocks?
157 + * Updates areas while player is away?
158 + * No.
159 + * Coordinates?
160 + * Probably not.
161 + * Settings
162 + * General
163 + * Field of view (horizontal) \[weapon fov too\]
164 + * Combat
165 + * Toggle weapon zoom
166 + * Determines if zoom is hold(default) or toggle.
167 + * Zoom field of view
168 + * Toggle modifier ability
169 + * Determines if modifier abilities (syringe darts, casting manipulation) are enabled by hold or toggle(default).
170 + * Show damage numbers
171 + * Controls
172 + * Look sensitivity
173 + * Look sensitivity while zoomed in
174 + * Toggle sprint
175 + * Determines if the player stops sprinting when the sprint key is released but forward continues to be held, or continues to sprint after sprint key is released(default).
176 + * Toggle sneak
177 + * Determines if sneak is hold(default) or toggle.
178 + * Toggle social wheel
179 + * Determines if the social wheel is displayed while the button is held(default), or if the social wheel is toggled.
180 + * Controller support?
181 + * Key binds
182 + * General:
183 + * Attack/destroy: left mouse button
184 + * Interact/Use held/Place block: right mouse button
185 + * ↑←↓→: WASD
186 + * Jump: space
187 + * Sprint: shift
188 + * Crouch: ctrl
189 + * Social wheel: Middle mouse button
190 + * Item hotbar
191 + * 1-10: 1-0
192 + * Switch left: mouse wheel up
193 + * Switch right: mouse wheel down
194 + * Ability hotbar
195 + * 1: Q
196 + * 2: E
197 + * 3: R
198 + * 4: F
199 + * 5: Z
200 + * 6: X
201 + * 7: C
202 + * 8: V
203 + * 9: T
204 + * 10: G
205 + * Menus
206 + * Esc: esc (can’t be rebound)
207 + * Character/inventory: I
208 + * Quest log: L
209 + * Character
210 + * Classtree tab: K
211 + * Abilities tab: unbound
212 + * Party tab: P
213 + * Friends list tab: O
214 + * Clan tab: unbound
215 + * Map: M
216 + * Notification queue: N
217 +
218 + * Movement
219 + * Walking
220 + * 4.4 blocks/second
221 + * Sprinting
222 + * 5.7 blocks/second
223 + * \-10% stamina/second
224 + * Does not halt stamina regen
225 + * Jumping
226 + * 1.2 block jump height
227 + * Sneaking
228 + * 3.5 blocks/second
229 + * Reduces hitbox height by amount dependent on race
230 + * Increases stealth
231 + * Swimming
232 + * 4 blocks/second
233 + * Decreases stealth if swimming on surface
234 + * Increases stealth if swimming below surface
235 + * Sprint-swimming
236 + * 5 blocks/second
237 + * \-10% stamina/second
238 + * Does not halt stamina regen
239 + * Climbing
240 + * 3 blocks/second
241 + * \-20% stamina/second
242 + * Does not halt stamina regen
243 + * Voice chat?
244 +
245 + ## Characters
246 +
247 + Names:
248 +
249 + * Must be unique
250 + * A-Za-z0-9
251 + * More than 2 characters
252 + * Less than 26 characters
253 + * Space, apostrophe, and hyphen is allowed between letters
254 + * Option to use RNG to generate a name for their character.
255 +
256 + Base attributes (Points awarded per character level):
257 +
258 + * Strength (General buff to melee attacks)
259 + * Dexterity (Movement speed, fall damage, buff to ranged attacks)
260 + * Constitution (General buff to HP)
261 + * Stamina (General buff to Stamina regen rate; Fixed pool of 1,000,0001.0010000, Stamina Attribute value regenerates continuously over 15 seconds)
262 + * Buffs can improve regen speedtime
263 + * Buffs can reduce cost of casting improve cost to cast stamina-based moves
264 + * Debuffs can slow regen speedtime
265 + * Debuffs can increase cost of cause greater cost to stamina-based moves
266 + * Don’t make bigger pool of stamina as the “buff”?
267 + * Magicka (General buff to Mana; regenerates over 2min)
268 + * Charisma (General buff to reputation)
269 + * Consider removing this
270 +
271 + Skills (Leveled independently):
272 +
273 + * Fighting (Chance to hit)
274 + * \+1 Skill XP each successful hit
275 + * (See Combat XP)
276 + * Survival (Armor)
277 + * \+1 Skill XP each failed enemy’s attack
278 + * (See Combat XP)
279 + * Magic (Access to higher powered spells)
280 + * \+1% Mana used as Skill XP
281 + * (See Combat XP)
282 + * Gathering (Gather rate)
283 + * \+Skill XP equal to going rate of raw material in copper coins
284 + * Mining (Mining rate)
285 + * \+Skill XP equal to going rate of raw material in copper coins
286 + * Intimidation (Intimidate during social encounters and get away with it)
287 + * \+Skill XP equal to victim’s level
288 + * Deception (Deceive during social encounters and get away with it)
289 + * \+Skill XP equal to victim’s level
290 + * Persuasion (Persuade during social encounters)
291 + * \+Skill XP equal to victim’s level
292 + * Stealth (Ability to hide from other creatures)
293 + * \+Skill XP equal to other creature’s perception level
294 + * Sleight of Hand (Theft)
295 + * \+Skill XP equal to going rate of stolen item in copper coins
296 + * Performance (Ability to entertain)
297 + * \+Skill XP equal to crowd’s total level
298 + * Perception (Ability to see stealthed creatures)
299 + * \+Skill XP equal to other creature’s stealth level
300 + * Medicine (Ability to heal)
301 + * \+1% healed HP as Skill XP
302 + * (See Combat XP)
303 + * Investigation (Ability to find hidden objects)
304 + * Animal Handling (Ability to tame animals)
305 + * \+Skill XP equal to 10% of the XP drop value of the animal
306 + * Athletics (Jumping stamina use/Climbing speed)
307 + * Acrobatics (Landing/Fall damage/Sprinting stamina use)
308 + * Crafting (Crafting rate)
309 + * Mechanics (Ability to craft advanced machines)
310 + * Leadership (Party size)
311 + * (See Leadership)
312 + * Cooking
313 + * Fishing
314 + * Lock picking (Assassin/Engineer only)
315 +
316 + Special Abilities (Chosen once every log\_2 levels):
317 +
318 + * Alert (Indications for monsters/players near you)
319 + * Athlete (+1 to STR/DEX; faster to get up from prone)
320 + * Lucky (RNG is in your favor)
321 + * Natural Miner (+50% drop rate from mining)
322 + * Night Vision
323 + * Magic Sight
324 + * Partial class-locked ability
325 +
326 + Reputation:
327 +
328 + * With each faction/each character
329 + * Changed by interacting with faction
330 + * Completing quests offered by faction increases reputation
331 + * Failing quests offered by faction decreases reputation
332 + * Increasing reputation with enemy faction decreases reputation
333 + * Joining another faction adds that faction’s reputation to your reputation with this faction
334 + * Reputation provides a bonus/nerf to all skills when interacting with characters of the faction
335 + * Good reputation provides better quality quests
336 + * Bad reputation provides lower quality quests or none at all
337 + * Really bad reputation makes members of faction hostile on sight
338 +
339 + Inventory:
340 +
341 + * Items have weight, total carrying capacity based on strength. Encumbered means can’t attack and 75% movement speed
342 + * Equipment:
343 + * Head
344 + * Chest
345 + * Legs
346 + * Feet
347 + * Hands
348 + * Finger (x8)
349 + * Amulet
350 + * Trinket (x2)
351 + * Neck
352 + * Wrist
353 + * Waist
354 + * Shoulders
355 + * Backpack
356 + * Hotbar Selector:
357 + * Main Hand
358 + * Off Hand
359 +
360 + ## World
361 +
362 + The world is procedurally generated, complete with settlements, NPCs, and quests.
363 +
364 + Settlements belong to factions, NPCs belong to settlements (or free roam), quests are given by an NPC.
365 +
366 + Regions have a difficulty level not more than two levels away from any bordering regions.
367 +
368 + # Combat
369 +
370 + * General
371 + * Players can’t break blocks or interact with objects while holding a weapon, as the mouse buttons will be used for combat abilities.
372 + * When switching to a weapon, a **1** second long animation will play and the weapon can’t be used until the animation finishes.
373 + * Physical attacks deal more damage when targeted at a player’s head or creature’s weak spot, and decrease movement speed when targeted at a player’s legs or creature’s movement appendages (but deal slightly less damage).
374 + * When the player takes damage from an attack, they will “flinch” and won’t take damage from attacks for **0.3** seconds. The player can’t attack or block while flinching, but can still dodge.
375 + * Melee attacks have a swing animation of **0.3** seconds, which plays after the attack is actually inflicted. The player can’t attack again during the swing animation, but can still dodge.
376 + * When the player takes damage from an attack, a directional damage indicator will appear, indicating the direction that the attack came from. The indicator adjusts to the player’s look direction dynamically and fades away over time, disappearing completely after **0.5** seconds. The indicator can indicate multiple damage directions at a time.
377 + * While holding a melee weapon, the crosshair turns red when looking at a damageable entity that is within attack range.
378 + * Damage numbers are displayed over the attacked entity, colored depending on damage type. Numbers show even when one’s attacks are blocked, or if the entity is immune (as “0”). Numbers greater than 999 are shortened and rounded to the nearest hundred when displayed. E.g., 2K, 1.6K
379 + * Combat state
380 + * Players are in a “combat state” if they have attacked or been attacked less than **10** seconds ago.
381 + * Players can’t assign abilities to their ability hotbar while in combat.
382 + * Players can’t place blocks while in combat
383 + * Dodge
384 + * Activate: Press left or right movement key and sprint key at about the same time, or press sprint key while holding left or right movement key. If the forward key is being held, the player will not dodge.
385 + * Each dodge is either a left or right dodge and the player cannot move in the opposite direction of their dodge (relative to their look direction) while dodging.
386 + * Dodge left and dodge right can be bound to dedicated keys.
387 + * The player will move in the direction of the movement key pressed at a speed faster than strafing and a distinct dodging animation will play. The player can turn while dodging by moving the mouse left or right as if strafing normally. The forward and back movement keys will also move the player, but much slower than if the player was not dodging.
388 + * Assassins move faster while dodging than other classes.
389 + * All attacks inflicted on the player will “miss” or deal no damage during the duration of the dodge regardless of if the strike or projectile actually hit the player.
390 + * Dodging lasts **0.3** seconds. If the sprint or direction key is released while dodging, the player’s movement will slow down but the player will remain dodging for the entire duration. Dodging cannot be canceled.
391 + * Dodging should consume about **25%** of the player’s stamina.
392 + * Dodging does not interrupt any attack. The player can attack while dodging.
393 + * Weapon weightheaviness
394 + * Weapons have a weight heaviness attribute associated with them.
395 + * Heavier weapons deal more damage, but with a tradeoff depending on the weapon type.
