Milaheim Online - Virtual Reality RPG RP

Welcome to Milaheim Online, a virtual reality MMORPG text roleplay based on Sword Art Online and Alfheim Online.


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Andrew

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Table of contents:

1. Main post: Table of Contents.
2. Second post: Classes and Stats.
3. Third post: Titles.
4. Fourth post: Crafting how-to.
5. Fifth post: Skills.
6. Sixth post: Items.
7. Seventh post: Monsters, Taming skill and Boss Battles.
8. Eighth post: Partying and EXP bar.
9. Ninth post: Menu and Mailbox.
10. Tenth post: Guilds.
11. Eleventh post: Death, Logging in and out, and GM's.
12. Twelveth post: Damage and Health during battle.
13. Thirteenth post: Unidentified items.
14. Fourteenth post: Treasure chests.
15. Fifteenth post: Selling prices.
16. Sixteenth post: Thievery



Last edited by Andrew on Sun Aug 18 2013, 18:04; edited 5 times in total

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In 2017, programmers and technicians alike joined forces and created a thing called Nerve Helmet, allowing world's major game companies to create virtual reality RPG games. This is Milaheim Online, a virtual reality player driven MMORPG set in medieval times but with a futuristic twist. Meaning that guns are allowed, but no cars, phones whatsoever. You will find more information as you read further through the post.

This roleplay is based like an MMORPG, so expect most MMORPG elements found here. This world is floor based. Every floor has it's level range, areas, a main town in the entrance of the floor, and a boss to fight at the end of the floor so you could advance to the next floor. Please keep in mind that bosses MUST be fought in groups, and the only people allowed to advance are the ones that kill the boss. Let's move to the more important stuff, shall we?

When you start, you are level one, with the race and class/profession you choose. As you fight monsters and do quests, you gain experience and level up in your class, unlocking skills and useful perks. Starting characters can have one active OR one passive skill of their class (Be creative) and a starter weapon. Also, when you start, you get five points to spend on your stats, and two points every level. Do not godmode when fighting monsters, lose from time to time, sacrifice something, be a good roleplayer. Do not fight the boss without reaching the required level, otherwise you WILL lose.

When you kill a normal monster, you get the experience from a range provided in each floor to help you level up and a random drop. The amount of experience and the item is chosen by a GM in this roleplay. The amount of experience is decided by the difficulity of the battle. When you kill a floor boss you are automatically moved to the next floor, and get the rewards set for that boss. When fighting the boss, one of the GM's will be in control of the boss's actions. Do not worry, it will be very much possible to kill him if your fighting tactics are worthy. Every floor has a level range that it is possible to level up. For example: Floor one would be levels 1-5, and when you reach five, you must defeat the boss and advance to the next floor, otherwise you will not get any more experience in that floor. Of course you can go to town before going to fight the boss to advance, but experience is no longer given to you by monster fights. (See the ranges below.)

Every town will have a wide range of NPC's in need for help and if you help them they will give you rewards. The rewards will be set to the NPC's but you will be able to roleplay them give you the rewards yourself so you do not need to wait for a GM's reply. Every fifth level you are allowed to learn either one active or one passive skill of your creativity, but do not get anything overpowered, and the learning process must be roleplayed. If you are learning a skill that another person already has (the exact same), then the person has to teach you in character.

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Andrew

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Here's a brief description of how characters work:
At start you pick a class and a profession of your choice (See application for the list).
You start at level one, and are given five points to spend on stats you want (See application for list) and are allowed to start with one passive or one active skill (see below for explanation) and a starting weapon.
At start you spawn at the Town of Beginnings, and are level one. Every floor has five hunting areas, a town, and a floor boss. It's placed adjacent to one another, meaning that the further you go out, the stronger the mobs are in each area. If you are level four, and fight a level two monster, expect to get less experience.
Every level you get two points to spend on your character's stats and you must update your app.
Every five levels you are allowed to learn one passive or one active skill of your imagination.
Your profession level is leveled up by doing the things that your profession requires (look below for explanation)
The world is a virtual reality, so you can basically do everything you could do in real world, example: Steal from NPCS if they don't catch you, steal from other players (with their permission OOC), fight other players, kill NPCS (This will be explained in the thread further down), and so on...



