|
| 17 Aug 2012 06:01 PM |
Its a long read. Yeah, we need more helpers. Link, Satyrs (AKA VoidHack), podraptor, awesome (Some numbers), ratchetclank2, and someone else. Anyway, read it, and then post something if you want to help on this crazy medieval free-roam thingy. Table of Contents I- Introduction- Must Read II- Land and Topographical Information- Must Read III- Languages and Slang- Recommended to read, especially for adventures into the dungeon! IV- Typical plants and animals- Alchemists and Assassins must read. V- Skill OverView- All star paths you are interested in must be read. VI- Stealth VII- One Handed IX- Two Handed X- Magic X- Arcane XI- Enchanting- Read the note at the top of Enchanting XII- Smithing XIV- Armor XV- Archery XVI- Alchemy XIIIX- Misc. -End of Skills- XIIX- Friends and Relations- Recommended XIX- Civil War- If you want to participate. XX- Bounty and Laws- Must Read XXI- Attacking/Using Magic/ Archery- Must Read XXII- Rare Weapons- Doesn't matter XXIII- Weapon List- Must Read Sub Section- Magic- Must Read XXIV- Apparel- Recommended Sub Section- Rare Items-Recommended Sub Section- Armor made-Must for smiths. XXV- Items to be found (Leather, Plants, etc, and how to get them)- Must Read XXVI- Quests, Towns, and other.-Must Read XXVII- Common Enemies- Recommended XXVIX- History- Not needed, just for info. XXVX- Mysterys and Jobs- Recommended XXVXI- Places to go (Not covered in II.)- MUST READ XXXII- Guilds- Recommended XXXIII- Gold- Must Read XXXIV- Misc- Must Read Sub Section- Religions Sub Section- Medical XXXV- Races- Must Read XXXVI- Classes- Must Read XXXIIIX- Character Sheet, and other information for CS.-Obvious. XXXIIX- Game play and commanding your character.-Must Read I-Introduction The grass is a lovely shade of green. The sun pets you softly on your shoulder, and the trees bristle with anticipation. Two blue birds chirp with love, and a rabbit climbs on your hand. The horses neigh with happiness, and the flowers bloom with happiness. A lovely morning, in the place you will soon to learn to call home, and its such a beautiful name too. Azure, meaning beautiful, in Colam. A symbol of the writing, so majestic and pure, was scribbled onto your paper. Merely learning the new language was exciting, and now your giddy with happiness just being here, on this rickety old cart, to the land of Azure. A check-point awaits, and soon it will be presented multiple answers and questions to your journey, and end of the past. The real question is... will you be a hero? Or a perfected thief? Or a majestic mage? A diamond crossed assassin? All these questions, lie in the Gate-way of Azure. II-Land and Topographical information- http://www.roblox.com/Azure-item?id=90121063 This is the map of the entire place, with cities marked in black dots. Cities: Tyrongov- The city by the mountain. It hosts the Helten's Guild, but its not very big. The only remarkable things are the guild, Saint Mary's Tower, and the graveyard shortly outside of it. Sil- The city at the edge of the peninsula, the only port town. It hosts Sea's, and you can purchase a ship there. Remarkable buildings are the, Docks, and the Sea's Guild building. Hawk- The city closest to the ice, and the check-point for immigrants. It holds the Winter Palace, not truely a king's palace, but rather a huge house, in winter colors. Nobody is quite exactly sure, why its there, but its questionable that there is some kind of Daedric artifact associated with it. Hawk is just the palace, two guard check-points, and the frozen fountain. Pettery- Take a left, northbound of Hawk, the second closest city to the ice cap. It has stormy weather, and holds BlackReach tower, the location of the Forces They are loyal to the king, and will die for him. This is the most industrial city, producing nearly a third of the trade products to other nations. There is only one remarkable building, BlackReach. Gallodus- Head straight west, from Pettery. This snow covered village, is the place you will be first to head. As a group, or solo, it does not matter. Here, you can find armor, cheap weapons, weak steeds, and food aglore. You might also find that you have a cousin here. There is nothing really important here, a blacksmith, few scattered farms, and an inn. Desert Town- There is no real name for this town, as it is can barely be called a town. It is popular for Gharas, (insert race), (insert race), and the occasional dwarf or two. The city has a pop of about a thousand. It got its name by being near the lightning bolt shaped desert. Races have been disappearing recently, and nobody cares to mention why. The only important building is the Race Gathering, held at the city hall every once a year. Poutleni- The city in between Desert Town and Sil. Its a poor town, and a deserted one at that. It houses the assassins guild, near by. The location of the Nightmares isn't quite known, they assume they have the hide-out in the dense woods. The town isn't remarkable, in any other way however. Ryse- The capitol of Azure, fit with the name. The Blue Palace resides the king, Alexander. The place is magnificent, with a clear emerald sparkling river running right through the center. The bridge of Ryse, leaps over the bridge, connecting the Elven side to the Human side. The Blue Palace is in between both sectors, and the river was painstakingly carved past the palace. It is a beauty, in of itself, with the waterfall curving behind it. (Serious magic went into that.) The city is broken into two districts, elves and humans. The only reason they were separated is the occasional human drunk which cuts to bits an elf. Either way, there is little crime here, or anywhere. The important buildings would be the temple of all, Blue Palace, bridge of Ryse, and Nightmare House. End- A weirdly named city, on an island. It is the only island in Azure's captivity, but, then again, nobody really knows anything about it. Home to the remains of the Thieve's Guild. III- Languages and Slang The language is Catan (Japanese for us.) Slang Hs- Rebels Goodies- Forces Jarl- Baron basically. Gert- Guards Ayi- Get lost quickly. Stand- Commonly used meaning that there is a plentiful stand near