396 + * This list describes the tradeoff of weight heaviness on each weapon type:
397 + * Melee weapons (except daggers)
398 + * Takes longer to charge
399 + * Bows
400 + * Takes longer to draw
401 + * Crossbows
402 + * Takes longer to “reload” (slower firing rate)
403 + * Guns
404 + * Slower firing rate (generally, heavier guns will have smaller magazines and/or slower reload times as well)
405 + * Daggers have no weightheaviness.
406 + * To keep things simple, there should only be three weight heaviness values, which should be displayed on the weapon.
407 + * Light
408 + * 0 seconds to full melee charge
409 + * 0.4 seconds to full bow draw
410 + * Medium
411 + * 0.6 seconds to full melee charge
412 + * 0.8 seconds to full bow draw
413 + * 2x as much weapon damage as a light equivalent
414 + * Heavy
415 + * 0.9 seconds to full melee charge
416 + * 1.2 seconds to full bow draw
417 + * 3x as much weapon damage as a light equivalent
418 + * Damage for medium and heavy melee weapons and all bows should be weapon damage multiplied by:0.2+0.8maxChargeTime3timeCharged3
419 + * Starting at 0.2, reaches 1 at maxChargeTime at a rate of x^3
420 + * Damage at 0 second charge is 20%
421 + * Light weapons deal the same amount of damage regardless of charge. Charge for light weapons is used for shield break.
422 + * Weapons deal considerably more damage at their max charge than a heavier weapon charged for the same amount of time
423 + * Light, medium, and heavy equivalents of the same weapon all potentially deal the same damage per second.
424 + * Melee weapons (except daggers)
425 + * Basic attack
426 + * Activate: Press and hold left mouse button. A meter will fill at a rate specific to the weapon type being used. When LMB is released, the player attacks, dealing damage dependent on how much of the meter is full.
427 + * For medium and heavy weapons, attack damage is determined by the formula above. For light weapons, the charge is only used for shield break, described below.
428 + * If the player charges an attack for **0.9** seconds (same for all weapon heaviness) a visual indicator will appear over the charge meter to indicate that the attack is a “shield break” attack, and will cancel their target’s shield if they are blocking, deal full damage, and their target will be unable to block again for **1.5** seconds (even if they were not blocking when they were struck).
429 + * Cancel: An attack can be canceled by pressing the right mouse button. A canceled attack does not consume stamina.
430 + * A distinct animation plays when a player is charging an attack.
431 + * Heavy weapons charge slowly but deal more damage. Medium weapons charge quickly but deal less damage.
432 + * The player can charge an attack indefinitely, and no additional stamina will be drained for holding a charge.
433 + * Movement is **0.7x** while charging an attack.
434 + * Melee attacks should drain an amount of stamina dependent on weapon heaviness and charge percentage of the attack.
435 + * Block (with Shield)
436 + * Activate: Press and hold right mouse button (while not charging an attack)
437 + * Deactivate: Release right mouse button.
438 + * The player cannot attack, but can still dodge while blocking.
439 + * A **0.1 (0.2)** second long animation will play to begin blocking. The player is not blocking until the animation finishes playing, and the block is canceled if the player is attacked during its animation.
440 + * A **0.1 (0.2)** second long animation will play when the right mouse button is released to stop blocking. The player is not blocking but can’t attack during the animation, but can still dodge.
441 + * If the player is attacked from the front while blocking, the blocker will not take any damage and will automatically stop blocking immediately (rather than waiting for the deactivate animation). If the attack was a melee swing, the attacker will be unable to attack, block, or dodge (but can still move) for **0.6 (1.2)** seconds.
442 + * It costs **10%** stamina to begin blocking (even if it gets interrupted), and blocking drains stamina at **10%** per second (not including the start/stop animation time). Blocking halts stamina regen. The player stops blocking when the right mouse button is released, when they successfully block a melee attack, if they are hit by a shield break attack, or if they run out of stamina.
443 + * Movement is **0.5x** while blocking.
444 + * Daggers (Assassin)
445 + * Press left mouse button for basic instant attack
446 + * Hold right mouse button to charge heavy attack (stab), similar to Melee attack for Heavy weapons above.
447 + * Max charge at **0.9** seconds.
448 + * Shield break effect applies at max charge
449 + * For assassins, there is an ability on the ability hotbar (default: R) to cancel the attack.
450 + * Switching items (unequipping the dagger) cancels the charge.
451 + * **3x** weapon damage at max charge.
452 + * Movement is not penalized for charging a heavy attack.
453 + * Spells
454 + * TBD
455 + * Bows (Ranger)
456 + * Hold right mouse button to zoom.
457 + * Hold left mouse button to draw the bow, release to fire.
458 + * For rangers, there is an ability on the ability hotbar (default: R) to cancel the draw.
459 + * Switching items (unequipping the bow) cancels the draw.
460 + * Time required for a full draw is dependent on weapon heaviness.
461 + * Arrows fired before full draw is reached have slower starting velocity, hit the ground sooner, and deal less damage.
462 + * Syringe darts
463 + * Syringe darts are modifier abilities that are selected one at a time.
464 + * To fire a syringe dart, it must be selected at the beginning of a draw. The player can deselect the syringe dart while drawing, but it will still be fired.
465 + * When drawing a bow with a syringe dart, weapon heaviness is ignored. Max velocity is reached at the time required for a full draw for a light bow, but max potency & duration of **0.6x** is reached at the time required for a full draw for a heavy bow. The indicator for max charge should reflect that of a heavy bow.
466 + * Firing a syringe dart makes a distinct sound distinguishable from the sound made from firing an arrow.
467 + * When a syringe dart is blocked or hits a block (i.e: misses), it visibly shatters and a glass shatter sound is made.
468 + * Potions that are not syringe darts can be used from the ability hotbar (and from the item hotbar, but that means unequipping the bow).
469 + * Movement is dependent on weapon heaviness while drawing a bow.
470 + * Crossbows are a ranger weapon that function like a single-shot gun that automatically reloads (Reload is an engineer ability only). See below.
471 + * Guns (Engineer)
472 + * Hold right mouse button to zoom.
473 + * Press left mouse button to fire.
474 + * Automatically refires if left mouse button is being held.
475 + * Firing rate is dependent on weapon heaviness.
476 + * Recoil?
477 + * Each weapon has its own magazine size and reload time.
478 + * For engineers, there is an ability on the ability hotbar (default: R) to reload.
479 + * Damage Types (magical/mundane)
480 + * Mundane
481 + * Other
482 + * Bleeding, falling, drowning, starving, things that don’t fit into any other damage type
483 + * Piercing
484 + * Daggers, rapiers, teeth, arrows, etc.
485 + * Slashing
486 + * Swords, claws, etc.
487 + * Bludgeoning/Crushing
488 + * Mace, hammers, etc.
489 + * ???
490 + * Color: red
491 + * Big scary bosses
492 + * Elemental
493 + * Fire
494 + * Color: orangered
495 + * Spells, lava, enchanted weapons, elementals, dragons, etc.
496 + * Cold
497 + * Color: light blue
498 + * Spells, cold biomes, enchanted weapons, elementals, dragons, etc.
499 + * Lightning
500 + * Color: blue
501 + * Lightning, spells, enchanted weapons, elementals, dragons, tempest, etc.
502 + * Acid
503 + * Color: yellow
504 + * Acid pits, traps, dragons, vials of acid, etc.
505 + * Asphyxiation
506 + *
507 + * Poison
508 + * Color: lime
509 + * Poisons, traps, dragons, spells, etc.
510 + * Necrotic
511 + * Color: purple
512 + * Undead, liches, vampires, spells, enchanted weapons, etc.
513 + * Sonic
514 + * Color: gray
515 + * Thunder, explosions, spells, enchanted weapons, harpies, krakens, tempest, bard “singing”, etc.
516 + * Psychic
517 + * Color: pink
518 + * Mind control, spells, enchanted weapons, psydragons, vicious mockery, etc.
519 + * Radiant
520 + * Color: white
521 + * Desert biomes, spells, radioactivity, divine magic, etc.
522 + * Dark
523 + * Color: black
524 + * Dark magicks, cultists, assassins, etc.
525 + * Nature
526 + * Color: green
527 + * Druids
528 + * Arcane
529 + * Color: teal
530 + * Magic, traps, etc.