Last edited by Andrew on Tue Aug 27 2013, 12:34; edited 1 time in total

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So, let's start with classes.
There are three main classes in the Roleplay: Melee, Ranged and Magic. How you roleplay them out and how you build them is up to you. When you roleplay them, follow the guidelines, and make logic decisions. For example if you're ranged, don't use magic or melee weapons, and so on...
When you pick a class you must also give it a title. This will affect your playstyle (Explained later on)

Now let's get on with stats:
There is a list of stats in the game and depending on what class you chose they get a bonus when you spawn and plus five points to spend however you like. This is an explanation of stats.
Strength (Increases melee damage and is required for wearing plate armors)
Beginning stats: +5
Speed (Increases movement speed)
Beginning stats: +5
Agility (Increases dodge rate of enemy attacks, and attack speed)
Beginning stats: +5
Accuracy (Increases critical strike chance and ranged damage)
Beginning stats: +5
Intelligence (Increases magical damage and casting speed)
Beginning stats: +5
Wisdom (Increases duration of cast buffs and healing power)
Beginning stats: +5
Defense (Decreases damage taken from hits and increases health)
Beginning stats: +5
Lockpicking (Increases chance to unlock doors and chests with a pick)
Beginning stats: +3
Thievery (Increases chance to steal items from NPCs and people.)
Beginning stats: +3
Speech (This stat decreases the price of items in store by 0.5% for every point spent)
Beginning stats: 0
Taming 0 (This stat lets you tame creatures that resemble wild animals if it's three points above the tamed creature)
Beginning stats: 0
Now, every classes beginning stats:
Melee
Strength +5 (+2)
Speed +5 (+2)
Agility +5 (-2)
Accuracy +5
Intelligence +5 (-3)
Wisdom +5 (-3)
Defense +5
Lockpicking +3
Thievery +3
Speech 0
Taming 0
Ranged
Strength +5 (-2)
Speed +5 (+2)
Agility +5 (+2)
Accuracy +5 (+2)
Intelligence +5 (-3)
Wisdom +5 (-3)
Defense +5 (-1)
Lockpicking +3
Thievery +3
Speech 0
Taming 0
Magic
Strength +5 (-4)
Speed +5
Agility +5 (-2)
Accuracy +5 (-1)
Intelligence +5 (+2)
Wisdom +5 (+2)
Defense+5 (-3)
Lockpicking +3
Thievery +3
Speech 0
Taming 0
Example of stats
(NUMBER) - Base stat points for your class, [NUMBER] - Level points. <NUMBER> Gear points, {NUMBER} - Points from abilities. Example shown below:
Magic
LEVEL 5 - 5 starting points + 2x4 = 13 points.
ITEMS: SUPER WAND OF EPICNESS (+5 INTELLIGENCE AND WISDOM)

Here's an example of how it put together would look:

Strength +5 (-4)
Speed +5
Agility +5 (-2)
Accuracy +5 (-1)
Intelligence +5 (+2) [+10] <+5>
Wisdom +5 (+2) [+3] <+5>
Defense +5 (-3)
Lockpicking +3
Thievery +3
Speech 0



Last edited by Andrew on Tue Aug 20 2013, 16:25; edited 5 times in total

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Now, an example for titles and what they mean. When you pick a class, you must also pick a title adjacent to your class. A Title resembles your character's battle style.
Here are examples of titles:
Warrior - Uses a double handed sword and plate armor (Focuses on defense and strength)
Guardian - Uses sword and a shield, and plate armor. (Focuses on defense)
Archer - Uses bow and arrow and leather armors (Focuses on agility and accuracy)
Gunslinger - Uses guns and leather armors (Focuses on Agility, speed and accuracy)
Wizard - Uses staves and cloth armors (Focuses on Intelligence)
Healer - Uses staves and cloth armors (Focuses on Wisdom)
These are just examples and are NOT REQUIRED TO PICK FROM. They are your own free will. You can be a thief, an explorer, anything you imagine!

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Crafting.

First of all, there are currently seven professions to choose from.
Each of them is listed below with an explanation.

Let's talk about Blacksmith first.

Blacksmith is a profession that focuses on making Plate armors, as well as blade weapons and anything that can be considered made out of metal. Meaning Swords, Daggers, Scythes, Shields, Axes, and all those things.

