Post by Miracles on Sept 15, 2007 13:31:38 GMT -5
~Faction Bases~
When you create a faction, you automatically obtain a base for your faction. This is a standard stone home, but is customized with variable benefits and stats.
You may upgrade your Base to the next form by paying its specified cost. All upgrades must be in order.
When upgrading to fort or castle,you automatically obtain the highest level armory/training facility for that fort/castle type.
Stone Home to Steel Home=3,000 gold
Steel Home to Wood Fort=7,000 gold
Wood Fort to Stone Fort=8,000 gold
Stone Fort to Steel Fort=10,000 gold
Steel fort to Wood Castle-11,500 gold
Wood Castle to Stone Castle-13,000 gold
Stone Castle to Steel Castle-15,000 gold
Upgrades through this fashion are immediate at the beginning, before the faction base is established. Further upgrades beyond this take their respective build times to create.
~Your building and its stats~
Your building has a HP count and Defense Stat. Attacking a building is the same as attacking an enemy, but without critical hits and a hit rate. You simply subtract strength from the building's defense and deal damage. You may attack a building once a turn.
Burn-A building is completely decimated by a blaze if a fire is not stopped in time. A fire can be started through Fire based weaponry or special items that can create a fire. You have 4 turns to stop your building from burning with special items before it is destroyed.
Break-A building will be inflicted with 'break' if it is attacked and the building loses half of its maximum HP in a single charge. It can also be 'broken' by certain weapons or items. When it is inflicted with 'break', its defense and benefits are halved. If 'break' is inflicted twice, then the building is completely decimated. It will take 3 days to repair your building if it is broken once, at about 4k.
~Defending your base~
The staff will generate a map for you and place your base somewhere on the map. If you are within 5 squares of your base, you gain its benefits. You must fulfill the battle conditions or your base will be destroyed. The owner of the base will have control of the trained soldiers if there are any from the facilities, but may disperse control amongst his allies if need be. If the owner is not present then it goes to the person currently inhabiting the base and his/her allies if he/she chooses. If nobody is in the home, your home will be attacked until you return to it or until it is destroyed.
~Faction Wars~
There are times where either two homes are placed near each other. At that time, there may be conflict, and if such occurs one may initiate a war with the neighboring people. The staff will inform your enemy of the declaration of war and generate a battlefield for the battle. You must either defeat all your enemies or destroy your enemy's base to win. If you win and keep the enemy's base intact, you may choose to take over that home and whatever it holds.
~Items and Extras!~
There are Items you can add on to your home once it has been completed to help increase your home's fortitude and stuff.
Add On Buildings
Towers- Towers are Large buildings that are close to your building.They can house Archers and Ballistae or cannons.
Archers gain +2 strength and +15% accuracy while in a tower.
Level 1 Tower- 2,000 gold, 1 day to build.
Can hold 1 unit
20HP
2 defense
Level 2 Tower- 4,000 gold, 2 days to build.
Can hold 2 units
25hp
5 defense
Level 3 Tower- 6,000 gold, 3 days to build.
Can hold 3 units
30hp
8 defense
Level 4 Tower- 8,000 gold, 4 days to build.
Can hold 4 units
40hp
12 defense
Level 5 Tower*-10,000 gold, 5 days to build.
Can hold 5 units
50hp
15defense
* Archers gain +4 strength and +25% accuracy while in a level 5 tower instead of the original 2/15.
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Cannons- Cannons are powerful, long-ranged weapons, capable of destroying armies if handled right. Cannons gain +2 strength when placed in towers. Cannons must have a controller in order to be used.
Cannons have only so much ammunition and must be reloaded if they run out. It takes one turn for the cannon to be reloaded if there is extra ammunition.
Note: All cannons have a range of 5-7, where 5 is the closest it can fire and 7 is the farthest is can fire.
Level 1 Cannon- 2,000 gold
2 strength, pierces defense, may be fired once a turn.
Level 2 Cannon- 3,000 gold
3 strength, pierces defense, may be fired once a turn.
Level 3 Cannon- 5,000 gold
5 strength, pierces defense, may be fired once a turn.
Level 4 Cannon- 7,000 gold
7 strength, pierces defense, may be fired once a turn.
Level 5 Cannon- 9,000 gold
10 strength, pierces defense, may be fired once a turn.
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Ballistae-Strong and far-ranged machines that release arrows and similar objects to damage the enemy. Ballistae gain +3 strength in towers.
Ballistae must have an operator to be used and have only so much ammunition. If it runs out, it takes 1 full turn to reload a ballista, if there is extra ammunition.