531 +
532 + #
533 +
534 + # Creatures
535 +
536 + * Passive
537 + * Rabbit \- Drops: Rabbit meat, rabbit pelt, rabbit’s foot
538 + * Fox \- Drops: Fox pelt, snow
539 + * Pig \- Drops: Pork
540 + * Sheep \- Drops: Wool, lamb
541 + * Cow \- Drops: Beef, cowhideleather
542 + * Chicken \- Drops: Feathers, chicken
543 + * Bird \- Drops: Feathers
544 + * Neutral
545 + * Lion \- Drops: Lion pelt
546 + * Tiger \- Drops: Tiger pelt
547 + * Cat \- Drops: Curse of Nine Lives
548 + * Deer \- Drops: Venison, deer pelt
549 + * Dolphin \- Drops: Blubber
550 + * Snake \- Drops: Snake meat, snake skin, snake eyes
551 + * Dryad \- Drops: Leaves
552 + * Aggressive
553 + * Zombie \- Drops: Rotten flesh, zombie head, cloth scraps
554 + * Skeleton \- Drops: Bones, skull
555 + * Giant Spider \- Drops: String, carapace, venom sac, spider eyes
556 + * Naga \- Drops: Naga head
557 + * Siren \- Drops: Siren scales
558 + * Harpy \- Drops: Feathers, harpy talon
559 + * Hag \- Drops: Potion ingredients
560 + * Elemental (sub-types)
561 + * Wyvern \- Drops: Wyvern hideleather, gold
562 + * Drakes (sub-types) \- Drops: Drake hideleather, gold
563 + * Ghoul \- Drops: Ghoul teeth
564 + * Ghast \- Drops: Ghast tongue
565 + * Ghost \- Drops: Ethereal crystal
566 + * Poltergeist \- Drops: Incorporeal dust
567 + * Specter \- Drops: Tincture of Hatred
568 + * Wraith \- Drops: Ethereal crystal, Incorporeal dust, Tincture of Hatred, Soul Fragment
569 + * Imp \- Drops: Imp hide, imp flesh
570 + * Devil (sub-types)
571 + * Demon (sub-types)
572 + * Gnoll
573 + * Hobgoblin
574 + * Bugbear
575 + * Boss
576 + * Kraken
577 + * Leviathan
578 + * Tempest
579 + * Dragon (sub-types)
580 + * Vampire
581 + * Lich
582 +
583 + # Blocks
584 +
585 + * World Generation
586 + * Rock
587 + * Talc (Soft)
588 + * Gypsum
589 + * Calcite
590 + * Limestone
591 + * Sandstone
592 + * Marble
593 + * Apatite
594 + * Basalt
595 + * Obsidian
596 + * Granite
597 + * Rhyolite
598 + * Diorite
599 + * Andesite (Hard)
600 + * Bedrock (Unbreakable)
601 + * Dirt
602 + * Grass
603 + * Gravel
604 + * Sand
605 + * Water
606 + * Lava
607 + * Oil
608 + * Log
609 + * Clay
610 + * Leyline
611 + * Mineables
612 + * Ores
613 + * Acanthite (Furnace: Silver, Grinder: 2 Silver \+ Sulfur)
614 + * Barite (Furnace: Barium, Grinder: Barium \+ Sulfur)
615 + * Bauxite (Furnace: Aluminum, Grinder: 2 Aluminum)
616 + * Beryl (Grinder: 3 Beryllium \+ 2 Aluminum \+ 6 Silicon)
617 + * Bornite (Furnace: Copper, Grinder: 5 Copper \+ Iron \+ 4 Sulfur)
618 + * Cassiterite (Furnace: Tin)
619 + * Chalcocite (Furnace: Copper, Grinder: 2 Copper \+ Sulfur)
620 + * Chalcopyrite (Furnace: Iron, Grinder: Copper \+ Iron \+ 2 Sulfur)
621 + * Chromite (Furnace: Chromium, Grinder: Iron \+ Magnesium \+ 2 Chromium)
622 + * Cinnabar (Furnace: Mercury, Grinder: Mercury \+ Sulfur)
623 + * Cobaltite (Furnace: Cobalt, Grinder: Cobalt \+ Iron \+ Arsenic \+ Sulfur)
624 + * Coltan (Furnace: Iron, Grinder: Iron \+ Manganese \+ 2 Niobium \+ 2 Tantalum)
625 + * Dolomite (Furnace: Calcium, Grinder: Calcium \+ Magnesium)
626 + * Galena (Furnace: Lead, Grinder: Lead \+ Sulfur)
627 + * Gold Ore (Furnace: Gold, Grinder: 2 Gold)
628 + * Hematite (Furnace: Iron, Grinder: 2 Iron)
629 + * Ilmenite (Furnace: Iron, Grinder: Iron \+ Titanium)
630 + * Iridium Ore (Furnace: Iridium)
631 + * Magnetite (Furnace: Iron, Grinder: 3 Iron)
632 + * Malachite (Furnace: Copper, Grinder: 2 Copper)
633 + * Molybdenite (Furnace: Molybdenum, Grinder: Molybdenum \+ 2 Sulfur)
634 + * Pentlandite (Furnace: Nickel, Grinder: 9 Iron \+ 9 Nickel \+ 8 Sulfur)
635 + * Pyrolusite (Furnace: Manganese)
636 + * Scheelite (Furnace: Calcium, Grinder: Calcium \+ Tungsten)
637 + * Sperrylite (Furnace: Platinum, Grinder: Platinum \+ 2 Arsenic)
638 + * Sphalerite (Furnace: Zinc, Grinder: Zinc \+ Sulfur)
639 + * Uraninite (Furnace: Uranium)
640 + * Wolframite (Furnace: Iron, Grinder: Iron \+ Manganese \+ Tungsten)
641 + * Gems
642 + * Alexandrite
643 + * Amethyst
644 + * Aquamarine
645 + * Citrine
646 + * Diamond
647 + * Emerald
648 + * Garnet
649 + * Jade
650 + * Lapis Lazuli
651 + * Moonstone
652 + * Morganite
653 + * Onyx
654 + * Opal
655 + * Pearls
656 + * Peridot
657 + * Rubellite
658 + * Ruby
659 + * Sapphire
660 + * Spinel
661 + * Tanzanite
662 + * Topaz
663 + * Tourmaline
664 + * Turquoise
665 + * Quartz
666 + * Zircon
667 + * Craftable
668 + * Planks
669 + * Polished Stones
670 + * Machines
671 + * Ore Processing
672 + * Furnace
673 + * Grinder
674 + * Crafting
675 + * Crafting Table
676 + * Automated Crafting Table
677 + * Coin Press
678 + * Logistics
679 + * Item Pipe
680 + * Liquid Pipe
681 + * Various Chests
682 + * Various Tanks
683 + * Storage Computer
684 + * Logic
685 + * Circuit Designer
686 + * Integrated Circuit
687 + * Circuit Wire
688 + * Electric
689 + * Coal Generator
690 + * Pneumatic Generator
691 + * Solar Panel
692 + * Pneumatic
693 + * Refinery
694 + * Combustion Engine
695 + * Electric Engine
696 + * Etheric Engine
697 + * Resource Management
698 + * Automated Farming Unit
699 + *
700 + * World Interaction
701 + * Piston
702 + * Shield
703 + * Vacuum Pipe
704 + * Quarry
705 + * Pump
706 + *
707 + * Interfaces
708 + * Digital Market Adapter
709 + * Digital Bank Adapter
710 + * Wireless Storage Device
711 + * Tesseract
712 + * Teleportation
713 + * Teleporter
714 + * Ether
715 + * Leyline Ether Tap
716 + * Ether Pipe
717 +
718 + # Playable Races
719 +
720 + * Human
721 + * Languages: Common \+ 2
722 + * Size: Medium
723 + * \+1% to all attributes
724 + * Elf
725 + * Languages: Common, Elvish \+ 1
726 + * Size: Medium
727 + * \+1% DEX, \+1% MAG
728 + * Magic Sight
729 + * Slightly greater reputation gain
730 + * Dwarf
731 + * Languages: Common, Dwarvish \+ 1
732 + * Size: Small
733 + * \+1% STR, \+1% CON
734 + * Natural Miner
735 + * Resistant to cold climates
736 + * Gnome
737 + * Languages: Common, Gnomish \+ 1
738 + * Size: Small
739 + * \+1% DEX, \+1% CHA
740 + * Lucky
741 + * Larger map discover radius
742 + * Food satiates more
743 + * Kobold
744 + * Languages: Common, Draconic \+ 1
745 + * Size: Small
746 + * \+1% DEX, \+1% STA
747 + * Long breath meter
748 + * Night Vision
749 + * Light Sensitivity
750 + * Shorter aggro range for hostile enemies
751 + * Goblin
752 + * Languages: Goblinoid \+ 2
753 + * Size: Small
754 + * \+1% STR, \+1% DEX
755 + * Loots more money from corpses
756 + * Resistant to hot climates
757 + * Orc
758 + * Languages: Orcish \+ 2
759 + * Size: Medium
760 + * \+1% STR, \+1% STA
761 + * Can consume corpses
762 + * Drow
763 + * Languages: Common, Elvish \+ 1
764 + * Size: Medium
765 + * \+1% CHA, \+1% DEX
766 + * Magic Sight
767 + * Night Vision
768 + * Light Sensitivity
769 + * Faster health regeneration while out of combat
770 + * Construct
771 + * Languages: 3
772 + * Size: Medium
773 + * \+1% STR, \+2% STA, \-1% CHA
774 + * Does not need to No need to eat or drink or breathe
775 + * Night Vision
776 + * Cannot Unable to eat or drink
777 + * Takes damage in water, rain
778 + * Resistant to psychic damage
779 + * Felinian
780 + * Languages: Common, Feline \+ 1
781 + * Size: Medium
782 + * \+1% DEX, \+1% CON
783 + * Night Vision
784 + * Lucky
785 + * Fall damage is cappedTakes no fall damage
786 + * Resistant to cold climates
787 +
788 + # Classes
789 +
790 + * Ranger
791 + * Roles: Damage, Support
792 + * \+25% DEX, STA
793 + * \+25% XP: Fighting, Gathering, Acrobatics
794 + * Medium Armor
795 + * Abilities: TBD, **Potion Brewing**
796 + * Warrior
797 + * Roles: Tank, Damage
798 + * \+25% STR, CON
799 + * \+25% XP: Fighting, Survival, Athletics
800 + * Heavy Armor
801 + * Abilities: TBD, **Warcrafting**
802 + * Cleric
803 + * Roles: Support
804 + * \+25% CON, MAG
805 + * \+50% XP: Medicine; \+25% XP: Magic
806 + * Medium Armor
807 + * Abilities: Divine Magic, **Divine Rituals**
808 + * Engineer
809 + * Roles: Damage, Support
810 + * \+25% STA, MAG
811 + * \+25% XP: Crafting, Mechanics, Investigation
812 + * Light Armor
813 + * Abilities: TBD, Lock picking, **Golemancy**
814 + * Druid
815 + * Roles: Tank, Damage, Support
816 + * \+25% DEX, MAG
817 + * \+25% XP: Animal Handling, Survival, Perception
818 + * Light Armor
819 + * Abilities: Nature Magic, **Animal Shape**
820 + * Sorcerer
821 + * Roles: Damage, Support
822 + * \+25% CHA, MAG
823 + * \+75% XP: Magic
824 + * No Armor
825 + * Abilities: Arcane Magic, Sorcerous Magic, **Casting Manipulation, Familiar**
826 + * Warlock
827 + * Roles: Damage, Support Support (Hexes, debuffs, etc.)