Now, how does it work? Let's say you are on Floor three, and are level ten. These are the two numbers you need to pay attention to when crafting. To decide what stats your item, let's say a sword will get, you have to add your level to your floor numbers, and divide the result by two, and then round them up to the higher number. Meaning that 10+3 = 13 ; 13/2 = 6.5 = 7. This is the amount of stat points you will be able to give your weapon. For example, if you were to make an Iron Sword, you could make it's stats split into speed and strength, but then that number would have to be split also, meaning that you can get an Iron Sword (+7 Strength) or Iron Sword (+5 Strength; +2 Speed) or whatever you wish, but the number of stat points CANNOT exceed the number Z with this equasion (X+Y)/2= Z, X being your Level and Y being the floor number (Also explained above).

Now what do you need to craft these?
Well, first of all, we need to talk about rarities.
Your weapon will also get a rarity bonus! The higher rarity it gets, the more stat bonuses you will get. Here's how rarities go:
Normal - No Bonus.
Green - +1 point. (+0 Gem socket)
Blue - +3 points (+1 Gem socket)
Purple - +5 points (+2 Gem socket)
and Red - +10 points (+3 Gem socket)

Now, since we got that clear, let's move on to crafting the item.
First of all, for the Iron Sword to be normal without any rarity bonus, it needs 3 of every quest item on that floor dropped by monsters. Meaning if you were to craft an item at floor one (which is not available, and is just an example), you would need x3 Synthetic Fur, x3 Fish bone, x3 Fox Fang and x3 Wolf Pelt. When you have all the items you need, you open the "Crafting Panel" in your menu, and use up those items to craft the item you wanted, with the stat points. But this feature is not available out of town, meaning you cannot craft while being in plains or anywhere else than the main town of the floor.
Now, how to get different rarities? Well, simple, You take the amount of stats the rarity adds, for example +3 for blue, and that is the amount of extra quest items of each kind you need. Meaning if you were to make a Blue Rarity Iron Sword, you would need not 3 but 6 items of each kind, and if you were to make a red one, you would need 13. When crafted an item with a rarity, those points are added as extra to the ones you can allocate to stats.

Now, when a blacksmith crafts armor, the ONLY stats he can allocate points to are Strength and Defense, and when making Weapons, he can only focus on Strength, and Agility.

Now let's talk about Tailor.

I'm not gonna go in depth again with crafting materials, points, and rarities, but talk about what they craft and stuff.

First of all: Items they can make. A tailor is basically a person that makes Cloth Armors for magic users.
Now, when making Cloth armor, Rarity bonuses also apply when crafted in a respectful way. And the only stat points Cloth Armor can have are Intelligence, Wisdom and Defense.

Now: Leatherworker.

Leatherworkers make Leather type armor for quick and agile players (Or not? Basically for leather users). When crafting Leather armor, rarity bonuses apply when crafted in a respectful way. And the only stat points Leather armor can have are Agility, Accuracy and Defense.

Now - Woodworker.

Woodworkers make wood type weapons for magicians and ranged players, for example Bows, Staves, Wands, Crossbows, Boomerangs and so on.. When crafting Wood weapons, rarity bonuses apply when crafted in a respectful way. And the only stat points wood weapons can have are Accuracy, Agility, Intelligence and Wisdom.

Next: Inscriber

Inscribers make Socket Gems and Spellbooks.

However, the Inscriber works differently. The Inscriber makes a spellbook out of scrolls. Scrolls are made the same way equipment is - with monster drops. For example if you are on floor one, you would need one synthetic fur, one fish bone, one wolf pelt and one fox pelt to make one scroll.

Now that you got your scroll, you can make an ability! As you know, there are two types of abilities - passive and active, and this is how their crafting work:

Passive abilities: Passive abilities are usually abilities that increase your stats. Out of three scrolls gathered, you can make a passive ability that gives you +1 point to a stat specified. But for every extra scroll you use on that spellbook, you get +1 more, meaning if you use five scrolls, you get 3 points on stats specified.
You can also make passive abilities that do not affect stats, such as Breathing underwater and such, but they still cost the same.

Now, active abilities are made out of three scrolls too. Active abilities are abilities that you can use during battle or outside of one to gain tactical or practical advantage. An example of an active ability: [Bash] - Stuns the target for three seconds. However, for an active ability that is either a buff, or a debuff, for example Increase strength and Poison, out of the three MANDATORY scrolls, the buff or debuff only lasts three seconds, and for every additional scroll, +2 seconds are added. Meaning a debuff Bash made out of five scrolls would give your enemy a 5 second long stun. But I will not get into that, you can see the skills section for all available skill combinations. You can also make a spellbook of the same

Inscribers can also make Pet spellbooks. Pets do not get skills while leveling, and this is the only way to get them to learn skills. Although tamed pets cannot be taught skills. Only ones hatched at your care can.
Normal spell books cannot be taught to pets, and pet spellbooks cannot be learned by humans!

