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Posted: Mon Jun 16, 2008 1:50 pm
Welcome to Emania's super-guide! Everything you need to know about Emania is located right here. mrgreen
If you get stuck on something, somewhere, somehow, feel free to check the guide to find some help, and maybe answers. There's a good chance everything is here; just look at all the sections! eek
The guide will go in this order:
1. Weapons 2. Default Weapons 3. Armors 4. Sheilding 5. Items & Accessories 6. Currency 7. Shops & Pricing 8. The World of Emania 9. Races 10. Classes & Ranks 11. Stats 12. Dice Roll System 13. Monsters 14. Pets 15. Battle 16. Sheets & Formats 17. Traps & Sitches 18. Translators 19. Recreation - comment by dragontamer363, our Administrator mrgreen 20. Storage
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Posted: Mon Jun 16, 2008 2:43 pm
WEAPONS
There are a lot of weapons up for grabs out in the world. Here is your complete list. l Some are available in stores, some come in chests and others are prizes...
The available power of your weapons (as in, which dice you can use) depends on the weapon itself and you rank. This applies to the weapon you ‘make up’ for your character to own as their default weapon, and the weapons you are able to buy. So, for example, newbs can only use level 1 weapons, but legendaries can use whatever the hell weapon they want-haha
Weapon attacks are decided by the dice colour, how many dice and (of course) what you end up rolling when you use it.
Some weapons have special additions such as using the ‘Star’ dice, using a power attack and/or enabling you to re-roll one or more dice. Check the ‘other’ part of the description for info on that.
The Levels work as follows:
Level 1 : Newbs and up Level 2: Heroes and up Level 3: renounds and up Level 4: Masters and up Level 5: Legendaries
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Posted: Mon Jun 16, 2008 2:48 pm
DEFAULT WEAPONS
Ok, so heres the deal with this one. We all know now that only certain weapons can be used, depending your rank, right? So what about the default weapons, are they the same?
I think not, my friends. So here's the idea:
Wouldn't it be cool to have your default weapon rank up? It'd be like adding gems and stuff to them to increase their power, and they have to have a certain amount of points gained by defeating monsters to level up.
Here's an example. I'll just say I use my default weapon. It's a level one. Now, If I beat, say, 100 monsters, I get 100 points. These monsters, however, have to be wild, not ones you beat in competitions or during training. So I get 100 points, and I have, say, a diamand. Let's say the diamand increases the endurance and and strength of the weapon. So I add that. I level it up to a level 2; It's the same weapon, only now it's as strong as any level two weapon, more or less.
Ok, so heres the deal with this one. We all know now that only certain weapons can be used, depending your rank, right? So what about the default weapons, are they the same?
I think not, my friends. So here's the idea:
Wouldn't it be cool to have your default weapon rank up? It'd be like adding gems and stuff to them to increase their power, and they have to have a certain amount of points gained by defeating monsters to level up.
Here's an example. I'll just say I use my default weapon. It's a level one. Now, If I beat, say, 100 monsters, I get 100 points. These monsters, however, have to be wild, not ones you beat in competitions or during training. So I get 100 points, and I have, say, a diamand. Let's say the diamand increases the endurance and and strength of the weapon. So I add that. I level it up to a level 2; It's the same weapon, only now it's as strong as any level two weapon, more or less.
Now that we've discussed the idea of ranking default weapons, how do we do that?
"Elementary, my dear Watson," is what Sherlock Holmes always said, and he's right. But first, we must focus on the weapon itself. What sort of weapon is it? What class is it for? what are it's stats?
Well, I gave some slight thought to this, and heres what I came up with:
Weapon: what is it? a sword, staff, scythe, club? type: melee/magic/distance Class: what class is it for? Dice: we all know this one (the hard part) Strength: How mauch damage the weapon can do. The higher the strngth, the more damage it can deal. Endurance: how much pressure the weapon can take/how long it can hold up. the higher the endurance, the more it can withstand (hint: weapons can "break") Speed: how fast the weapon is. The higher the speed, the more hits it can deal and the higher you speed in general slightly. Magic: how much magic your weapon posesses. the more magic, the more damage done with magic related attacks
All of the above are on a one to ten scale.
attributes: this is different than the above. Attributes effect the performance of the weapon you weild. these are commonly seen as magical disks that you can put in "slots" for the most part, defaults begin with 2, but as you level, it will posess more slots. The max is 5. Gemstones are more rare. These tend to increase any of the four above plus an attribute of some sort. Special disks can be found only in chests, and they thus have special attributes. This could be poison, immunity to water magic, or an increased chance of more gold coming in.
Complicated? Ok, I'll make it easier for you.
