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Post by Blitz on Mar 26, 2007 8:28:59 GMT -5
If you have a question on getting started, post it here and a mod will get you a quick answer as soon as we can. Look for the question first before you ask. Thanks
When can I upgrade my units? Whenever a unit hits the specified level (whether it is 5, 10, 15, or 20) the unit can go to a city that allows for the upgrade, and do it there.
What does (x/x/x) mean for units? Those are the additional faction costs. They are costs that have to be added when you start a character. Those costs are in addition to the regular cost of the unit. They are seperated as (Warrior Faction/Guild Faction/Mage Faction). Standard Faction characters ignore those costs.
What are (bp)? Those are your base points. Each character starts with them and spends them when creating a character. Adventurer and Governor characters start with 25.
What kind of magic does my character/race use? Each races' magic is dependant on the primary Node that they use. Empire characters usre Life magic, and mostly Life Mana. Clan characters use Rune. Legion characters use Chaos. Undead characters use Death. And Alliance characters use Grove. You get Mana from controlling Nodes, and can control Nodes that give you Mana that isn't you race's primary.
Do I have to upgrade a certain way when I am leveling up my units? You can upgrade them as you see fit, as long as they are staying within their classes. So a Necromancer can upgrade into a Death then upgrade into an Archlich. However they lose anything that doesn't have the '+' in front of it. So by upgrading that Death to the Archlich, they lose the Weapon immunity.
Do I have to upgrade my units when they get to a certain level? No. You can wait until any level past the required level to upgrade them. However you can't upgrade to a level 10 unit without upgrading to a level 5 unit first. Also you can stop a unit's upgrading at any point. If you do, then they can start gaining 10 ability points per level. They cannot ever upgrade again if you do choose, and you have to note them as (Locked) on your character sheet.
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Post by Blitz on Apr 19, 2007 6:43:22 GMT -5
When can I get gold/mana from my city or mines? Once a week, at any time between Sunday through Saturday. The onlyrequirement is that you have to post something. It doesn't necessarily have to be a battle or anything IC, just stay active, that way no one lurks for several weeks then goes out and purchases something big. As long as people are active this RP will continue to smolder.
The gold earned by my city, do I have to spend it on my city or is it my leaders gold? Yuo can spend it as you see fit. It is your gold and can be spent by a leader or for your city or for a unit if you would prefer.
Is there anything preventing me from bolstering my city to level 5 as soon as possible? Nope. Just be able to pay for the upgrades and you're golden.
Can I request a specific battle? You can, and for the most part the mods will probably be happy to give it to you. But we might also throw you for a loop. However if you ask for a battle with the Undead, or Elves, etc. we'll be happy to comply. The only thing that we may balk at is requests for location battles. If you ask for a specific location battle, there's a good chance we'll say no to avoid powerplaying. The only exception is for Guild Leaders with the Advanced Pathfinding Skill.
What is a location battle? Location battles are anything where the rewards are bigger than normal. Ruins, neutral cities, mines, mana nodes, etc. are all assigned through location battles. A character with the Pathfinding skill can request one per week, otherwise it will be up to the mod to give out randomly. Once you have located a location, you can always return to it. So if you find a neutral city and you don't want to attack it or want to find it later, then you always can.
What rewards are possible from location battles? Aside from the more obvious of gold, mana, or items, other things that can be found are Mines that provide a weekly income (this goes for governor and adventurer characters) ranging from 50 to 100 gold per week; Mana Nodes that provide a specific mana type income per week; Merchants that when saved will not only reward your character for saving them, but open shops in cities you control or know about so you can shop with them often; Architects (this is for characters that control a city only) that will build an available structure for no cost though there are some restrictions; Mercenaries that, like Merchants, will setup shop in a known city so that you can hire their units.
If I start with an adventurer character, can I start in another player's town? Yes and no. What you figure out with other players is completely up to you. You will have your character meet with the other player's characters or units, however if they allow you to setup shop in their town(s) then that is between you and them. Your adventurer character however has no access to the city's gold or mana earnings, but can use any of the city's buildings as the governor sees fit. However once a character finds a location you can't undo it, so be careful the lacivious characters that you allow to live in your town.