Now, how does an inscriber make gems? Well, everyone can make gems, to be honest. The only advantage for inscribers is that they can make gems have stats up to 10 points. Everyone can make gems with up to 3 stat points to a single stat for the required amount of shards. But the +3 gem needs 50 shards, and for the inscriber, every 1 additional stat will require 15 more shards to make (See Items explanation).

Next: Jeweller.

Jeweller makes bracelets, rings, earrings, necklaces, and back items. Although they do not increase stats. Instead, they increase resistance to attack stats (Intelligence, Accuracy and Strength). When making them, using three of every quest item will yield you +3% resistance to a single stat, and every additional quest item of each will add 1% Additional.

Now the last one - Malitechnician.

What it makes is weapons such as Pistols, Rifles and Machine guns, but in addition to that, they also make Bullets, Arrows and gadgets (See another post for explanation)
When making bullets and arrows (Not yet available), you can pick one of the following statuses that it will apply:
Burn, Slow, Bleed, Poison, Cripple, Fear, Dizzyness.
Each of them, when crafted with the lowest amount - three items of each, give a 3% chance, and increases with every additional item of each on the floor.
Weapons are crafted in the same way as Blacksmith or Woodworker, but the only stats on them available are Accuracy and Agility.
And Gadgets are explained in a post under the title "Gadgets", and they require three items of each quest item to make. (Not yet available)

Now, every equipment item (Weapon, shield or armor) can have socket slots. Depending on the rarity the item is, the higher amount of slots it gets. (See rarities for an explanation).

Now, an explanation of making a weapon.
Let's say we're making a red pistol at floor one being level 5. The amount of stats we would be able to give it is 3, but it being red gives us +10, meaning the full amount of stats is sixteen. Plus to that, it also gets three gem slots. Meaning, an end result would look like this:

Milatech Pistol (+3 (+10)  Accuracy; (+9 Accuracy from three Accuracy gems)
KEEP IN MIND THAT YOU CANNOT CROSS-CRAFT, MEANING YOU CANNOT MIX CRAFTING ITEMS BETWEEN FLOORS!
Tell me if something is missing.



Last edited by Andrew on Tue Aug 20 2013, 17:06; edited 9 times in total

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Now onto skills. There are two types of skills; Active and Passive. Active skills can be used in combat to deal higher amounts of damage, or aid yourself. Passive skills are skills that are always activated and affect your character. Examples of skills:
Stab (Active) : *Character* stabs the opponent dealing 5% more damage, and leaving a deadly open woundthat bleeds for three seconds bleed.
Sharpshooter (Passive) : Passively increases Accuracy by one point.


Now, this is how things work with skills:
If your skill is passive:
The highest amount of stat points for a skill to increase is 3, meaning you cannot make a skill increase a stat by 4.
The highest amount of percentage for passive skills that increase stats is bound to 2%
If you have a variable skill, example:
Steady hands: Increases 1 Pickpocket per every X Agility.
Then the first number is maximum of one, and the X is the minimum of 5.
When you level up this ability, BOTH numbers must be increased by one!

If your skill is active:
Same rules apply with the stat bonuses, the number 3.
If your skill deals higher damage than normal attacks, the highest percentage you can get is 5%

Now, you can also upgrade skills. Every five levels, you can learn an ability, or upgrade an existing one.
Meaning, if you have an ability that increases stats, then when upgraded, it would add one additional point:
Sharpshooter (Passive) : Passively increases Accuracy by 3 points.
Then an upgraded version would be this:
Sharpshooter (Passive)(Level 2) : Passively increases Accuracy by 4 points.
If you have a percentage ability, then every upgrade to it would increase 0.5%, meaning if you have this:
Sharpshooter (Passive) : Passively increases Accuracy by 2%.
Then upgraded would look like this:
Sharpshooter (Passive)(Level 2) : Passively increases Accuracy by 2.5%
If you have an ability that has a PER variable, then it should be like this:
Sharpshooter (Passive) : Passively increases Accuracy by 1 per 5 defense.
Then upgraded would look like this:
Sharpshooter (Passive)(Level 2) : Passively increases Accuracy 2 per 7.
Meaning that whenever you level up this ability, the increased stat number increases by one, and the PER variable increases by two.



