EleiDras drafts
In this page you'll fund the storic draft of EleiDras project. Note that some
features has been changed along the path. But most of them are still the same
described here. For that reason I'll publish this reference document until the
official one is ready.
Characters
- Aligns (good, neutral, evil) do not exist
- Classes or professions dont exist
- Choose a race or another one has different cost during the PC creation
- You can increse attributes, but it's quite difficult
- HP are calculate as COSx10
- skill bonus of Body Development
- Mana is calculate as (INT+SAG)x5 + skill bonus of Aura
- Move is calculate as (AG+COS)x5 + skill bonus of Endurance
- Basic arms have maximum damage of 40HP
- Spells have maximum damage of 50-150-250-350 HP, according to their circle (level)
- There are 5 size: Tiny - Small - Normal (human) - Large (troll) - Huge (dragon)
- For each size of difference between two creature, the bigger one doubles his/her
damage on the smaller one (and the smaller inflicts half damage on the bigger one)
- A creature of a smaller size gains a +10 bonus for each size of difference in
comparison of dexterity and perception towards the bigger one, likewise a bigger one
has a -10 bonus (you notice easier an elefant than a rabbit, and a rabbit can hide
itself better than you)
- A creature of a bigger size gains a +10 bonus for each size of difference in
comparison of strenght towards the smaller one, likewise a smaller one has a -10 bonus
- This is a skill based system and each skill has its own xp and level
- The character's level is the mean of the levels of his/her 10 best skills
- The XP progression to level up follows a formula like (x^2+x)/2*base (where x is the
level and "base" generally is 100)
- You gain XP in a skill ONLY if you use that skill or if you have a teacher (but you
can't learn anything from a teacher with that skill at your same level or lower)
- Professions are simulate by training-packages, which are "packs" with XP to have 10
skill at 1st level and they are used also to define MOBs
Coins and Treasures
- Each coin is an object, with is weight!
- To make money a PC has many ways, including to commerce, to produce objects and to
kill MOBs, besides specific quests
- With money you can buy equipment, skills, mounts and (perhaps, not decided yet)
houses and shops
- With money you can also train attributes but it's a thing that only the guilmaster
can do and only to guild's members with highest level (guildmaster is not a level but
a office)
Guilds
- To learn the more specialistic and restricted skills (i.e. the spells of 3^ and 4^
circle) a PC must rise his/her guild's offices
- To gain a upper rank in the guild you have to resolve some quests. Higher is your
guild's rank, better office you can obtein. And yes, a player can become a guildmaster
- Each guild has (till) 6 different teachers, with different levels: 5^, 10^, 15^, 20^,
30^, 50^. To become a teacher a PC must have at least the appropriate level and the
skill for teaching
- All members of a guild have to pay a monthly tax
- If you dont resolve any quest for your guild for some time, you lost your guild rank
Objects and Mobs
- There are 3 categories of objects: UNIQUE (theirs properties are decided by builder,
but they could exist in only one copy), RARE (theirs properties are decided by builder
but thier presense online is decided by the system) and RANDOM (theirs propeties are
randomly decided by system)
- There are 3 categories of Mobs (it's similar to objects): UNIQUE (theirs abilities
are decided by builder and they have unique objects), SPECIAL (they have rare object
and special abilities, generally they are near a unique one mob) and RANDOM
- The value of an object (and therefore the lowest level to use it) is calculate by the
system and based on its effective power (and not by the builders)
- If at Reboot (and ONLY at reboot) a unique object belong to no one, than it return to
the MOB or in the room decided by builder
- A unique MOB pops in game only at reboot. If someone kills it, it will not return
- Mobs have the following feature: race, profession (class) and level
- Players can editing objects with the alchemy or can pay an alchemist for doing it
- For editing an object you need: the object, the alchemical components, a magic forge,
a alchemical spell and a lot of lucky (you could die if you dont pay attenction!)