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Post by Arderius on Apr 19, 2007 12:04:41 GMT -5
So I'm reviewing, trying to decide my leader's race and such and I come across the Thief Lord who has the skill Steal Gold which states: Steal Gold - Once per week, the Unit can steal Gold from an enemy city or Merchant equal to 2 times the Unit's Charisma. But the Thief Lord has a 0 in Charisma, I was wondering if this is done intentionally so the player has to build up the Charisma? I also noticed it has the Poison skill which states: Poison - Whenever your unit attacks an enemy unit, the attacked unit loses HP equal to 50% of your unit's Initiative (Death). I noticed it was located under the Undead Leader's Skills. Does this mean that skills from other races can be used by races other than the one it's meant for? Or is this something that's specific to the Thief Lord and can only be used by it because it's with the "starting package" of the Leader? What are (bp)?Those are your base points. Each character starts with them and spends them when creating a character. Adventurer characters start with 20, and Governor characters start with 25. I noticed here it says the Adventurer Characters start with only 20 base points, but in Character Creation, it says they also start with 25 base points.
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Post by Blitz on Apr 19, 2007 12:27:40 GMT -5
The Thief Lord will have to build up his Charisma to use it, but I might have been to stingy when I first started to develop this game. I don't see a problem with updating the Thief Lord's Starting Charisma and bolstering the Steal Gold Skill. As far as the Poison Skill, many units have access to skills that are only normally accessable to each factions leaders. Poison is one of the more common. The only difference is that the Thief Lord is the only Empire Leader that starts with the skill. Otherwise they would have to get one of the Thanatos Artifacts to have the same skill. However in exchange the Thief Lord would have to get the Angel Boots to get the skill Flight. Its a selection process for what kind of character you'd like best and what you want to develop them into. And the bp question is a typo on my part. Adventurers and Governors both get 25 bp to start.
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Post by Arderius on Apr 19, 2007 12:38:41 GMT -5
I thank you for the quick reply. Now I've gotta breeze into town to meet a few friends. However, I do think I now have everything I need to create my character.
Thanks Blitz!
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Post by Blitz on Apr 20, 2007 9:09:22 GMT -5
Can I have more than one character? Yes, as soon as you get your first character to level 6, you can create a second character, however there are a few requirements and a few benefits to this. The requirements are that the character cannot ever come in contact with another one of your characters. That is to prevent anyone from moving stuff around within their own characters, than just retiring that character and doing it again. However there are benefits. You donot have to have a second character that is a member of one of the five main factions. You can start with a character that is one of the minor factions or create your own. If you choose to use a character of a minor faction, you would create a character as normal, however if you want to create your own you have to get that leader's starting stats approved from a mod. Once approved that leader becomes perminantly available for any character to use for a starting second character. The mod has final say however with what is or isn't appropriate for this RP, so be patient and understanding when trying to get them approved.
I have an idea for a new race. Can they be added to this RP? Yes. I want this RP to be an opportunity for players to develop it as they see fit, however creating what are going to be called minor factions like the Commonwelth and the Denizens, will be only allowed on certain occasions. When those occasions are going to occur are going to be up to the mods and those mods will be very specific about what can and cannot be created and what they require to be allowed. If you do have an idea and you want to start working on it, some of the requirements are;
- The race has to have a foundation in the Nevendaar world. Nothing outside the scope of this RP. So no future peoples, or aliens, or anything that would be out of place. Also try to be original. The mods will frown on copies of Warcraft or Warhammer races that are cookie-cutted into this format. That doesn't mean some of the ideas can't be similar, but they do have to be somewhat unique if you want to get them approved. - There needs to be a developed history and background for the race. This includes where the race came from and what they are Disciples of. Please note that there are only five greater gods in this RP; the Highfather, Mortis/Solonielle, Gallean, Wotan, and Bethrezen. If you choose to create another diety, they are a lesser diety and are less powerful than the big five. - For faction creation, there cannot be more than 9 leaders, but must be more than 4. And cannot be more than 50 units, but must be more than 20.