Now for active skills: If you have an ability that increases a stat for a set amount of time, then the beginning ability would look like ths:
Sprint (Active) : *Character* gets increased speed by 3 points for 3 seconds. Now, when you upgrade it, the values go higher by one number, meaning an upgraded would look like this:
Sprint (Active)(Level 2) : *Character* gets increased speed by 4 points for 4 seconds.
Now, if an ability is bound by percentage, for example:
Fireball (Active) : *Character* shoots a ball of fire, which deals 5% more damage than basic attacks.
An upgraded version gets 3%, meaning it would look like this:
Fireball (Active)(Level 2) : *Character* shoots a ball of fire, which deals 8% more damage than basic attacks.

Abilities learnt by spellbooks require the same spellbook to be leveled up.

NOTE: If you have a skill that increases a certain stat, you CANNOT get a new skill that involves the same stat. Meaning if one skill increases Accuracy by 3, you cannot get another skill that would increase or decrease it, you will have to upgrade the old skill.

Abilities that do not have numeric values, like Riding a pet, or having better hearing CANNOT be upgraded.

Starting characters can have one active OR one passive skill of their class (Be creative)



Last edited by Andrew on Tue Aug 20 2013, 13:19; edited 5 times in total

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Now, let's take a look at items, shall we?
Every equipable item is class based, meaning that you can't equip items not available for your class. Here's a list of examples:
Melee: Shortsword, Longsword, Two handed sword, shield, plate armor, leather armor.
Ranged: Leather armor, Bow, Pistol, Rifle, Shotgun, Crossbow.
Magic: Wand, Staff, Orb, cloth armor. Keep in mind that these ARE NOT THE ONLY types of items. These are just examples. You will have to provide the weapon and armor type you use in the application. Although Armor types are bound by three: Plate armor, Leather armor and Cloth armor.

Equipment has a limit! Let me give you an example before I dive into it. Let's say we have this item:
Milatech Pistol (+5 (+1)  Accuracy, +3 Agility)
It's base stats are +5 Accuracy and +3 Agility, which makes 8 in total. The rarity points do not count here (Gems neither). Now, that we have 8 points, we need to see if you can equip that item. Let's say you are level 2. For every level you have, you can equip an item with 3 points. Meaning a level 2 person can only equip an item with 6 points or below. Which means the weapon listed above would not be available for equiping. Although if you leveled to level 3, that weapon then would be available to equip. Simple enough!

These are the slots that can be used to equip items:

Left Hand (Weapon):
Right Hand (Weapon):
Headgear:
Neck:
Body:
Shoulders:
Hands:
Legs:
Feet:
Finger:
Ear:
Back:

Now, equipment can be bought, sold, and crafted. But there's one more option. When you get an equipment item, you can carry it to an Identifier, and he will break it into Gem Shards. Gem shards are basically shards that are used to craft Socket Gems to boost an item's stats if it has socket dents in it (See crafting). When you go break an item, the amount and type of shards you get depend on the stats of the item and the rarity.

For example, let's say we have this item:

Milatech Pistol (+5 (+1)  Accuracy, +3 Agility)
Now, this item's rarity is green, meaning it gets +1 stat. In total, it has 6 Accuracy stats and 3 Agility stats. When you take this item to an Identifier, upon breaking, this item gives you 6 Accuracy shards, and 3 Agility shards. The Rarity stats are added to it.

Now, once you have those shards, they can be used to make gems out of them. Let's take Accuracy shards and Gems as an example. This is an accuracy gem:

Accuracy Gem (+1 to +3)
Now, note how it has a range from +1 to +3. The amount of shards decide what number of stats you get.
10 Accuracy shards would make:
Accuracy Gem (+1)
25 Accuracy shards would make:
Accuracy Gem (+2)
And 50 Accuracy shards would make:
Accuracy Gem (+3)
Get it? Okay. Now, to explain the cycle. Once a Gem is put into a weapon or armor, upon breaking that equipment, the gem ISN'T RESTORED. It gets shattered into 1-3 shards depending on what gem it is. And once a Gem is put into a weapon or armor, it CANNOT be pulled out.