828 + * \+25% CON, MAG
829 + * \+25% XP: Magic, Survival, Intimidation
830 + * Medium Armor
831 + * Abilities: Arcane Magic, Eldritch Magic, **Patron Features**, Warlock Sword, Necromancy
832 + * Wizard
833 + * Roles: Damage, Support
834 + * \+25% STA, MAG
835 + * \+50% XP: Magic; \+25% XP: Investigation
836 + * No Armor
837 + * Abilities: Arcane Magic, Sorcerous Magic, Wizard Magic, **Rune Crafting**
838 + * Paladin
839 + * Roles: Tank, Damage, Support
840 + * \+25% STR, CON
841 + * \+25% XP: Fighting, Survival, Athletics
842 + * Heavy Armor
843 + * Abilities: Divine Magic
844 + * Bard
845 + * Roles: Support
846 + * \+25% CHA, DEX
847 + * \+25% XP: Intimidation, Deception, Persuasion, Performance
848 + * No Armor
849 + * Abilities: Arcane Magic, **Music Crafting**
850 + * Monk
851 + * Roles: Damage, Support
852 + * \+25% STR, DEX, STA
853 + * \+25% XP: Fighting, Survival, Acrobatics
854 + * No Armor
855 + * Abilities: Martial Arts, TBD
856 + * Assassin
857 + * Roles: Damage
858 + * \+25% DEX, STA
859 + * \+25% XP: Stealth, Sleight of Hand, Deception, Investigation
860 + * Light Armor
861 + * Abilities: TBD, Lock Picking, **Traps**
862 +
863 + # Abilities
864 +
865 + * Divine Magic
866 + * Access to the Divine spell list
867 + * Nature Magic
868 + * Access to the Nature spell list
869 + * Animal Shape
870 + * Can take the form of an animal
871 + * Arcane Magic
872 + * Access to the Arcane spell list
873 + * Sorcerous Magic
874 + * Access to the Sorcerer spell list
875 + * Casting Manipulation
876 + * Ability to expend more mana to manipulate the casting:
877 + * Instant cast
878 + * Empowered cast
879 + * Doubled cast
880 + * Stealth cast
881 + * Eldritch Magic
882 + * Access to the Eldritch spell list
883 + * Patron Features
884 + * Choose log\_2(level) of:
885 + * TBD
886 + * Wizard Magic
887 + * Access to the Wizard spell list
888 + * Rune Crafting
889 + * Ability to deconstruct spells/items to learn runes
890 + * Ability to invent new spells with known runes
891 + * Ability to enchant items with known runes
892 + * Light Sensitivity
893 + * High light levels hinder visibility
894 + * Washed out as opposed to dark
895 + * Similar stealth mechanics in light as there are in dark
896 + * Night Vision
897 + * Can see as well without light as a normal character can see in normal light
898 + * Negates dark stealth advantage
899 +
900 + # Magic
901 +
902 + Magic is written in the language of runes. The language is reproduced below:
903 + ```
904 + <spell> ::= <trigger> <paragraph>
905 + <trigger> ::= CAST_RUNE
906 + | DEATH_RUNE
907 + | PERSIST_RUNE
908 + | PROXIMITY_RUNE
909 + | DAMAGE_RUNE
910 + <paragraph> ::= <sentence>
911 + | <sentence> COMBINING_RUNE <paragraph>
912 + <sentence> ::= <target-clause> <action-clause>
913 + <target-clause> ::= SELF_RUNE
914 + | TOUCH_RUNE
915 + | RANGE_RUNE <range>
916 + | BOUND_RUNE
917 + <range> ::= /* empty */
918 + | DISTANCE_RUNE <range>
919 + <action-clause> ::= <effect-clause> <action>
920 + <effect-clause> ::= LINE_RUNE
921 + | CONE_RUNE
922 + | AREA_RUNE <area-clause>
923 + <area-clause> ::= <area-type> <ref-point> <area>
924 + <area-type> ::= SPHERE_RUNE
925 + | COLUMN_RUNE
926 + | CUBE_RUNE
927 + <ref-point> ::= CLOSE_RUNE
928 + | FAR_RUNE
929 + | CENTER_RUNE
930 + <area> ::= /* empty */
931 + | AREA_RUNE <area>
932 + <action> ::= EFFECT_RUNE <duration> <effect-type>
933 + | DAMAGE_RUNE <damage-type> <power>
934 + | HEALING_RUNE <power>
935 + | DIG_RUNE
936 + | TELEPORT_RUNE <destination>
937 + | BIND_RUNE
938 + <duration> ::= DURATION_RUNE
939 + | DURATION_RUNE <duration>
940 + <effect-type> ::= DAMAGE_RUNE <damage-type> <power>
941 + | EYES_RUNE
942 + | HEALING_RUNE <power>
943 + | LANGUAGE_RUNE
944 + | JUMPING_RUNE
945 + | SPEED_RUNE <power>
946 + | SLOW_RUNE <power>
947 + | CHARM_RUNE
948 + | LIGHT_RUNE
949 + <damage-type> ::= FIRE_RUNE
950 + | COLD_RUNE
951 + | NECROTIC_RUNE
952 + | RADIANT_RUNE
953 + | LIGHTNING_RUNE
954 + | SONIC_RUNE
955 + | NATURE_RUNE
956 + | PSYCHIC_RUNE
957 + | POISON_RUNE
958 + | ACID_RUNE
959 + | ARCANE_RUNE
960 + | DARK_RUNE
961 + <power> ::= /* empty */
962 + | POWER_RUNE <power>
963 + <destination> ::= RANGE_RUNE <range>
964 + | BOUND_RUNE
965 + ```
966 +
967 + ## Spell Lists
968 +
969 + * Basic \- Available to all
970 + * Touch Dig \- CAST\_RUNE TOUCH\_RUNE AREA\_RUNE CUBE\_RUNE CLOSE\_RUNE DIG\_RUNE
971 + * Flame Hand \- CAST\_RUNE TOUCH\_RUNE AREA\_RUNE CUBE\_RUNE CLOSE\_RUNE DAMAGE\_RUNE FIRE\_RUNE
972 + * Divine
973 + * Heavenly Strike \- CAST\_RUNE RANGE\_RUNE DISTANCE\_RUNE DISTANCE\_RUNE DISTANCE\_RUNE DISTANCE\_RUNE AREA\_RUNE COLUMN\_RUNE CENTER\_RUNE AREA\_RUNE AREA\_RUNE DAMAGE\_RUNE RADIANT\_RUNE POWER\_RUNE POWER\_RUNE POWER\_RUNE POWER\_RUNE
974 +
975 + #
976 +
977 + # Potion Brewing
978 +
979 + Potions require:
980 +
981 + * A base liquid which determines the potency
982 + * A matched monster and herbal component which decides the effect
983 + * A binding agent which determines the duration
984 + * An optional corrupting agent which inverts the effect
985 + * An optional combinator allowing additional effects to be applied
986 + * Each additional effect has 60% potency of the previous effect.
987 + * A catalyst which determines activation time
988 + * (optional) A color additive which determines the icon and particle effect color
989 + * If omitted, the potion color is determined by the effect
990 + * A container which determines delivery
991 +
992 + Ingredients:
993 +
994 + * Bases
995 + * Water (1.0x)
996 + * Blood (1.52x)
997 + * Ritual Blood (2.5x)
998 + * Purified water (2.0x)
999 + * Holy water (2.5x)
1000 + * Unicorn Blood (3x)
1001 + * Effects
1002 + * Monster
1003 + * Venom sac (poison/regeneration)
1004 + * Rotten flesh (disease/restoration)
1005 + * Bones (strength/weakness)
1006 + * Spider eyes (true sight/blindness)
1007 + * Ghast tongue (mana/mana-drain)
1008 + * ??? (stamina/stamina-drain)
1009 + * Tincture of Hatred (damage/healing)
1010 + * Incorporeal dust (invisibility/glowing)
1011 + * Rabbit’s foot (jumping/earth-bound)
1012 + * ??? (speed/slow)
1013 + * ??? (resistance/vulnerability)
1014 + * Herbs
1015 + * Lavender (poison/regeneration, true sight/blindness)
1016 + * Basil (disease/restoration, mana/mana-drain, stamina/stamina-drain)
1017 + * Dill (strength/weakness, invisibility/glowing)
1018 + * Rosemary (jumping/earth-bound, speed/slow)
1019 + * CilantroOregano (Poison damage type)
1020 + * Spearmint (Cold damage type)
1021 + * Sage (Psychic damage type)
1022 + * Hemp (Radiant damage type)
1023 + * https://www.leaf.tv/articles/natural-alternatives-for-synthroid/
1024 + * Nightshade (Necrotic damage type)
1025 + * Aloe (Fire damage type)
1026 + * Rubber (Lightning damage type)
1027 + * Binding Agents
1028 + * Salt (1.0x)
1029 + * Calcium Dust (1.5x)
1030 + * Topaz Dust (2.0x)
1031 + * Onyx Dust (2.5x)
1032 + * Diamond Dust (3.0x)
1033 + * Corrupting Agents
1034 + * Ethereal dust
1035 + * Snake meat
1036 + * Combinators
1037 + * Leaves (1 additional)
1038 + * Caveroot (2 additional)
1039 + * Sunstone (3 additional)
1040 + * Catalysts
1041 + * Dirt (1x)
1042 + * Grass (0.5x)
1043 + * Earth Essence (0.25x)
1044 + * Water Essence (Instant)
1045 + * Color additives
1046 + * Any dye
1047 + * Containers
1048 + All potions are brewed in a vial. All containers except the vial are consumed on use.
1049 + * Vial
1050 + * Used on self
1051 + * Empty vial is crafted with glass
1052 + * Takes 2 seconds to use
1053 + * Usable by anyone
1054 + * Syringe
1055 + * Used on other creatures within close proximity
1056 + * Crafted with vial, bee stinger (farmable bees)
1057 + * Takes 2 seconds to use
1058 + * Usable by anyone with Potion Brewing
1059 + * Weighted vial
1060 + * Used on an area
1061 + * 0.5x potency & duration to affected creatures
1062 + * Crafted with vial, stone
1063 + * Takes 0.3-0.5 seconds to throw
1064 + * Usable by anyone
1065 + * Syringe dart
1066 + * Used on creature that is hit
1067 + * Crafted with arrow, syringe
1068 + * Potency & duration dependent on charge time, described under Combat.
1069 + * Deals no damage (outside of potion effect)
1070 + * Uses bow mechanics
1071 + * Usable by rangers
1072 +
1073 + # Warcrafting
1074 +
1075 + Warcrafting is the art of crafting implements of war. This includes what would traditionally be called blacksmithing, leatherworking, bowing, and woodworking for the purposes of making armor, shields, and weapons. While most people stick with simple iron weapons and leather armor, you have learned to customize the materials used to make weapons and armor, making them both more flexible and more powerful.
1076 +
1077 + You have also learned how to make improvements to weapons and armor that have seen a lot of use when you repair them.
1078 +
1079 + You may also use what you’ve learned to improve other non-combat tools as well.
1080 +
1081 + * This gives you access to the Arms Workbench, Anvil, Smeltery, and Casting Tables.
1082 + * Weapons
1083 + * Broadsword (Large Blade, Standard Guard, Basic Rod)
1084 + * Longsword (Large Blade, Hand Guard, Basic Rod)
1085 + * Rapier (Large Blade, Small Guard, Basic Rod)
1086 + * Dagger (Small Blade, Small Guard, Basic Rod)
1087 + * Shortbow (1 Basic Rod, Bowstring)
1088 + * Longbow (1 Advanced Rod, Bowstring)
1089 + * Arrows (Arrow Head, Basic Rod, Fletching)
1090 + * Cutlass (Large Blade, Full Guard, Basic Rod)
1091 + * Warhammer (Hammer Head, Advanced Rod)
1092 + * Scythe (Scythe Head, Tough Binding, 2 Basic Rod)
1093 + * Cleaver (Large Blade, Plate, 2 Advanced Rod)
1094 + * Battleaxe (2 Broad Axe Head, Tough Binding, Advanced Rod)
1095 + * Armor
1096 + * TBD
1097 + * Tools
1098 + * Pickaxe (Pickaxe Head, Binding, Basic Rod)
1099 + * Shovel (Shovel Head, Basic Rod)
1100 + * Hatchet (Axe Head, Basic Rod)
1101 + * Mattock (Axe Head, Shovel Head, Basic Rod)
1102 + * Levels
1103 + * Items crafted by a warcrafter gain XP as they are used. Each level new level of the tool allows a warcrafter to add an additional modifiers to the item.
1104 + * Modifiers
1105 + * TBD
1106 +
1107 + # Golemancy
1108 +
1109 + Golems are clockwork machines that can do basic tasks such as fighting, defending, carrying, etc. The ancient knowledge of golemancy is well-protected by the engineering guild.