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Post by Arderius on Apr 24, 2007 13:44:21 GMT -5
Discovered a couple of questions:
1) You're allowed to hire characters from your race and one other. So, say you're the Mountain Clans and Hire from the Alliance. But then you lose the Alliance ppl in your team, can you then go and hire from the Holy Empire, or are you still only able to hire from the Clans and the Alliance? Basically, is your hired helps race pretty much permanatly tied to you even after they're gone?
2) The rules say you can lock in a character. And they will always be that class or whatever but they gain increased base points per level, 15 instead of 5. Can you lock a non-leader char at level one during creation and then use your base points to level him up? (I'm betting no, but there's no harm in being sure) Also, what about units that cannot upgrade? Such as the Mountain Clans' Brewmaster, and the Unaffiliated Units' Beasts and such? Are they automatically locked and thus recieve the increased ability points at each level?
3) When a character reaches level 5, and are thus eligible for upgrades, do they have to do it on the designated levels? Like, wat happens if you start the game with a level 5 squire and want to boost him up, but end up in a battle or something and he gets leveled up, do you then have to wait till level 7?
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Post by Blitz on Apr 24, 2007 15:43:02 GMT -5
The hiring from one race is only for character creation. Once you have created the character and are RPing, you can hire anyone who will join and you have the gold to hire. If you lock a character at level 1 then you get the 15 point increases,locking can take place at anytime, even during character creation. And no they don't have to do it at level 5, however a character cannot make the level 10 upgrade if they haven't donethe level 5 upgrade, and so on.
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Post by Arderius on Apr 28, 2007 22:15:07 GMT -5
Q: Say you enter a player vs. player battle and use all your units for the battle. You then lose but have no way of reviving any of your characters. Are you then finished?
Q: So you start as the Mountain Clans but have hired Alliance for your party. Do the alliance party members know the way to Temperance? And thus do you know the way? Or do you still have to find the location to Temperance?
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Post by Blitz on Apr 30, 2007 6:33:47 GMT -5
In player v. player battles, someone always survives. While battles can defeat the majority of your troops, it can't kill everyone. The only acception is if a player wants to kill off their character, then that player will have to notify a mod so that there isn't any concern about fallout.
If you have faction units in your party, you can find their capitol. That doesn't mean that traveling to the city is always recommended, and the travel requires the leader's faction to account, however if you have an Alliance member in your party, then they will be able to lead you to Temperance.
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Post by WindRider on Apr 30, 2007 11:41:02 GMT -5
I think Arderius was asking about if you have no revival potions/spells/ect. For those who own a city, if you own an Inner Temple units can be revived there. Those who don't can most likely purchase this service from another city. I'm not sure if there are any other ways, so Blitz might be able to provide a further answer. Also, I'm not sure what happens if you don't have enough gold, and don't have any weekly incomes.
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Post by Blitz on Apr 30, 2007 12:07:52 GMT -5
You can always use a Inner Temple in the capitol city, and since someone always limps away, that temple can always be used. If a player is really interested in earning gold, they can always RP doing odd jobs in the city, and earn some gold. We'll probably start putting that kind of options up for players to use. Will probably pay pretty well too.
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Post by Arderius on May 6, 2007 10:08:40 GMT -5
[MT]
Rave - Stakes a claim on one Gold Mine (earns 50 gold per week), 85 gold, 20 L, 1 Iron Bar.
[/MT]
That was Rave's award. What's 20 L?
Question:
Does the percentage gain from potions stack?
And if so: Is the second percentage gain come from the base stat, or the updated stat from after the first percentage gain?
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Post by Deimos on May 6, 2007 13:47:56 GMT -5
L is Life Mana. Blitz will have to answer the rest, because I don't want to mess it up. =)
-MW-
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Post by Blitz on May 7, 2007 6:35:17 GMT -5
All percentage gains are from the base stack. So if you have a spell and a potion that benefits your leader's Stamina. 10 Stamina with a spell that adds 15 and a potion that adds 30%, then the potion would only add 3 stamina plus the 15 from the spell to give a total of 28. Everything is rounded up, so 5% of 1 is 1 additional point. However everything is stackable, to a point. Each unit can only be affected by a spell/potion once, unless that spell/potion is nullified by another spell. So you can't give a unit twenty Potions of Might to have them do unlimited damage, but you can use potions of Vigor, Force, Might, and a couple of different spells to double perhaps triple a unit's attack.
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