- Objets are defined by prototypes; materials and, eventually, magic effecs modify the
prototype's features
- A PC smith, with the appropriate materials, can forge his/her own objects. In this
case, his/her ability influences and modifies the forged object
- There are special objects, called generators, from whom you can extract raw materials
- Smiths and artisans can use raw materials to make objects to order
- A smith can repair objects; for a magic object an alchemist-smith is better: you have
a lesser risk of lose its magical properties
- You can use only equipment with your own size! And this is true for both PC and MOBs
- Armors reduct the inflicted damage, NOT the probability to be hit (AC not exists)
- Each object has its own HP and it loses them every time is hit; a weapon takes all
the damage that inflicts when it strikes, and the same for the striked armor (but not
for whom wear that armor);
i.e. Kmoran hits with his mace Nevio the orc that has a leather armor; Kmoran
could inflict 25 damage and the armor reducts the total damage of 5. Then this is
the situation: 25 to the mace, 25 to the leather armor, 20 to Nevio the orc and 0 to
Kmoran
Quest
- There are 3 type of quests: 1) free 2) guild's quest 3) governative's mission
- Free quests have money or objects as reward
- Guild's quests allow to mantein or to increase yours guild's rank
- Governative's quets (which you have admittance only if you had resolved suffient free
quests) allow to have governative's offices
Fame
- Every action gives you some fame points
- More famous you are, more the others (player and MOBs) can know about you
- When you die, you lose fame points (reduce to 0? not decided yet)
- A long period of inactivity costs you some fame points
- There is a HALL OF FAME with the list of 20 (or 30) most famous PC of every time,
this include cancelled PCs untill they have enough fame points. The Hall of Fame
represent the best score of a PC in one of his/her lives, not nessessary the actual
one
Death
- When your HP drop to 0, you are defeated, stunned, but not necessary dead. Your enemy
can lose interest in you and leave; if it was a guard, he could arrest you; only in
the worst case, when the foe hits you more and your HP drop out a limit threshold, you
die
- When you die, your soul leaves your body and you become a ghost
- A ghost hasn't limit of move and can pass through closed doors
- After some time you are a ghost (10 minute real life?) a soul devourer starts hunting
you, and if he catch you, your PC is deleted
- To return to normal game, a ghost must found a cleric (of the same faith) that
resurrect him/her or allow him/her to have a new body
- For a complete resurrect the cleric needs your old body, but after you suffer only a
-1 COS
- To take a new body is easier but you have some penalities: different attributes, lost
of fame and lost of your office and rank; you conserve your nationality, your family
and your skills, but for a little longer you cant learn something new
- There are special pools of life for give a new body to atheists, but no cleric (mob)
can resurrect him/her
- A MOB cleric can cure, give a second life or resurrect only PC with the SAME faith
- A PC cleric can resurrect a atheist or someone of a differt cult, but no somebody
with an opposite faith or he/she lose his/her power
Combat
- Each group of weapons has a separate skill (short blades, long blades, maces, bow...)
- There are Fire weapons and Throw weapons! you can use them from the second line
- There are two lines during the combat: the first line for melee combat and the second
line for ranged combat (spell casting and archery)
- Spells have LAG before the cast: a bash or a badly wound cause the loss of the spell
- Bash is an attack skill and it suffer foe's defence
- You can parry, using a part of your attack bonus (obviously your attack will be less
stong)
- To stay in full parry (all your attack bonus shift in defence) not allow to attack
- Better you strike, more damage you cause, in the other side if you dont parry you
recive full damage
- Armors encumber and block the use of many skills buy they reduce the damage
- A shield increase your parry
- You can fight with two weapons, and in this case also against two different foes
- Each attack after the first one has its own skill (generic, not specific for weapon's
type) (how many attacks are allowed? not decided yet)
- You can parry only one attack! So generally the larger group has better chance to win
- Special attacks as bash, kick or similar take at least the time of one attack (so, if
you have only one attack, you must choose if to hit with your weapon or to bash)
- To cast a spell needs always the entire round
Magic (arcane and divine)
- There are 3 kind of magic: sorcery, divine and mental power
- Clerics use divine magic, which is divided in 6 circle of words; a cleric knows ALL
the spells of his/her level's circle
- Each deity can give to his/her clerics one extra spell (and eventually limit use of
standar spells, common to every clerics)
- Who doesn't respect the rules of his/her deity, loses ALL his/her divine spells
- An atheist cant use divine magic
- Arcane spells need the knowledge of the "word of Power", and each word is a separate
skill
- The mean level of all the words yuo need for the spell is the level of the spell
itself. The resistence roll depend always from this level and the target's level
- when you cast a spell, your skill-bonus is calculate with the mean of skill-bonus of
all the words you are using
- Arcane spells are very powerfull and they can cause a lot of damage more than any
weapon: indeed they ignore the size (all creatures are considered as normal sized)
(a good spell of a tiny faerie could kill an ancient dragon easier than the sword of a
veteran warrior)
- When mages are casting a spell, they cant attack, parry or move and they are totally
defenceless (and you have LAG - the preparation time - before the cast, not after)
- If something distracts the mage during the spell casting, the spell fails
- Could be that your guildmaster doesn't know all spells. You must search them
somewhere else, on scroll or from indipendent masters
Management
- Owning places is possible; but every place you own costs you taxes depending by the
functionalities and the number of rooms;
- You can become manager of a house, a shop, a guild, a state
- The head of every family has a house, where the family's members can rent, generally
at a lower cost than in a inn (if not for free). The rent is received directly by the head
of the family (which pays a tax to the prince)
- The head of the family can enlarge his/her house and fix the rent
- The head of an influent family can assign quests to the members of his/her clan
- A guilmaster can teach, assign quests and administrate the guild's budget
- A shopkeeper gains money for every transaction on his/her shop;
- A governor decides which guilds to build in the city and if increase or not taxes and
he/she pockets local taxes and a part of national taxes
- A prince manages armys, laws, alliances, cultural level, taxes...
This page has been modified in: 26/01/2006