1110 +
1111 + All of the golem parts are crafted independently, and then the golem is assembled from the parts. Golems can run on electricity or ether.
1112 +
1113 + Golems require, at minimum:
1114 +
1115 + * Exactly two or four legs, or one-four wheels
1116 + * Core Shell
1117 + * Energy Adapter
1118 + * Energy Storage
1119 + * Intelligence Imitator
1120 +
1121 + Golems can also have:
1122 +
1123 + * Up to two arms
1124 + * Shield Generator
1125 + * Crafting Chamber
1126 + * Mana Binding Crystal
1127 + * Weapons and tools
1128 +
1129 + # Divine Rituals
1130 +
1131 + # Animal Shape
1132 +
1133 + When you kill an animal, you may take the time to bond with its soul. This grants you the ability to transform into an animal of that form, assuming that you are at least three times its base level. When you transform into an animal form, you gain all of the attributes of that animal, including its health, mana, and stamina pools as well as any abilities. You also lose access to your health and stamina pools as well as any abilities. You retain the ability to see your mana pool, but unable to do anything with it other than maintain or cancel the animal shape.
1134 +
1135 + However, the level of the animal you transform into will initially be at its base level. Any XP gained in the animal shape will go to that animal shape, rather than to your character, if your level is greater than three times the current level of the animal shape. The animal shape will level up as it gains XP.
1136 +
1137 + When the animal shape dies, you will revert back to your character’s form, taking any damage in excess of the necessary damage to kill the animal shape to your character’s health pool. Your character’s mana pool is used to cast, and then maintain the animal shape. If your character’s mana pool runs out of mana, your animal shape will drop. You may also drop your animal shape at will.
1138 +
1139 + Animal shape XP is stored per shape, not per casting, so if you level up your snake animal shape, each time you transform into your snake animal shape, you will start wherever you left off XP-wise. However, if you transform into a tiger for the first time, you will start at the base level of tigers, and any XP you gain in tiger form will not apply to your snake form.
1140 +
1141 + #
1142 +
1143 + # Settlements
1144 +
1145 + A settlement is a location where NPCs live. At minimum, a settlement has two buildings and two NPCs. Settlements have a mana pool, which can be used to cast settlement-wide spells. The mana pool regenerates at a rate equal to it’s mana pool per day.
1146 + Settlements are categorized by size:
1147 +
1148 + * Isolated Dwelling
1149 + * Available
1150 + * Hamlet Center
1151 + * House
1152 + * Longhouse
1153 + * Hamlet
1154 + * Population \>= 10
1155 + * Buildings \>= 4
1156 + * Mana Pool: 1,000
1157 + * Required
1158 + * Hamlet Center
1159 + * Available
1160 + * Village Center
1161 + * Tavern
1162 + * Graveyard
1163 + * Farm
1164 + * Village
1165 + * Population \>= 50
1166 + * Buildings \>= 10
1167 + * Mana Pool: 5,000
1168 + * Required
1169 + * Village Center
1170 + * Graveyard
1171 + * Available
1172 + * Town Center
1173 + * Trading Post
1174 + * General Store
1175 + * Workshop
1176 + * Forge
1177 + * Vault
1178 + * Bank
1179 + * Warehouse
1180 + * Inn
1181 + * Walls
1182 + * Town
1183 + * Population \>= 200
1184 + * Buildings \>= 30
1185 + * Mana Pool: 10,000
1186 + * Required
1187 + * Town Center
1188 + * Trading Post
1189 + * Walls
1190 + * Available
1191 + * City Center
1192 + * Foundry
1193 + * Post Office
1194 + * Clinic
1195 + * Temple
1196 + * Guard Station
1197 + * Docks
1198 + * City
1199 + * Population \>= 1,000
1200 + * Buildings \>= 70
1201 + * Mana Pool: 50,000
1202 + * Required
1203 + * City Center
1204 + * Post Office
1205 + * Guard Station
1206 + * Available
1207 + * Capitol
1208 + * Shop
1209 + * School
1210 + * Hospital
1211 + * Ether Rail Station
1212 + * Seaport
1213 + * Portal
1214 + * Metropolis
1215 + * Population \>= 10,000
1216 + * Buildings \>= 500
1217 + * Mana Pool: 1,000,000
1218 + * Required
1219 + * Capitol
1220 + * School
1221 + * Hospital
1222 + * Available
1223 + * Ether Rail Hub
1224 + * Airship Dock
1225 + * Portal Hub
1226 +
1227 + Settlements have buildings:
1228 +
1229 + * House
1230 + * Longhouse
1231 + * Hamlet/Village/Town/City Center/Capitol
1232 + * Trading Post
1233 + * Tavern
1234 + * General Store
1235 + * Workshop
1236 + * Woodworking Annex
1237 + * Enchanting Annex
1238 + * Engineering Annex
1239 + * Forge/Foundry
1240 + * Post Office
1241 + * Bank
1242 + * Clinic/Hospital
1243 + * Vault
1244 + * Warehouse
1245 + * Inn
1246 + * Temple
1247 + * Graveyard
1248 + * Respawn point
1249 + * Shop
1250 + * Magic
1251 + * Etc.
1252 + * School
1253 + * Farm
1254 + * Guard Station
1255 + * Docks/Seaport
1256 + * Ether Rail Station
1257 + * Ether Rail Hub
1258 + * Airship Dock
1259 + * Portal
1260 + * Portal Hub
1261 +
1262 + #
1263 +
1264 + # Dungeons
1265 +
1266 + Dungeons are dangerous pocket planes with entrances in the prime plane. Imbued with magic, a dungeon is an evolving labyrinth intent on luring characters to their demise with promises of treasure, fame, and renown. Each dungeon has a boss monster whose level is based on the level of the dungeon.
1267 +
1268 + Dungeons have a mana pool that is used to reconfigure themselves, purchase new rooms, spawn monsters, and respawn boss monsters. This mana pool regenerates continuously over the period of one in-game day.
1269 +
1270 + Most dungeons are not owned, however if the entrance to an unowned dungeon is within the area of influence of a town or larger settlement, and the leader of the settlement leads a dungeon party that vanquishes the dungeon, the leader may claim the title of Dungeon Keeper. A Dungeon Keeper may change or prioritize how a dungeon spends its mana, as well as sacrificing items or creatures to the dungeon to teach it about the items.
1271 +
1272 + Dungeons gain XP from all combat that happens inside the dungeon, and level up. When a dungeon levels up, it’s mana pool increases.
1273 +
1274 + Dungeons have rooms that provide certain boons to the dungeon. The total mana cost of the rooms and traps combined cannot exceed five times the mana pool size. Rooms:
1275 +
1276 + * Lair
1277 + * Mini-boss room
1278 + * Grants access to lesser boss monsters
1279 + * 1,000MP to create
1280 + * Hallway
1281 + * Connects rooms
1282 + * 10MP to create
1283 + * Monster Room
1284 + * Contains monsters
1285 + * 50MP to create
1286 + * Armory
1287 + * Allows monsters to use weapons and armor
1288 + * 100MP to create
1289 + * Treasury
1290 + * Any death or other drops from a non-dungeon creature within the dungeon will be claimed when the dungeon is empty by the dungeon and converted into mana, loot, or XP for the dungeon.
1291 + * 500MP to create
1292 + * Summoning Room
1293 + * Allows the dungeon to spawn monsters for free in the room so long as the summoning circle is intact and as long as the sum of levels of monsters spawned from this room at any given time never exceeds five times the dungeon’s level.
1294 + * 1,000MP to create
1295 + * Alchemical laboratory
1296 + * Allows the dungeon to spawn monsters with potions and use potions in traps.
1297 + * 2,000MP to create
1298 + * Wizard’s Study
1299 + * Allows the dungeon to spawn monsters with enchanted weapons
1300 + * Requires: Armory
1301 + * 2,000MP to create
1302 + * Sorcerer’s Place of Power
1303 + * Allows the dungeon to spawn monsters that are spellcasters
1304 + * 2,000MP to create
1305 + * Warlock’s Necromantic Shrine
1306 + * Allows the dungeon to raise recently dead monsters as undead
1307 + * 2,000MP to create
1308 + * 10% Spawn MP to raise as undead
1309 +
1310 + Traps:
1311 +
1312 + * Drop Pit
1313 + * 2x2
1314 + * 10 block drop
1315 + * 20MP to create
1316 + * Drop Pit w/Spikes
1317 + * 2x2
1318 + * 10 block drop
1319 + * Spikes at bottom
1320 + * 40MP to create
1321 + * Arrow Trap
1322 + * 2x2
1323 + * Upon stepping on trigger, arrows begin flying for 15 seconds
1324 + * 50MP to create
1325 + * Alarmed Door
1326 + * Door
1327 + * Upon opening door, alarm sounds, and all nearby monsters aggro
1328 + * 60MP to create
1329 +
1330 + Monsters: Cost 50MP for each level
1331 +
1332 + # Combat XP
1333 +
1334 + A dead entity’s XP is distributed proportionally to all characters involved in the combat by adding up all incoming damage and outgoing damage for the dead entity, as well as healing to the characters in the combat session since the beginning of it’s combat session.
1335 +
1336 + A combat session starts when the entity is damaged by or aggros on a character. A combat session resets when the entity is no longer in an aggro state and its resource pools are full.
1337 +
1338 + A character’s share of the dead entity’s XP is calculated by taking the dead entity’s XP drop value divided by the total number of hitpoints of damage taken and given by the dead entity, then multiplied by the total number of hitpoints of damage taken and given between the dead entity and the character. (The more damage you give or receive from the monster, the more XP you get)
1339 +
1340 + The XP is divided into five categories based on what type of damage was contributed:
1341 +
1342 + * XP from hits (fighting)
1343 + * XP from magic damage (magic)
1344 + * XP from tanking/receiving damage (survival)
1345 + * XP from other damage sources (other)
1346 + * XP from healing (medicine)
1347 +
1348 + If the character is a member of a party, the XP is instead delivered to the party for distribution by the party mechanic.
1349 +
1350 + When the XP is distributed to the character, if the character is a higher level than the dead entity, then a level difference penalty (-10% per level) is applied to the XP gained. Finally, the XP is distributed through the appropriate skill (fighting, magic, survival) or just directly into the character’s XP pool (other).
1351 +
1352 + XP is distributed to all characters involved in the dead entity’s combat session, regardless of whether they died in the past.
1353 +
1354 + #
1355 +
1356 + # Leadership
1357 +
1358 + Leadership is a bit unlike most of the skills. When you form a group, the leader can choose to devote a percentage of their share of XP to leadership XP. This is the only way to level up the Leadership skill. Each level of Leadership grants 1 Leadership Point. Leadership Points can be spent to grant boons to everyone in a party led by a player who has purchased a boon.