Let's take a wooden sword for example. Here's what it would look like:
Weapon: Wooden Sword Type: Melee Class: -- Dice: one yellow Strength: *** Endurance: ** Speed: ***** Magic: -- Attributes: --
Dashes through anything means there is nothing for that. Being a wooden sword, it has no magic, unless a mage grants it some lame power like growing apples.
If there is a dash through the Class, it's the same concept; it doesn't have a specific class. You could be a summoner and you could weild a wooden sword, though it wouldn't be a good idea.
So, what are some attributes you might see? I already mentioned some, but heres a short list. As you go deeper into the realm of Emania, you may encounter more...
Fire attribute: increses the ability to utilize fire magic. Water attribute: increases the ability to utilize ice and water magic.
Topaz: Increase Endurance, Fire and Earth attributes. Diamond: increase all 4 stats, ability to utilize all elements
+1, +2, +3 to attack +1, +2, +3 to endurance +1, +2, +3 to speed +1, +2, +3 to magic
So that's that.
Now, weapon conditions are a different topic. Sure, you can get weapons, but would it make sense to get excaliber from a wild boar, in perfect condition? I think not.
2. Broken: not very useful. You might want to throw it away 2. Rusty: Might have been eaten by the monster 3. poor: Not to good but not broken 4. Fair: in a suitable condition 5. Good: Its normal 6. Perfect: a weapon it exellent condition
based upon these six, you can determine whether to use the weapon or not. It may very well be the most powerful sword, or a kick-a** staff, but is it worth much if its rusted? Of course not.
Here's another good tip. Some items that you collect can be made into something useful, such as a weapon, armor, or clothing. Feel free to find out what can make what.
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Posted: Mon Jun 16, 2008 2:53 pm
ARMORS
Okay we have the basics down for weapons and other things now for armors. As you know we have a wide selection of job class well with classes come armors. This list should help with what calss can wear what armor
Rouge: Can wear leather and wool Armor and light metal Warrior: Can wear basic to heavy armor armor like steal and copper and so on so on. cleirc: Clerics can wear some kind of light armors usealy with robe's mage: Mages usealy wear robes with big pointy hats Paladin: Paladins are some of the best defended class. They useally Wear medium class armor and carry sheilds. Blade master: These are the seconed heavest armored class Armed with heavy armor that is useally inchanted Sheild master: This class is all about defence so they wear the heavyest armor around and carry huge sheilds. Samurai: They are lightly armored. Ninjas and Assassins: Assassins and ninjas useally wear the same armor made of light cloth and some armor. Archer: Lightly armored like Rouges
So, shall I resume to specify the armor types?
Textiles: Light armor class; 1-3 Leather: Light armor class; level 1-2 Chain: semi-intermediate classes; level 2-3 Scale: Intermediate armor class; level 3 Splint: semi-powerful classes; level 3-4 Plate: powerful armor class; level 4
There are exceptions to some of these. For example, a Tanker may indeed where Plate mail, a Samaurai will probably wear leather or textiles such as cotton or wool.
~ AC-Armor Class ~
So lets say a goblin does 7 damage normally on you, just as an example. leather armor class is 2, so insted of 7, it will be 5. take a sheild, make that 1 or 2. It will be again reduced to 4 or 3. Damage will still be taken, but not as much. As you level up or go deeper into Emania, more monsters of higher ranking will do more damage, and thus the challange is at hand.
Here's a good list, I think:
textiles - 2-9 AC Leather - 2 AC Chain - 3 AC Scale - 4 AC Splint - 6 AC Plate - 8 AC Materia- 12 AC
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Posted: Mon Jun 16, 2008 2:59 pm
SHEILDING
So, what is a sheild? Just a piece of metal that saves your life...for the most part. True, but, there are things we must consider about sheilds.
If you can believe this, which I'm sure you can(this isn't rocket science), there are a variety of different sheilds out there. The Romans had sheilds with leather and dipped in water to fight against fire arrowws, the Greek had these fancy round sheilds, the sides of them inverted, that they could swing around so as not to get hurt as much, plus they were smaller than the Romans'. During the medieval ages, the sheilds were for the most part triangular in shape, though there were exceptions.
It is no different here, I should think. Here howerver, magic must be considered as well. Really, do you honestly believe a Mage is helpless in defence? Of course not. Sheilds can be produced by magic as well. You could call it the force, a force field, a barrier, whatever; it is still a sheild.
So, we've looked at two types of sheilding. Just to make it clearer...
Physical Sheilding ~ Offensive Sheilding ~ Defensive Sheilding
Magical Sheilding ~ Elemental Sheilding ~ Void/Aura Sheilding
So now you're saying "Where did the rest come in?" Well, I'll tell you.