Easy enough, right?

About races...
Races are just a type of vanity in the Roleplay. They do not give you any stat boosts, they are just there to vary the roleplay. It can have an impact on a character's personality, but not stats. When thinking of a Race to play as, be as creative as you can, make it unique, but don't cry if other people choose to pick the same race. Encourage them.
Examples of races: Human, Elf, Dark Elf, Orc, Goblin, Ancient. It actually depends on your imagination. But keep in mind that if you want a race that transforms, the transformation requires an active skill.



Last edited by Andrew on Tue Aug 20 2013, 15:07; edited 7 times in total

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Now for monsters.
Monsters in Milaheim online are not agressive towards players unless attacked. They don't drop equipment. Most items you will wear will be either boss drops or bought in shops or from other players in the market. Every monster when killed gives a certain amount of experience points, gold, and a drop that they give. These settings are decided by players themselves accordingly. WHEN THE MAX LEVEL OF A FLOOR IS REACHED, IF IT'S REACHED BY A QUEST, ANY ADDITIONAL XP YOU GET FROM IT STAYS FOR THE NEXT LEVEL, BUT IT ONLY GOES UP TO THE MAX EXP YOU CAN GET AT THAT LEVEL, AND MOBS DO NOT GIVE EXP ANYMORE AT THAT FLOOR!

Taming. Yes, I am adding a new stat to the game, called Taming. You start at level 0. What it does, is gives you an ability to tame creatures that resemble wild animals, not humanoids. How it works is the stat level has to be at least three points higher than the creature to successfully tame. Once you tame a creature, it has it's own levels and stats (Will be introduced later.) It gets the same amount of EXP you get for killing monsters, and it needs the same amount to level up. Upon taming the creature, you are allowed to teach it three skills, wether passive or active or mixed is your choice. It doesn't matter if you tame a bunny which is level 1, or a freaking hellhound at level 50. The bunny can also be leveled to 50 and have the same or even higher stats than the Hellhound. Keep in mind that whatever level the enemy is before taming, upon taming the level will decrease by 50% (Round it up if it's uneven), but it will get EXP from the monsters you kill, doesn't matter which floor it is.

When taming a pet, you have to pick what kind of pet it is.
There are three types of pets:

Tanky pets - Pets who take the aggression of a monster, and are able to withstand high amounts of damage.
Strength +3
Speed +2
Agility +3
Accuracy +3
Intelligence 0 (Useless)
Wisdom 0 (Useless)
Defense +7

Roguelike pets - Pets who are quick and agile, and do a high amount of damage, but are quite fragile.
Strength +3
Speed +3
Agility +6
Accuracy +9
Intelligence +0 (USELESS)
Wisdom +0 (USELESS)
Defense +3

Now, how to determine what stats they get? Well, first of all, the stats above are level 1 stats. And the pet stats work the same way as player stats, they get five points at level 1, and then two points each level. So for example if you were to catch a level three fox, it would have 9 points available to spend. And the pet type is chooseable by you. KEEP IN MIND THAT IN ORDER TO RIDE THESE PETS YOU NEED TO LEARN THE ABILITY <MOUNT> BY USING UP ONE OF YOUR OPPORITUNITIES AT CREATING AN ABILITY EVERY FIVE LEVELS OR WITH A SPELLBOOK.

Now, there is one extra way to get a pet - by breeding. When you breed two different species of pets, their genes get mixed, creating abominations. Let's take a Tiger, and a Crow for example. You can breed them and let's say you do. Depending on which pet the male is (This time let's say the tiger is the male), that pet's gene would be dominant, and since this time the Tiger is male, the pet would turn out to be Tigercrow, and if the Crow was a male, it would be a Crowtiger. (Names are up to you). How to determine their looks? It's up to you. Will it be a Tiger with wings? A tiger covered in black feathers with wings? It's completely up to your creativity. When a pet is breed, both of the parents' levels are added to one number, and divided by two. Let's say the tiger is level 10, and the crow is level 5. The added level would be 15, and divided by two and rounded up would make 8. Meaning, that the Egg level will be 8, and for it to hatch it would need the experience of a level eight to level 9 player. It gains EXP when held in inventory. When it hatches, however, the pet's level is halved, meaning if the egg was level 8, the hatched pet would be level 4, leaving it available for 11 stat points and 3 skills to learn. HOWEVER, hatched pets are the only type of pets that can learn skills from skillbooks, meaning your skill amount is not limited on hatched pets, if you have the books.