1359 +
1360 + * Increased Party Health Regeneration (+2/sec per point)
1361 + * Increased Mana Regeneration (+2/sec per point)
1362 + * Increased Stamina Regeneration (+2/sec per point)
1363 + * Increased Movement (+2% per point)
1364 +
1365 + # Achievements
1366 +
1367 + Achievements are fun, eclectic, often whimsical mini-quests with primarily vanity rewards, with minor amounts of XP.
1368 +
1369 + # Milestones
1370 +
1371 + Milestones are essentially secret quests, complete with generous XP and item rewards.
1372 +
1373 + # Marks
1374 +
1375 + A mark is a permanent boon or curse on a character. Usually earned through one-of-a-kind events.
1376 +
1377 + # Badges
1378 +
1379 + A badge is a temporary boon or curse based on some form of ranking. For example, \#1 by total XP.
1380 +
1381 + # Prompts
1382 +
1383 + Prompts are requests for user input. All prompts have an expiration after which the prompt is automatically declined (if possible) or an option is chosen at random.
1384 +
1385 + # Factions
1386 +
1387 + ## Empire (or solo Kingdom)
1388 +
1389 + Has many kingdoms (and thus settlements) who have sworn allegiance.
1390 + Has many guilds that were ordained by the Empire.
1391 + Has many clans.
1392 +
1393 + ## Guilds
1394 +
1395 + A guild is a group of NPCs that share a similar interest. For example, Thieves’ guild of Ara, Engineering guild of Ara, Traders’ guild of Ara
1396 +
1397 + Consider: Allowing players to “join” or “ally with” a guild.
1398 +
1399 + ## Tribe
1400 +
1401 + A tribe is precursor to a clan created by a player for players to provide leadership and organization for a group of players. Players can only belong to one group at a time. A tribe cannot have more than 20 players.
1402 +
1403 + ## Clans
1404 +
1405 + A tribe can be converted into a clan by pledging allegiance to a king or emperor, after gaining X relationship with the kingdom or empire. A clan also has access to a shared clan treasury and the ability to own castles and other forms of land and buildings. Clans can’t be disbanded unless everyone leaves. Leadership moves to the next designated leader if a leader leaves, if no next designated leader exists, a general vote will determine the next leader.
1406 +
1407 + Clan leadership will be pruned for inactivity after 1 month. Membership can be pruned if leadership desires.
1408 +
1409 + ## Settlements
1410 +
1411 + See “Settlements” above
1412 +
1413 + ## Kingdom
1414 +
1415 + A Kingdom is an allegiance of settlements ruled by a ruler.
1416 +
1417 + # Quests
1418 +
1419 + * Quests are given by NPCs depending on settlement needs, the player’s level, and the NPC’s role in their settlement.
1420 + * NPCs with an available quest are marked with a “\!” over their heads, colored depending on quest type (normal, group, pvp).
1421 + * NPCs with an accepted quest are marked with a “?” over their heads, colored depending on quest status (completed, uncompleted)
1422 + * Most (all?) quests have a timer that indicates how long the player has to complete the quest before it is automatically removed from the quest log. The timer is visible on each quest in the quest log.
1423 + * Most quests have indicators for the quest objective location, which are visible on the player’s map and compass (if the objective is close enough).
1424 + * Quests are automatically removed from the quest log if the timer expires, if the quest giver dies, if the quest giver’s reputation becomes hostile with the player, or if the quest is failed (for quests with a lose condition).
1425 +
1426 + ## Settlement Quests
1427 +
1428 + * Retrieve resources
1429 + * Give an amount of a resource like wood or stone
1430 + * Does not reward experience
1431 + * NPC Bounties
1432 + * Defeat a number of enemies or one difficult enemy
1433 + * Player Bounties
1434 + * Defeat a player
1435 + * Marked as a pvp quest
1436 + * Quest indicator marks is most recent spotting by an NPC of the same settlement.
1437 + * Quest is only given if the player has been seen by an NPC of the settlement very recently and the target player is nearby
1438 + * Quest timer is relatively short (but can still be turned in after it ends if the target player has been defeated)
1439 + * Quest difficulty indicator is based on the level of the target player and the quest is not given if the target player’s level is too high
1440 + * Retrieve stolen item
1441 + * Search enemy hideout for chest containing a quest item
1442 + * Destroy enemy creature hideout
1443 + * Destroy an amount of blocks in an enemy hideout (probably with fire, on structures consisting of wood or otherwise flammable blocks)
1444 + * Construct/repair a settlement building
1445 + * Construct a building according to a blueprint.
1446 + * Find/rescue missing creature(s)
1447 + * Search for a creature gone missing in a location and return them
1448 + * Quest is failed if the creature dies
1449 + * Escort creature(s)
1450 + * A creature is travelling from one location to another. Protect them.
1451 + * Quest is failed if the creature dies
1452 + * Vanquish a dungeon
1453 + * Defeat the boss of a dungeon
1454 + * Marked as a group quest
1455 + * If this quest is given to the settlement leader and the dungeon is within the settlement’s area of influence, they will reap higher quest rewards if the dungeon is claimed. This is still the same quest, and can be shared with other players as a standard “Vanquish a dungeon” quest
1456 + * Aid
1457 + * Complete quests for another friendly settlement.
1458 + * Quest is more likely to be given following an attack on a friendly settlement.
1459 + * Can be turned in to either the quest giver or another NPC in the settlement in question.
1460 + * If the player is a relatively high level, this quest will be given for a settlement in a higher level zone and the quest difficulty color will match that of said zone.
1461 + * Diplomatic
1462 + * Improve reputation between two factions
1463 + * Political
1464 + * Raise your own reputation
1465 + * Reward: ability to join a settlement, ability to lead a settlement
1466 +
1467 + ## Kingdom Quests
1468 +
1469 + * Defend settlement
1470 + * Attack settlement
1471 +
1472 + #
1473 +
1474 + # Pantheon
1475 +
1476 + Members of the Pantheon (deities) are not entities in Runetide, but are AI that generate quests for those that follow them. Deities have a repository of Divine Points. Divine Points can be spent to buff or debuff creatures, spawn creatures, protect regions, kill creatures, or spawn their avatar (from cheapest to most expensive). A special NPC controller will decide how and when these are used to advance their goals.
1477 +
1478 + Deities also provide for a natural way for game moderation/administration to shape game-wide events.
1479 +
1480 + * Gods of the Core Domains
1481 + * Can be followed by characters
1482 + * Gains divine points every day that a character that follows them logs in or when one of their quests is completed
1483 + *
1484 + * Ithos, God of Civilization
1485 + * Enemies: Dahphine, Xerena
1486 + * Plane: The Eternal City of Oxonoth
1487 + * Boon: \+2% XP Leadership
1488 + * Kotyx, God of Life
1489 + * Enemies: Atix, Yankiildrux, Thodis
1490 + * Plane: The Radiant Islands of Raix
1491 + * Boon: \+2% XP Medicine
1492 + * Matrix, God of Order
1493 + * Enemies: Xerena, Dimmog
1494 + * Plane: The Mountains of Runos
1495 + * Boon: \+2% XP Persuasion
1496 + * Vahsin, God of Secrets
1497 + * Enemies: Iuna, Eos
1498 + * Plane: The Twisted Caves of Pisos
1499 + * Boon: \+2% XP Deception
1500 + * Thodis, God of War
1501 + * Enemies: Umena, Kotyx
1502 + * Plane: The Twin Empires of Xex
1503 + * Boon: \+2% XP Fighting
1504 + * Xomlios, God of Darkness
1505 + * Enemies: Eos, Iuna
1506 + * Plane: The Shadow Realms of Turiz
1507 + * Boon: \+2% XP Stealth
1508 + * Rhitarr, God of Fate
1509 + * Enemies: Itia, Xerena
1510 + * Plane: The Beaches of Mezal
1511 + * Boon: \+2% XP Survival
1512 + * Tanir, God of Technology
1513 + * Enemies: Nudarae, Zytrix
1514 + * Plane: The Mechanical City of Bronze
1515 + * Boon: \+2% XP Mechanics
1516 + * Eos, Goddess of Light
1517 + * Enemies: Vahsin, Xomlios
1518 + * Plane: The Radiant Islands of Raix
1519 + * Boon: \+2% XP Perception
1520 + * Xerena, Goddess of Chaos
1521 + * Enemies: Ithos, Matrix, Rhitarr
1522 + * Plane: The Twisted Caves of Pisos
1523 + * Boon: \+2% XP Sleight of Hand
1524 + * Dahphine, Goddess of Nature
1525 + * Enemies: Ithos, Yankiildrux, Dimmog
1526 + * Plane: The Magical Forest of Fyavaanyl
1527 + * Boon: \+2% XP Animal Handling
1528 + * Iuna, Goddess of Knowledge
1529 + * Enemies: Vahsin, Xomlios
1530 + * Plane: The Eternal City of Oxonoth
1531 + * Boon: \+2% XP Investigation
1532 + * Atix, Goddess of Death
1533 + * Enemies: Yankiildrux, Kotyx
1534 + * Plane: The Shadow Realms of Turiz
1535 + * Boon: \+2% XP Intimidation
1536 + * Umena, Goddess of Peace
1537 + * Enemies: Thodis, Zytrix
1538 + * Plane: The Beaches of Mezal
1539 + * Boon: \+2% XP Performance
1540 + * Itia, Goddess of Choice
1541 + * Enemies: Rhitarr, Xyta
1542 + * Plane: The Mountains of Runos
1543 + * Boon: \+2% RNG
1544 + * Nudarae, Goddess of Magic
1545 + * Enemies: Tanir, Demogorgon
1546 + * Plane: The Magical Forest of Fyavaanyl
1547 + * Boon: \+2% XP Magic
1548 + * Exiled Gods
1549 + * Cannot be followed by characters
1550 + * Gains a fixed number of Divine Points per day
1551 + * Dimmog, God of Corruption
1552 + * Enemies: The Prime Plane
1553 + * Plane: Erebus (of the Abyss)
1554 + * Udon, God of Monsters
1555 + * Enemies: Intelligence
1556 + * Plane: Acheron (of the Hells)
1557 + * Yankiildrux, God of Undeath
1558 + * Enemies: Life
1559 + * Plane: Moorsheim (of the Abyss)
1560 + * Zytrix, Goddess of Destruction
1561 + * Enemies: Nature, Civilization
1562 + * Plane: Hades (of the Hells)
1563 + * Nielia, Goddess of Pestilence
1564 + * Enemies: All Life
1565 + * Plane: Gehenna (of the Hells)
1566 + * Xyta, Goddess of the Damned
1567 + * Enemies: Players
1568 + * Plane: Tartarus (of the Hells)
1569 + * Ascended Beings
1570 + * Tiamat, Queen of Dragons
1571 + * Enemies: Non-dragons
1572 + * Plane: Sheol (of the Abyss)
1573 + * Demogorgon, Prince of Demons
1574 + * Enemies: Non-demons
1575 + * Plane: Abaddon (of the Abyss)
1576 + * Omega, The Prime Elemental
1577 + * Enemies: None
1578 + * Braz’rukaan, Lord of Avernus
1579 + * Enemies: Non-devils
1580 + * Plane: Avernus (of the Hells)
1581 + * Nalini, Keeper of the Underworld
1582 + * Enemies: Undead
1583 + * Plane: The Underworld
1584 +
1585 + # Planes/Worlds/Dimensions
1586 +
1587 + The multiverse consistsis comprised of multiple dimensions or planes. The planes, while similar to Minecraft’s dimensions (overworld, nether, the end), are generally more varied and more diverse than Minecraft’s dimensions. Some planes are unique in the multiverse, and others are more categorized as a class of similar planes. For example, a dungeon has its own pocket plane that, while similar to other dungeon planes, is separate from other dungeon planes \-- that is, you could not walk from one dungeon to another from within the dungeon’s plane.