Physical shelding we've already discussed, But like I said, there are different types. The Romans used Defensive sheilding; the sheilds were large and usually covored the entire body standing up. The Greeks used Offensive sheilding, with more mobilityand could use their sheilds to strike as well as their swords. If you can recall from "The Two Towers," Legolas did this in a sense, inventing snowboarding at the same time. The orcs used defensive sheilding as they walked up the ramp toward the gate.
Magical Sheilding is quite different. Elemental sheilding requires an element used specifically for sheilding. Fire would sheild against Ice, for example. There are problems that occur, however. Fire cannot defend aainst wind, a sub element of nature, in which fire is dominant over generally. Earth can defend against wind, however.
Void/Aura sheilding is another matter. The void requires you to have a strong will and a strong heart to match. This doen't neccessarily need a strong mind, like elemental magic does. Aura magic, rather than depleting your energy, causing fatigue, slowly drains you life force; in other words, takes away some of your life. For this reason, races that live longer, like Dal Riches or Xen, tend to use this far more often; Humans would generally be commiting suicide, if using Aura magic.
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Posted: Mon Jun 16, 2008 3:14 pm
ITEMS & ACCESSORIES
Items and accessories are extremely valuable to have. Many items that you can get can aid you in one form or another. Accessories can help you boost up your stats.(these will be described later)
A list of items and descriptions is as follows:
Potion - Heal a third of your Hp High potion - Heal about half of your HP Mega potion - Heal all your HP and your allies Ether- Heal a thired of your MP High Ether - Heal about half of your MP Mega ethers - Heal all your MP Elixar - Heal bout a third of your MP and HP High Elixar - Heal about half of your MP and HP Mega Elixar - Heal all your and your allies MP and HP. Repair Powder - repairs damaged weapons Auto Repair Powder - when your weapon breaks, it is automatically repaired, without losing anything resurrection Powder - when you die, you are automatically revived
Different types of accessories are available as well. Some of these offer magical abilities, while others can be merely for taking up space. Accessories tend to include rings, earrings, bands, necklaces, etc.
rings generally are used for increasing the capability of weilding a magic of a sorts. Thus, this tends to be used by mages and clerics. earings offer the same, usually. Bands and necklaces tend to focus more on attributes and stats.
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Posted: Mon Jun 16, 2008 3:17 pm
CURRENCYCurrency is, as we all know, how you get around and buy stuff with. If you want a ring that increases stamina, or endurance, you don't get it for free, unless you are lucky enough to get it from a monster. It costs money, and a certain ammount, based on worth. The one particular currency of Emania is the Ikle. Ikli are fairly common, able to be found in chests, monsters, competitions, etc., and are used to spend, or save up for other stuff to spend it upon. Items and accessories are priced based upon the worth of it's intended use. As in a previous example, a ring that increases endurance might, to the warrior, be worth around 200 Ikli, while a ring of the warrior, which may increase all stats a warrior would want, may be worth nearly 800 Ikli, and so be more rare. both may be worthless to the mage, but if they happen to cross by one and get it for free by a monster, they can by all means sell it to a warrior who needs one. Accessories such as rings and necklaces, and items such as healing potions and repair powder will be low to medium priced, again, depending on worth. Most animals, such as livestock or steeds, if required, may cost a medium ammount. Powerful weapons or strong armor may cost a considerable ammount of Ikli, and some things are beyond price. to make this simpler, I've made some bullets to sum it all up: Quote: ~ 1-399 Ikli - a small ammount of Ikli, really. food, small pets, cheap items and accessories, and inexpensive items and armors may be in this price range. ~ 400-899 Ikli - a decent ammount of ikli. livestock, rides, well crafted armors, weapons, sheilds, and favorable items and accessories fall into this catergory. ~ 900+ Ikli - a large sum of money, this is. only the best items and equipment can be found in this catergoty. ~ Ikli can be found or made by: 1. defeating monsters 2. completing quests 3. winning competitions 4. selling items 5. trading 6. gambling(not recamended) 7. minting(yes, you can make money by making money) ~ You can lose Ikli by: 1. failing to defeat a monster 2. gambling 3. a greedy, purse-snatching rogue(no offense to any out there -checks wallet-) 4. accidental overpricing 5. shopping sprees(watch out, girls like this one) 6. dying in any way, really. 7. giving it away(who said you lost it in a bad way?) As you begin, you will only have a limited amount of Ikli. As you rank up and perform quests, you may increase how much Ikli can fit in your wallet. This way, you can't go off and buy weapons you won't use for another 5 months. Upon reaching Legendary and performed the first Ikli-upgrade quest, a second will be availabe. A list is below. Quote: Without questStart with 200 Ikli Newb Rank up= 500 Ikli Adventurer Rank up= 1000 Ikli Hero Rank up= 1500 Ikli Renound Rank uo= 2000 Iklie master Rank up= 2500 Iklie Legendary With questStart+quest= 700 Ikli Newb Rank+quest= 1000 Ikli Adventurer Rabk+quest= 1500 Ikli Hero Rank+quest= 2000 Ikli Renound Rank+quest= 2500 Ikli Master Rank+quest= 3000 Ikli Legendary Ultimate questRank+quest +quest= 8000 Ikli Legendary *NOTE* when you rank, you recive one upgrade. You can only complete an Ikli-upgrade quest ONCE per rank. The only exception is the Ultimate Ikli-upgrade quest, which is only availabe after ranking to legendary and performing the first Ikli-upgrade quest.