You can only have one pet out at a time, but you can store the rest in your inventory. Every pet when tamed has a whistle, soulstone, carrot, feather, or anything, with which you call it. When called, the previous pet will be dismissed into your inventory as an item again. But in order to breed two pets you must have a house and both of them in the house! (Introduced later)

WARNING!: PETS DO NOT AQUIRE QUEST EXP!

Boss battles.As you know every floor will have a boss monster you have to kill to proceed to the next floor. The boss monster will have a set amount of exp and gold it will drop, a range of gear to drop, but only one item will be dropped. The boss monster is controlled by a GM, and has up to five skills (active or passive) that it will use during the battle. Bosses have a lot of hp and are strong, so don't expect them to go down easily. If you rush to kill them while you are not high enough level, YOU WILL DIE. Now, you ask how people split the gear? Well, it's simple really.

Let's say there are three people fighting the first boss Minotaur. They defeat it, and available drops are:
Town of Beginnings Staff (+5 Intelligence)
Town of Beginnings Bow (+5 Accuracy)
Town of Beginnings Mace (+5 Strength)

And let's name the people Player 1,2 and 3.

Now, a GM goes to a website http://www.random.org/lists/ , puts the available drops in that field and people names in there, so it would look like this:
Town of Beginnings Staff (+5 Intelligence)
Town of Beginnings Bow (+5 Accuracy)
Town of Beginnings Mace (+5 Strength)
Player 1
Player 2
Player 3.

Then, a GM presses Randomize, and the first ITEM name is the item dropped, and the first PERSON name is the person to get it. For example, I just pressed randomize with those names, and got:
Player 2
Town of Beginnings Mace (+5 Strength)
Town of Beginnings Bow (+5 Accuracy)
Town of Beginnings Staff (+5 Intelligence)
Player 3.
Player 1
Meaning Player 2 would get the Town of Beginnings Mace.

The boss only needs to be defeted once by someone, and everyone else can proceed, although you need the maximum level of that floor to proceed.
That is all.



Last edited by Andrew on Sat Sep 14 2013, 13:59; edited 12 times in total

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Partying. There has been some confusion about partying, so I'm explaining how it goes. When people are in a party, they can kill monsters easier, but the experience is not shared. I repeat, NOT SHARED. All party members get the SAME amount of experience for killing a mob, and everyone gets separate loot (The loot thing doesn't apply for bosses).

Experience.
People used to have to cound and keep their exp in mind when they are fighting monsters, now they can use the EXP bar feature in the character sheet tab of their profile.



Last edited by Andrew on Mon Aug 19 2013, 09:50; edited 1 time in total

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Menu:
You can access the "menu" at any time. It has these options: Character information. (Opens information about your character. ((Utterly useless)) )
Inventory (Opens inventory to switch between gear or use items)
Friend list (People you have added to friends. You can add people to friends when you meet them to communicate with them over a distance)
Map (Opens the map of the current floor)
Log out. (self explanatory)

Mailbox:
You can send items and letters to other players via mailbox.



Last edited by Andrew on Mon Aug 19 2013, 09:51; edited 1 time in total

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A guild system will be added when floor 10 is reached.

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Traveling Merchant.
Every once in a while ( I decide when ), a traveling merchant will come to a random town with limited stock of USEFUL items such as rare weapons and armor, and accessories that give bonuses you wouldn't usually be able to get. Of course, it has a price, but the first to come is the first to serve, that's how it goes. Smile

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Death.
When a player dies, he spawns in the town of the floor he died in, and loses the EXP he got from his last kill.

Now, when you are online and roleplaying, you are logged in. When you have to go offline and you are roleplaying with another person, you have two choices: Let them control your character, or "Log out to the real world using the menu". That way the person you are leaving can continue to roleplay until you are back online.

Milaheim Signature Banner (Please use if you can, helps us grow!)

SOON.

Current GMs:
Rav3r/Andrew
TheFierceRogue
Velk

Tell me if something is missing.

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Damage.