Level 1 through Level 3 Ballistae have a range of 3-6, while Level 4 and Level 5 Ballistae have a range of 3-7.
Level 1 Ballista- 3,000 gold
4 strength, may be fired once a turn.
Level 2 Ballista- 5,000 gold
6 strength, may be fired once a turn.
Level 3 Ballista- 7,000 gold
9 strength, may be fired once a turn.
Level 4 Ballista- 9,000 gold
11 strength, may be fired once a turn.
Level 5 Ballista- 11,000 gold
14 strength, may be fired once a turn.
Both Cannons and Ballistae take 2 days to build, regardless of level.
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Workshops- These buildings house experts in architecture who can help repair or even fortify a building. The workshop is only available to Forts and Castles, for workshop units must be trained in the training facilities. Units trained for Workshop work can not wield weapons.
Only 2 Workshops for every base.
Level 1 Workshop- 6,000 gold, 3 days to build.
Grants the ability to repair damage to a base at up to 3 HP per unit trained for the Workshop. This workshop may hold up to 3 trained units.
Level 2 Workshop- 10,000 gold, 4 days to build.
Grants the ability to repair damage to a base at up to 5 HP per unit trained for the Workshop. This workshop may hold up to 6 trained units. This workshop also allows for each of the trained units to focus on a single structure and strengthen its Defense stat by 1, to a maximum of 2 units working on a building at a time. This may only occur once every 7 days and takes 1 whole day to complete.
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Wells-Wells are outlets of water essential to most buildings. It takes 3 buckets of water from a well to put a fire out.
Wooden wells: Wells constructed of wood with the water at the bottom. This well is easily destroyed.
Hp-20
defense-4
500 gold
Stone wells: The standard wells which are stronger than its wooden counterpart/
Hp-30
defense-6
1500 gold
Steel wells: The strongest of the wells and are hard to destroy
Hp40
Defense-10
2500gold
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Walls-Walls are extra defense to help stop your buildings from falling.You must break down the walls before you can reach the home.
Wooden walls: Walls made of logs that can easily burn down.
(1 day to build)
Level 1 Wooden Wall, 1,000 gold.
10hp
1 defense
Burn-Yes
Break-Yes
Level 2 Wooden Wall, 1,500 gold.
15hp
2 defense
Burn-Yes
Break-Yes
Level 3 Wooden Wall, 2,000 gold
20hp
3 defense
Burn-Yes
Break-Yes
Level 4 Wooden Wall 3,000 gold
30hp
5 defense
Burn-Yes
Break-Yes
Stone walls are made of hard stone to stop from burning and are sturdier than Wood walls.
(2 days to build)
Level 1 Stone Wall 2,000 gold
25hp
4 defense
Burn-No
Break-Yes
Level 2 Stone Wall 3,000 gold
35hp
6 defense
Burn-No
Break-Yes
Level 3 Stone Wall 3,500 gold
40hp
7 defense
Burn-No
Break-Yes
Level 4 Stone Wall 4,500 gold
50hp
9defense
Burn-No
Break-Yes
Steel walls are more sturdy than its wooden and stone counterparts. It cannot burn and will help defend you home easily.
(3 days to build)
Level 1 Steel Wall 4,000 gold
45hp
8defense
Burn-No
Break-No
Level 2 Steel Wall 5,000 gold
55Hp
10 defense
Burn-No
Break-No
Level 3 steel wall(6.5k)
70Hp
12 defense
Burn-No
Break-No
Level 4 steel wall(8k)
80Hp
15 Defense
Burn-No
Break-No
up to 3 walls can be placed on your home
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Wooden Stable Price: 1500 Gold
Stone Stable Price: 4000 Gold
Steel Stable Price: 8000 Gold
Wooden Stables are made for mounted units to give their steeds a rest once in a while. It's not the best of care but steeds can receive good care. Are still liable to be burned to the ground. Also mounted units are able to increase their defense by 1 once while they have the Stable. Only one mounted unit can do this though no more than that.
Hp-25
Defense-13
Benefits-+2 Defense,+1 Resistance,+2 Hp
Burn-Yes
Break-Yes
Stone Stables are sturdier than their wooden counterparts,but are still able to be broken down. Allowed to increase their defense by 2 once while the mounted unit has this. Only one mounted unit can do this.
Hp-40
Defense-18
Benefits-+3 Defense,+2 Resistance,+2 Hp
Burn-No
Break-Yes
Steel Stables allow the best care for your companions and gives them great rest. It is not liable to being broken or burned. Allows all Mounted Units to increase their defense by 1. Can only be done once for each mounted unit.