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Posted: Mon Jun 16, 2008 3:24 pm
SHOPS & PRICINGAs I've said this many times before, do you honestly thik everything is free? Of course not, or the economy would fall apart. Various topics willbe covored, some of which won't be described until later. Quote: PETS ~ Smaller animals, such as cats, dogs, small rodents and fishes will be priced average around 99-299 Ikli. Hey, I didn't say they would be cheap, did I? ~ Medium sized animals, such as livestock and other farm animals, etc., will be priced around 300-699 Ikli. Somewhat pricey, but a cow should be worth that much right? maybe more, seeing how they taste. ~ Larger animals, whatever they may be, will price 700 Ikli or higher ~ Food for those small petts of yours will cost around 20-50 Ikli ~ Food for the medium sized pets will cost ranging from 80-115 Ikli ~ Large animals' food is around 130-200 Ikli. Quote: WEAPONS ~ small/damaged/used weapons will price around 200-400 Ikli ~ medium sized/semi-perfect conditioned weapons are around 400-800 Ikli ~ large/perfect conditioned weapons will price nearly 800-1200 Ikli Quote: SHEILDING & ARMOR Defensive items, like arm gaurds, sheilds, and armors will cost around similar to weapons. Well, the armor might be more. ~ Arm gaurds, no matter what kind, and small sheilds will cost around 300-500 Ikli ~ Decent sheilds and leather/chain mail armor will cost around 500-800 Ikli ~ Excellent sheilds and Scale and Splint mail will be aroun 800-1100 Ikli. ~ Plate mail, I'm sorry to say, is a fortune, with a whopping price of 1600 Ikli. ~ textiles, for the mages and clerics, will cost less than arm gaurds, around 100-400 Ikli Materia stuff cannot be bought to make into sheilds, armors and weapons. rather, the materials must be collected via quests, explorations, and competitions. Otherwise, it would be too expensive. Seriously, would you want to buy armor that costs 5000 Ikli? .....Didn't think so. Quote: ITEMS & ACCESSORIES ~ small items, like potions and ethers, and some accessories like status rings will cost around 100-400 Ikli, depending on what you're buying. ~ Decent accessories, such as necklaces and valuable rings, and some amulets and scrolls will be more expensive, around 400-650 Ikli ~ Only the best Items that can be bought go in this price range. The best rings, the best necklaces, powerful amulets, and awesome spell scrolls will be priced ranging from 650-900 Ikli. There are easily more powerful items out there, but those you must discovoer for yourself....