1588 +
1589 + ## Prime
1590 +
1591 + The Prime Plane is the default spawn of a multiverse. It contains everything one would think of as the “overworld.”
1592 +
1593 + ## The Near Realms
1594 +
1595 + ### Underworld
1596 +
1597 + The Underworld is the interstitial where characters go for respawn. A dark sky with no light spreads over an expansive wasteland of ruins stretching in every direction. Skeletons are native to this plane. Living creatures that make their way here quickly die from a strong withering debuff.
1598 +
1599 + ### The Deep
1600 +
1601 + Filled with valuable ores, this cavernous dimension is home to strange aberrant thieving creatures, intent on your valuables. Entrances can be found at the deepest depths of the Prime Plane, but enter at your own risk.
1602 +
1603 + ### Dungeons
1604 +
1605 + (See Dungeons above)
1606 +
1607 + Dungeons create their own pocket dimension that is separate from the Prime Plane, even though they have entrances in the Prime Plane.
1608 +
1609 + ### The Maze
1610 +
1611 + The Maze is a vast, interconnected network with portals to every dungeon spread out among a vast labyrinth of unmineable walls. High-level monsters roam the maze freely.
1612 +
1613 + ## The Elemental Planes
1614 +
1615 + ### Elemental Plane of Water
1616 +
1617 + The Elemental Plane of Water is an ocean that stretches in all directions. Filled with aquatic life and submarine aquatic civilization. Access via portals found in the deepest depths of the oceans of the Prime Plane.
1618 +
1619 + ### Elemental Plane of Fire
1620 +
1621 + The Elemental Plane of Fire is a lake of lava and fire with no discernible features above the surface. Filled with creatures immune to fire. Access via portals found in the largest lakes of lava on the Prime Plane.
1622 +
1623 + ### Elemental Plane of Earth
1624 +
1625 + ### Elemental Air PlanePlane of Air
1626 +
1627 + ## The Far Realms
1628 +
1629 + ### The Eternal City of Oxonoth
1630 +
1631 + ### The Radiant Islands of Raix
1632 +
1633 + ### The Mountains of Runos
1634 +
1635 + ### The Twisted Caves of Pisos
1636 +
1637 + ### The Twin Empires of Xex
1638 +
1639 + ### The Shadow Realms of Turiz
1640 +
1641 + ### The Beaches of Mezal
1642 +
1643 + ### The Mechanical City of Bronze
1644 +
1645 + ### The Magical Forest of Fyavaanyl
1646 +
1647 + ## The Five Hells
1648 +
1649 + ### Acheron
1650 +
1651 + ### Hades
1652 +
1653 + ### Gehenna
1654 +
1655 + ### Tartarus
1656 +
1657 + ### Avernus
1658 +
1659 + ## The Endless Layers of The Abyss
1660 +
1661 + ### The Void
1662 +
1663 + (Nothingness)
1664 +
1665 + ### Erebus
1666 +
1667 + (Chaos)
1668 +
1669 + ### Moorsheim
1670 +
1671 + (Undead and such)
1672 +
1673 + ### Sheol
1674 +
1675 + ### Abaddon
1676 +
1677 + #
1678 +
1679 + #
1680 +
1681 + # Names
1682 +
1683 + * Cube-themed
1684 + * Cuboids
1685 + * Immortal Cubes
1686 + * **Project Cuboid**
1687 + * **Elgenzay:**
1688 + * **Originality: 1/5**
1689 + * **Coolness: 5/5**
1690 + * **Shortenings: “Cuboid”**
1691 + * **VoxelRealms**
1692 + * **Elgenzay:**
1693 + * **Originality: 3/5**
1694 + * **Coolness: 4/5**
1695 + * **Shortenings: “Voxel”**
1696 + * **Kingdom³**
1697 + * **Elgenzay:**
1698 + * **Originality: 5/5**
1699 + * **Coolness: 5/5**
1700 + * **Accessibility: 0/5 (“kingdomcubed”? Kingdomcubed.com? Not two syllables)**
1701 + * **Shortenings: “Kingdom”, “KKK”**
1702 + * **SiegeVox**
1703 + * **Elgenzay:**
1704 + * **Originality: 5/5**
1705 + * **Coolness: 5/5**
1706 + * **Shortening: “Siege” :thumbs\_down:**
1707 + * **Runetide**
1708 + * **Elgenzay:**
1709 + * **5/5**
1710 + * **Coolness: 5/5**
1711 + * **Accessibility: 5/5**
1712 + * **Rolls-right-off-the-tongue value: 5/5**
1713 + * **Shortenings: “Rune”/”Tide”? But I don’t think so.**
1714 + * VoxelReign
1715 + * ThunderVox
1716 + * ArcaneThrone
1717 + * World Names (+“Online” or “Land of”; in this case, the main world would also be named this)
1718 + * Jaikoria
1719 + * Epheria
1720 + * Epherea
1721 + * Ephethia
1722 + * Alerelia
1723 + * Isethari
1724 + * Ancient Realms
1725 + * ~~Age of Terra~~
1726 + * Ancient Terra
1727 + * Related words to brainstorm with?
1728 + * Voxel
1729 + * Kingdom
1730 + * Realm
1731 + * Faction
1732 + * Block
1733 + * Siege
1734 + * Reign
1735 + * SaltyBlocks
1736 +
1737 + #
1738 +
1739 + # Monetization Ideas
1740 +
1741 + * Market
1742 + * Trade I for I
1743 + * Trade I for C (Credits/Gold/USD) (or vice-versa)
1744 + * Trade Credits for Gold (or vice-versa)
1745 + * Trade USD for Gold/Credits (or vice-versa)
1746 + * Auction
1747 + * Place item for auction (against Credits, Gold, or USD)
1748 + * Market/Auction
1749 + * Facilitate buying and selling of items/characters between players for IRL money
1750 + * Take 20% or so
1751 + * Credits
1752 + * Exchange for gold on the market
1753 + * Purchase
1754 + * Cosmetics
1755 + * Extra character slots
1756 + * Account bank capacity
1757 + * Character reroll tokens
1758 + * Class, race, appearance, name, skills, reputation(?)
1759 + * Clan world
1760 + * Small
1761 + * Medium
1762 + * Large
1763 + * Pay for chunk loading?
1764 + * Custom multiverse
1765 + * A “tenant” on the multi-tenant server with its own ACL
1766 + * Probably slotted and something like $5-$10/slot/mo minimum $50/mo.
1767 + * Could be cool for larger streamers or events?
1768 + * Character name/appearance change
1769 + * Clan donations?
1770 + * IRL Swag
1771 + * Advertisements?
1772 +
1773 +
1774 + # Technical stuff \- Ignore below
1775 +
1776 + # Data Types
1777 +
1778 + ## Region
1779 +
1780 + Stored in Cassandra (PK: World Id, X, Z)
1781 +
1782 + * World Id \- uuid
1783 + * X \- long
1784 + * Z \- long
1785 + * Chunk Data Id \- uuid
1786 + * Instance Ids \- uuid\[\]
1787 + * New Instance Template \- InstanceTemplate
1788 + * Difficulty level \- int
1789 + * Settlements
1790 +
1791 + ## Instance
1792 +
1793 + Stored in Cassandra (PK: Id)
1794 +
1795 + * Id \- uuid
1796 + * Entities \- Entity\[\]
1797 + * Items \- DroppedItem\[\]
1798 +
1799 + ## InstanceTemplate
1800 +
1801 + * Entities \- Entity\[\]
1802 +
1803 + ## Entity
1804 +
1805 + Stored in Cassandra (PK: Id)
1806 +
1807 + * Id \- uuid
1808 + * Type \- EntityType Enum
1809 + * Inventory Id \- uuid
1810 + * Health \- int
1811 + * Position \- WorldPosition
1812 + * Speed \- Vector
1813 + * Accel \- Vector
1814 + * Face \- NormalVector
1815 + * Look \- NormalVector
1816 + * Effects \- Effect\[\]
1817 +
1818 + ## WorldPosition
1819 +
1820 + * World Id \- uuid
1821 + * Region X \- long
1822 + * Region Z \- long
1823 + * Block X \- short
1824 + * Block Y \- short
1825 + * Block Z \- short
1826 + * Offset X \- byte
1827 + * Offset Y \- byte
1828 + * Offset Z \- byte
1829 +
1830 + ## Vector
1831 +
1832 + * X \- short
1833 + * Y \- short
1834 + * Z \- short
1835 +
1836 + ## NormalVector
1837 +
1838 + * X \- byte
1839 + * Y \- byte
1840 + * Z \- byte
1841 +
1842 + ## Inventory
1843 +
1844 + Stored in Cassandra (PK: Id)
1845 +
1846 + * Id \- uuid
1847 + * Name \- String
1848 + * Max size \- long
1849 + * Item Ids \- uuid\[\]
1850 +
1851 + ## RegionChunkJournal
1852 +
1853 + Stored in Redis by Id. Used to recover a Region after a Region Server crash.
1854 +
1855 + * Id \- uuid
1856 + * Entries \- RegionChunkJournalEntry\[\]
1857 +
1858 + ## RegionChunkJournalEntry
1859 +
1860 + * X \- short
1861 + * Y \- short
1862 + * Z \- short
1863 + * Block \- Block
1864 +
1865 + ## RegionChunkData
1866 +
1867 + Serialized and stored in S3 by ID.
1868 +
1869 + * Version \- long
1870 + * Id \- uuid
1871 + * Created At \- timestamp
1872 + * Chunks \- Chunk\[64\]\[64\]
1873 + *
1874 +
1875 + ## Chunk
1876 +
1877 + * Chunk Sections \- ChunkSection\[256\]
1878 + * Columns \- Column\[16\]\[16\]
1879 +
1880 + ## Column
1881 +
1882 + * Top \- int
1883 + * Biome \- BiomeType Enum
1884 +
1885 + ## ChunkSection
1886 +
1887 + * Blocks \- Block\[16\]\[16\]\[16\]
1888 +
1889 + ## Block
1890 +
1891 + * Type \- BlockType Enum
1892 + * Data \- Map\<String, String\>
1893 + * Natural Light \- int
1894 + * Artificial Light \- int
1895 +
1896 + # Microservices
1897 +
1898 + **External:**
1899 +
1900 + * API
1901 + * POST /accounts
1902 + * Create account
1903 + * POST /login
1904 + * Exchange credentials for an auth token
1905 + * GET /characters \- Authed
1906 + * Lists my characters
1907 + * GET /chunks/:encryptedchunkid \- Authed
1908 + * Gets a safed chunk. A safed chunk is a chunk with all non-exposed valuable blocks replaced with a plausible non-valuable replacement. The player gateway will send updates as necessary to ensure uncovered blocks are correctly visible.