Hp-65
Defense-20
Benefits-+4 Defense,+4 Resistance,+4 Hp
Burn-No
Break-No
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Alchemists Labs.
Only one type of lab exists and can only be used my those whom practice the magical arts.Certain items can be made by only certain types of mages.(Ex. Pure water by Clerics)
(3 days to build)
Alchemist's Lab(5k)
Create Special items to help out!
Only used by Magical users.
50hp
10 defense
(can have walls)
Garden's of Alchemy-
To create items in the Alchemy lab,you must first have the essential herbs.Gardens of Alchemy is where you may plant these seeds to obtain herbs to make items.
(0 days to build,Herbs take their own time to grow)
Garden of Alchemy(3k)
Grow herbs for use in Alchemy!
50Hp
10 Defense
Can Burn
Can have walls
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Herbs:
Whiteroot
Type: Root
Description: A white-ish colored, rather thick and even abit barky to the consistence, root. With small, small twigs with green leaves on them, used to make Vulneraries. Tastes sourly.
Days to Cultivate: 3
Used For: Vulnerary
Ruggishroom
Type: Mushroom
Description: A mushroom with a light-green stalk, and dark-green roundish cap. Tastes bitter.
Days to Cultivate: 3
Used For: Vulnerary, Antidote
Thornthistle
Type: Herb
Description: The leaves from the Thornthistle plant stings if touched from below, but their overside doesn't sting. They are green in colour, and can be grinded to a fine powder rather easily. Tastes bitter.
Days to Cultivate: 3
Used For: Antidote
Silverbloom
Type: Herb
Description: A Gray-ish herb, looks abit as a flower. Commonly used to make elixirs and potions for Magicians. Tastes sugary.
Days to Cultivate: 3
Used For: Magician's Might, Divinity Potion, Tears of Darkness
Shadowleaf
Type: Herb
Description: A Blackish Purple petal, said to be imbued with Elder Magic. Tastes bitter.
Days to Cultivate: 4
Req for Cultivation: Unholy Symbol
Used For: Tears of Darkness
Goldstem
Type: Herb
Description: A Yellowish stem from a certain herb known to grow close to holy grounds. Tastes sweet.
Days to Cultivate: 4
Req for Cultivation: Holy Symbol
Used For: Divinity Potion
Twilight Root
Type: Root
Description: A Grayish, Thin Root, said to be magical. Tastes sour.
Days to Cultivate: 4
Used For: Magicians Might
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Potions:
Magician's Might
Description: A Bluish colored Potion, Imbued with Anima Magic. Tastes sugary.
Uses: 2
Effect: Raises Magical Strength by 3 when using Anima Magic. Lasts 3 Spells.
Made With: Twilight Root, Silverbloom, Bottle
Divinity Potion
Description: A Yellowish colored Potion, Imbued with Holy Magic. Tastes sweetly.
Uses: 2
Effect: Raises Magical Strength by 3 when using Light Magic and Staves. Lasts 3 Spells.
Made With: Gold Stem, Silverbloom, Bottle
Tears of Darkness
Description: A Purple-ish colored Potion, Imbued with Elder Magic. Tastes bitterly.
Uses: 2
Effect: Raises Magical Strength by 3 when using Dark Magic. Lasts 3 Spells.
Made With: Shadowleaf, Silverbloom, Bottle
Garden Accessories:
Note: This considering, if Each "Garden" had Three Accessory Slots Each.
Unholy Symbol
Description: An Unholy figurine, in the shape of a Gargoyle.
Effect: Permits the Growth of Shadowleaf.
Size: Takes up 2 Accessory Slots.
Holy Symbol
Description: A Holy figurine, in the shape of an Angel.
Effect: Permits the Growth of Goldstem.
Size: Takes up 2 Accessory Slots.
Special Soil: Mushroom
Description: A special soil for Mushrooms.
Effect: Reduces Cultivation time by 1 day for Mushrooms.
Size: Takes up 1 Accessory Slot.
Special Soil: Root
Description: A special soil for Roots.
Effect: Reduces Cultivation time by 1 day for Roots.
Size: Takes up 1 Accessory Slot.
Special Soil: Herbs
Description: A special soil for Herbs.
Effect: Reduces Cultivation time by 1 day for Herbs.
Size: Takes up 1 Accessory Slot.
{changes likely,not permanent for now}
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Items-
Oil-Carried in a bottle and bought at stores,Oil can be used to douse a home.Once a home is doused with Oil,You have 3 turns to set it on fire.
Fire extinguisher-Used to stop fires immediately.