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Posted: Mon Jun 16, 2008 6:24 pm
THE WORLD OF EMANIA The world of Emania itself is large, and therefore bustling with activity and life all around. To have a better idea of this world, it has been reduced to 7 sections: 1. Ash Coast - Galgorra Forest 2. The Valley 3. Northwood 4. The Mountains 5. Underdark 6. Desolate Lands 7. South Valley End Each will be given a brief overview. Quote: ASH COAST  Ash coast is a small Coastal Demanse ruled by a Lord Adel. It is largely situated within the castle walls and is at the cliff edge, with forests circling it. Lord Adel protects his few miles of sea stubbornly and does not trust magic. Ash Coast is also surrounded by the dangerous Galgorra Forest. Ash Coast is famous for its thriving merchant and smuggling trade, and here adventurers can train to become madges,warriors,clerics or rouges. Galgorra Forest A large and thick forest that surrounds Ash Coast in a crescent shape. While Lord Adel gave many knights pieces of land in it, none have dared venture in it to stake their claim. No path has been cut through it and all sorts of monsters are rumoured to lurk inside. However, Ash Coast’s local madge lives inside the forest. Quote: THE VALLEY  Half of the Valley is covered by Galgorra Forest, an unruly and untamed forest. As for the rest of the land, there is little vegetation, with the exception of scattered farms. Few roads lead out to the middle of the Valley. The valley is all of the center of Emania, excluding the nameless mountains. A few rivers and streams are scattered throughout the Valley, two of these rivers flowing from Galgorra forest. Despite the superstition from the forrest, the water proves fresher and clearer than that from the snow capped mountains. The reason is unknown, but as long as the water remains that way, people are happy. Here is where much of the food throughout Emania is produced. South Valley End produces the more tropical fruit. Quote: NORTHWOOD  Northwood, unlike Galgorra forest, is a forest teamming with life. It is here where the elusive elves dwell, as well as a few other enigmatic races. It is said that the forest was grown by the elves for their love of nature, and on the shores of the ocean for the same reason; their love for the sea. Though it resides in the northern reaches of Emania, it is unusually warm all year around. However, not much food is cultivated here, but rather in the Valley and South Vally End. Most of the food here proves deadly for humans. One such is a specific mushrom; the stem is good to eat, to the point of healing powers, but the cap is a swift death. If rest and refreshment is what you need, seek out the elves in Northwood. Quote: THE MOUNTAINS  With no name to them, the mountains are located towards the west of Emania. The landscape is barren and unforgiving, and weather is always chill. The very air speaks of ill will. It is said that long ago, a campaign was sarted, and a king, no one knows who, led his troops into the mountains. They were never seen again. A single main trail goes through the mountains, with roads spreading from these. All of which are rarely travelled, they still provide a quick route through the mountains, rather than the long trek around them. However, be warned, there is one road that separates from the pass that leads to the entrance of one of the most feared places; the Underdark Quote: THE UNDERDARK  The Underdark’s main entrance is within the mountains. The Underdark itself is a vast sprawling underground network where many dark and evil creatures live. The most prominent races of these are the malevolent Drow and the (often) benevolent Dwarves. The two races despise each other and keep out of each other’s way. Generally, the Dwarves live closer to the surface in caves on the mountain peaks, while the Drow are very much deeply subterranean. In addition to these, many dark monsters dwell there, and the many slaves of the drow - notably the Moonmaw. People new to the Underdark should not attempt to enter - aside from the danger its inhabitants pose (Drow are always looking for new slaves), the Underdark can be claustrophobic, occasional poor air circulation, and getting lost. Cave floor and ceiling collapses are also a danger. There is no light except for occasional patches of phosphorescent fungus; most Underdark inhabitants either have highly developed senses other than sight or have developed Darkvision. Food can be extremely difficult to find, and much of the natural vegetation is poisonous. In addition, drinkable water is seldom easy to locate in this setting. the Underdark is permeated with a magical energy the Drow call faerzress, which is used as a source of energy by the native plant life but which interferes with scrying and teleportation spells. Inside there are tiny caverns, huge cities and an intricate network of life. Quote: DESOLATE LANDS  it's formal name is the Desolate Lands, while most people simply call it the desert. The desert itself stretches as far as the eye can see; from the mountains to the ocean. Like all deserts, its dry heat is what makes it diificult to live there, yet some people still do. In the near middle of the desert, there lies a large town. Simply named Desert Town, most of the buildings lay close together, and are one story. The one exception would be the local churches and the palace, with dome-shaped roofs and more than 2 stories high, the palace even higher. Thus, it is not easy to get lost, for it acts like a beacon; easily seen from far off. Out of the entire desert, there are two rivers that flows through it. They has no name, but both are fresh water, and remain cool throughout the hot day, refreshing weary travellers on their way to Desert Town. A few oasises dot the land as well, offering some shade throughout the day. Quote: SOUTH VALLEY END  A lush green land, South Valley End is where the most produce and plants are grown. Its tropical climate draws many to its shores. A large lake takes up much of the map, as does a stray mountain range. One single main city is located here, where many of its residents live around the borders, while all the shops and activities are inside the city. Many enjoy walking through the gardens, some of which extend many many miles.
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Posted: Mon Jun 16, 2008 7:11 pm
RACES
In the Land of Emania, several races exist, each of which interact in one way or another, or not at all. Each race has it's own what are called racial skills; traits that are inherited that give them some sort of advantage. As Each race is unique, each needs a description. These descriptions can be found elsewhere. The link is below:
http://www.gaiaonline.com/guilds/viewtopic.php?t=12638173
Here's a list of races:
Humans Moonmaw Dal-Richs Xen Gemini Drow Dreki Elves Dwarves Sirens Neki Merpeople (coming soon)
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