1909 + * Player Gateway
1910 + * WS /gateway
1911 + * Establishes a websocket connection to the gateway. This is used for all two-way communication between the client and the megaserver. Chunks are requested out of band via the API above.
1912 +
1913 + **Internal:**
1914 +
1915 + * Account Server \- Stateless
1916 + * HTTP
1917 + * POST /accounts
1918 + * Creates an account
1919 + * GET /accounts/:id
1920 + * Gets an account
1921 + * POST /accounts/:id/characters
1922 + * Creates a character
1923 + * DELETE /accounts/:accountid/characters/:characterid
1924 + * Deletes a character
1925 + * DELETE /accounts/:id
1926 + * Deletes an account
1927 + * Topics
1928 + * account:creation
1929 + * account:{id}:update
1930 + * character:creation
1931 + * Coordinator (ZK?)
1932 + * Multiverse Server \- Stateless
1933 + * HTTP
1934 + * POST /multiverses
1935 + * Creates a new multiverse
1936 + * GET /multiverses
1937 + * Lists multiverses
1938 + * Topics
1939 + * multiverse:creation
1940 + * Character Server
1941 + * HTTP
1942 + * POST /characters
1943 + * Loads a character on this character server
1944 + * GET /characters/:id
1945 + * Gets a character
1946 + * PUT /characters/:id
1947 + * Updates a character’s attributes
1948 + * DELETE /characters/:id
1949 + * Unloads a character from this character server
1950 + * Topics
1951 + * character:{id}:load
1952 + * character:{id}:update
1953 + * Chat \- Stateless
1954 + * HTTP
1955 + * POST /chat/local
1956 + * POST /chat/settlement/:settlementid
1957 + * POST /chat/region/:worldid/:x/:z
1958 + * POST /chat/clan/:clanid
1959 + * POST /chat/whisper/:userid
1960 + * DELETE /chat/messages/:id
1961 + * Topics
1962 + * chat:local:{id}:{x}:{z}
1963 + * chat:settlement:{id}
1964 + * chat:region:{id}:{x}:{z}
1965 + * chat:clan:{id}
1966 + * chat:whisper:{id}
1967 + * chat:messages:{id}
1968 + * World Generator \- Stateless
1969 + * HTTP
1970 + * GET /region/:worldid/:x/:z
1971 + * Generates a region
1972 + * Quest Generator
1973 + * Inventory Server \- Stateless
1974 + * HTTP
1975 + * POST /inventory
1976 + * Creates an inventory
1977 + * GET /inventory/:id
1978 + * Gets an inventory
1979 + * POST /inventory/:id
1980 + * Adds an item to an inventory
1981 + * DELETE /inventory/:id/:itemid
1982 + * Removes an item from an inventory
1983 + * DELETE /inventory/:id
1984 + * Deletes an inventory
1985 + * Topics
1986 + * inventory:create
1987 + * inventory:{id}:add
1988 + * inventory:{id}:remove
1989 + * inventory:{id}:delete
1990 + * Item Server \- Stateless
1991 + * HTTP
1992 + * POST /items
1993 + * Creates an item
1994 + * GET /items/:id
1995 + * Gets an item
1996 + * PUT /items/:id
1997 + * Updates an item
1998 + * DELETE /items/:id
1999 + * Destroys an item
2000 + * Topics
2001 + * item:create
2002 + * item:{id}:update
2003 + * item:{id}:delete
2004 + * Settlement Server
2005 + * HTTP
2006 + * POST /settlements
2007 + * Loads a settlement on this settlement server
2008 + * GET /settlements
2009 + * Lists settlements loaded on this settlement server
2010 + * GET /settlements/:id
2011 + * Gets a settlement
2012 + * PUT /settlements/:id
2013 + * Updates a settlement
2014 + * DELETE /settlements/:id
2015 + * Unloads a settlement on this settlement server
2016 + * Topics
2017 + * settlement:{id}:load
2018 + * settlement:{id}:update
2019 + * Dungeon Server
2020 + * HTTP
2021 + * POST /dungeons
2022 + * Loads a dungeon on this dungeon server
2023 + * GET /dungeons
2024 + * Lists dungeons loaded on this dungeon server
2025 + * GET /dungeons/:id
2026 + * Gets a dungeon
2027 + * PUT /dungeons/:id
2028 + * Updates a dungeon
2029 + * DELETE /dungeons/:id
2030 + * Unloads a dungeon from this dungeon server
2031 + * Topics
2032 + * dungeon:{id}:load
2033 + * dungeon:{id}:update
2034 + * World Server
2035 + * HTTP
2036 + * POST /worlds
2037 + * Loads a world on this world server
2038 + * GET /worlds
2039 + * Lists loaded worlds on this world server
2040 + * GET /worlds/:id
2041 + * Gets properties of a world
2042 + * PUT /worlds/:id
2043 + * Updates properties of a world
2044 + * POST /worlds/:id/entities
2045 + * Creates a new entity
2046 + * DELETE /worlds/:id
2047 + * Unloads a world from this world server
2048 + * Topics
2049 + * world:{id}:update
2050 + * world:{id}:load
2051 + * world:{id}:entities
2052 + * Time Server
2053 + * HTTP
2054 + * GET /time
2055 + * Gets the current server time
2056 + * PUT /time
2057 + * Sets the current server time
2058 + * Topics
2059 + * time:clock
2060 + * Region Server
2061 + * Talks to: World Server, World Generator
2062 + * HTTP
2063 + * POST /regions
2064 + * Loads a region on this region server
2065 + * GET /regions
2066 + * Lists regions loaded on this region server
2067 + * GET /regions/:worldid/:rx/:rz
2068 + * Gets chunk metadata
2069 + * GET /regions/:worldid/:rx/:rz/:cx/:cz/:sy
2070 + * Gets a chunk section
2071 + * PUT /regions/:worldid/:rx/:rz/:cx/:cz/:sy/:bx/:by/:bz
2072 + * Updates block.
2073 + * POST /regions/:worldid/:rx/:rz
2074 + * Bulk update of blocks.
2075 + * DELETE /regions/:worldid/:rx/:rz
2076 + * Unloads a region from this region server
2077 + * Topics
2078 + * region:{worldid}:{x}:{z}:blockupdate
2079 + * region:{worldid}:{x}:{z}:load
2080 + * Instance Server
2081 + * HTTP
2082 + * POST /instances
2083 + * Loads an instance on this instance server
2084 + * GET /instances
2085 + * Lists instances loaded on this instance server
2086 + * POST /instances/:instanceid/entities
2087 + * Adds an entity in this instance
2088 + * GET /instances/:instanceid/entities
2089 + * Lists entities in this instance
2090 + * DELETE /instances/:instanceid/entities/:entityid
2091 + * Removes an entity from this instance
2092 + * DELETE /instances/:instanceid
2093 + * Unloads an instance from this instance server
2094 + * Topics
2095 + * instance:{id}:update
2096 + * instance:{id}:load
2097 + * Chunk Section Server
2098 + * Talks to: Region Server
2099 + * Manages block maintenance.
2100 + * HTTP
2101 + * POST /chunksections
2102 + * Loads a chunk section on this chunk section server
2103 + * GET /chunksections
2104 + * Lists chunk sections loaded on this chunk section server
2105 + * DELETE /chunksections/:worldid/:rx/:rz/:cx/:cz/:sy
2106 + * Unloads a chunk section from this chunk section server
2107 + * Topics
2108 + * chunksection:{worldid}:{rx}:{rz}:{cx}:{cz}:{sy}:growth
2109 + * chunksection:{worldid}:{rx}:{rz}:{cx}:{cz}:{sy}:load
2110 + * Entity Server
2111 + * HTTP
2112 + * POST /entities
2113 + * Loads an entity on this entity server
2114 + * GET /entities
2115 + * Lists entities loaded on this entity server
2116 + * PUT /entities/:id
2117 + * Updates an entity
2118 + * POST /entities/:id/move
2119 + * Moves an entity
2120 + * POST /entities/:id/kill
2121 + * Kills an entity
2122 + * DELETE /entities/:id
2123 + * Unloads an entity from this entity server
2124 + * Topics
2125 + * entity:{id}:move
2126 + * entity:{id}:update
2127 + * entity:{id}:load
2128 + * entity:{id}:despawn
2129 + * AI Server
2130 + * HTTP
2131 + * POST /ai
2132 + * Takes control over an entity
2133 + * GET /ai
2134 + * Lists entities controlled by this AI server
2135 + * DELETE /ai/:id
2136 + * Relinquishes control over an entity
2137 + * Topics
2138 + * ai:{id}:load
2139 + * Logic Server
2140 + * HTTP
2141 + * POST /logic
2142 + * Takes control over logic systems in a chunk section
2143 + * GET /logic
2144 + * Lists chunk sections controlled by this logic server
2145 + * DELETE /logic/:worldid/:rx/:rz/:cx/:cz/:sy
2146 + * Relinquishes control over logic systems in a chunk section
2147 + * Topics
2148 + * logic:{worldid}:{rx}:{rz}:{cx}:{cz}:{sy}:load
2149 + * logic:{worldid}:{rx}:{rz}:{cx}:{cz}:{sy}:update
2150 +
2151 + Instances are loaded if:
2152 +
2153 + * Any player is in it or a surrounding instance
2154 + * Any entity in it has an active goal
2155 +
2156 + Regions are loaded if:
2157 +
2158 + * Any instance of the region is loaded
2159 + * Any chunk section of the region is loaded
2160 +
2161 + Chunk Sections are loaded if:
2162 +
2163 + * They have a player in them
2164 + * They have an entity with an active goal
2165 + * They are within 7 chunk sections of a player
2166 +
2167 + Entities are loaded if:
2168 +
2169 + * They are in an instance that is loaded
2170 +
2171 + Worlds are loaded if:
2172 +
2173 + * They have a region that is loaded.
2174 +
2175 + Dungeons are loaded if:
2176 +
2177 + * The dungeon’s world is loaded.
2178 +
2179 + Settlements are loaded if:
2180 +
2181 + * Any entity that belongs to the settlement is loaded.
2182 +
2183 + Characters are loaded if:
2184 +
2185 + * Their entity is loaded
2186 +
2187 + Logic is loaded for every loaded chunk section.
2188 + AI is loaded for every eligible entity.
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