"How to determine damage?" You ask? Well it's quite simple really. First of all you have to know what type of damage you deal - Melee, ranged or magic, and look at the respective stat that increases that damage. Done? Okay, now, look at the monster that you are fighting. Let's say he's level three. Every level gives a monster around 100 health. Since this monster is level three, it has around 300 health. Now, every point in your character's fighting style stat adds around 15 damage for you, so now let's say if you have 10 Intelligence, you will deal 150 damage from your spells as a magician, but the spells need time to recharge, rendering you open for an attack and since you don't have much defense, you will be easily taken down, because you don't have enough defense to increase your health.(Explained below),

Now, let's go to the defense part.
Every point in defense lowers the amount of damage dealt to you with each hit from a monster and increases your health by 15 points. Every monster level increases their damage value by 15 points, so a level three monster would deal 45 damage to you without defense. But every point in the defense stat lowers that number by 1 point. So if you're a tanky warrior, and have 10 points on defense, you immediately get 35 damage instead of 45.

And also keep in mind that casting and attack speed has a high role during battle. If your attack speed is high, you will probably kill a target quicklier. Make sure to apply laws of physics, meaning the heavier your armor and weapons, the slower you are.

Now remember that there aren't actually any health bars or damage indicators. These are JUST GUIDELINES to determine how long a fight against a monster will be. These stats are also not precise, and can go alongside borders increasingly or decreasingly depending on YOUR roleplay. But remember that staff watches the forums frequently, monitoring your roleplay, and making sure you roleplay safe and fair!

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Unidentified Items
Every once in a while a staff member can interfere in your battle with a mob, informing you that you obtained an unidentified equipment item. It can be any rarity the staff member chooses, and it's stats will be determined as followed: Player'slevel divided by two and rounded up, + floor number + mob that dropped level divided by two and rounded up. (as well as rarity bonuses). You can allocate those stat points to wherever you wish at an item identifier in any town,and give the item a proper name of your choice. The price is decided by the amount of stats you get on that item. Every point on that item costs 50 gold. So if you get 4 points, you have to pay 200 gold.


Now, what if you get a Cursed Unidentified Item? Let's say we have this:



What the cursed means, is that when you identify it, the -3 Accuracy stat will still be there in addition to the points you allocate. Leaving it like this:



However, if you break the curse at a Witch NPC, the cursed stats are turned from negatives into positives, giving additional +3 Accuracy, and the item becomes this:



WARNING: CURSED AND HOLY TYPES DO NOT AFFECT SPEED. I REPEAT, THEY DO NOT AFFECT SPEED!



Last edited by Andrew on Sun Aug 18 2013, 15:29; edited 3 times in total

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Floor Protectors
Every floor has a temple. A temple called "Temple of the Protector". In this temple, there is a boss, and his minions. Upon killing the boss, you are able to open the treasure chest near it with the key that it has dropped. Upon opening the chest, it gives you equipment and gold of worth your battle. Although these protectors are a mid-game feature, meaning that you will have to go back floors in order to kill them.



Last edited by Andrew on Sun Aug 18 2013, 14:16; edited 1 time in total

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Selling prices.

Let's say you get an item you want to sell. Wanna know how to determine the price? Well, if you sell them to a shopkeeper, you get 50 gold for each stat point in that item. But if you sell it to a player, it's up to you to determine the price.

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Thievery.
Now, if engaging to steal from a player, Thievery makes you steal one random item from a player's inventory only IF your thievery skill is higher than theirs by 10, and it doesn't steal equiped gear. (The stolen item is decided by the victim) When stealing from NPCs, you can only get gold from them, and the amount is decided like this: First you look at the lowest level available to get into the floor. For example, floor 1 would be level 1, meaning it would be the number one + your thievery stat. For example, if you are level five, and put ALL the stat points you got into thievery, you would get 16 + 1 = 17. And for every number in this you would get 10 gold from thievery. Meaning that 17 number would provide you with 170 gold. But you can only steal once a day

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Potions!
How potions work, you ask? Well simple! They only work until level 20. After then, they are worthless. Up to level 20, they restore full health in under ten seconds during battle, and instantly out of battle.

Gadgets!

What gadgets are, you ask? Well, it's quite simple. Gadgets are items that help people travel or improve combat skills. Even though they do not increase stats or anything, they have passive bonuses. For example, let's take a gadget "Magnifying Glass Scope".
This, without any questioning, would help a ranged person shoot from further.
Another gadget - "Grappling Hook". What it does is basically let you go up steep mountains easier.
You get the idea.
Although these are not a feature yet, we need to limit the possibilities still somehow.

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