by. IV- Common plants and Animals Deer- A simple animal, it provides a hide and two pieces of raw meat. It can be killed quickly, and easily. Benefits- Meat, Hide Wolf- This animal will attack you, but its pretty weak, Jab it with a dagger, and it should be done. Occasionally you will get Stone Virus from a wolf which bites you. You can tame this pet if you have the perk: Man of the Animals Benefits- Wolf Hide, ? (Occasionally) Bear- This animal is dangerous, it is not recommended to wake it. Especially a snow one, as it often tears and hacks with claws. You will get Fisher's Virus if it stabs you, so you might want to invest in arrows for this. Benefits- Bear Hide, Meat, ? Western Eagle- This animal is friendly, and is a tamable pet. Killing it is useless, but giving it a home is worthwhile. It can spot enemies, and help you battle by giving you a warning sqwack. Benefits- Nothing, except for being a companion. Dog- It will attack, and it is as bad as the wolf. It is impossible to tame it, unless you complete the Daedric quest, Barley's Coming Home. Benefits- Dog Ribs Troll- A troll normally lives in a forest, guarded by trees. It preys on loners and groups alike, attacking with its club. Depending on how technologically capable they are, the club is made from different material. Usually it is either stone or wood, although, occasionally there will be a troll with a silver. High dangerous, not recommend to hunt down at all. Benefits- Troll Fat, ?, ? Club Mammoth- This is a peaceful animal, and best left-alone. It doesn't really care for you, and its pretty cute. It gives you a ride if you can tame it correctly. Benefits- Mammoth Tusk, ? Salmon- This is an easy animal to catch. Simply dunk under water, and grab some salmon. Benefits- Salmon meat Redsnapper- A fish which you can use to make potions and stuff. Like Salmon, except a bit harder to find. Benefits- Redsnapper scales, Redsnapper meat Bublafish- A fish which you can use to make potions and eat. Like Salmon, except much harder to find. Benefits- Bublafish scales Crab- A simple crab you can find on beaches. Benefits: Crab meat _____________________________________________________________________________ Plants, trees, and other forms of vegetation. Morning-Sun- The top of the flower is shaped like a sun, with the petals and the center orange and red. It is normally found in the meadows and plains. Harkroot- A small, delicate herb, that has brown and orange flecks on it. It is known to grow on the graves of the dead. Tundra Vine- Despite it's name, the Tundra Vine grows in hot, arid places, and is often used in often used in potions. It has a brittle, dry texture, and is colored in hues of brown, orange, and red. Sentra's Victory- A flower named after the late Queen Sentra, who led the army in the war of Sevn. This is famous for growing around the castle, where the final battle took place of the war. It has a red color for its petals. Caden's Mace- This flower has large, almost spike-like petals, and is colored with dull shades of brown and grey. It grows in forests, and is known to have healing properties. Grass- It may not sound like much, but when mixed with some ingredients there can be a pretty crazy contraption. Zenophile- These are berries, the size of peas. They have a blue color, and a grainy texture. They earned their name, because when mixed with Zeno, they create a very goopy liquid. They are very poisonus however, but they are rare. They grow in a special region called Tenebbel, and only have a crop about ten per month. Making it the third rarest plant in the region. Geleset- The leaves from a Geledine tree, they are a greenish-yellow color, and are often used in potions to cure common diseases. Zeno- A piece of wood from the Zeno tree. The Zeno Tree grows everywhere pretty much. Silkwood- A pale tree with that lives forever using it's roots to expand and using the roots it grows more trees, making a forest from one main tree. The wood to the touch is very soft, but when attempting to cut down the tree, it is a task. Silk trees wood is used for silk paper which is what the rich use, commonly called silk scrolls. A very expensive type of scrolls that is very costly, but gives a unique feel and look. Zeno Leaves- They come from the Zeno tree, and they are golden year round. Very brittle, but edible. They taste like some kind of grain. Geledine tree- A small, frail looking tree with small, pear shaped leaves. It has light blue coloring for the leaves and bark, and has gnarled, twisty roots. The Gelodine Tree, is found on tall hills and mountains, and the occasional plain or valley. It's bark is known to be able to make strong poisons, and it's roots' the antidote. Seftly- A root which grows under a Zelon tree, and there is only one. It is considered the mystery root, as the normal plant has a vastly different root. It has a starchy taste, with everything working on a concerto for a delicious treat. Often used as candy, for the poor. Even the rich are caught occasionally digging up the root, however there is a sinister side to it. Sun Whelp- This plant gives off a very vibrant yellow. The flower has eight beautiful petals when glow in the nighttime, making it desires by beauty and fashion freaks. When mixed with Seftly and Zeno leaves, it produces a rubbing sauce that when applied to cuts, scratches, burns, and bites. It will heal them up amost instantaneously, though Sun Whelps are said be extinct, others say the Sun Whelp garden, a mythical patch of Sun Whelps, still exists today and is guarded by a Sun Guardian. Yew Tree- This is a simple piece of wood, often used for assinations. It is a bit gritty, as it is made to look like an accident. Chop these up, put them in a steak, and bang. You got a nice little choke. Furnish- This flower is famous for being hard to find, and the color. The stem is orange, and the petals are red. The center of the Furnish is yellow, and the leaves are brown. Watering them temporarily turns them into a soft, mellow blue color. The flower is the fourth hardest to find in the lands. Kelt- This takes the shape of a four-leaf clover, except it is six. The taste is earthy, and a bit spicy oddly. Foreigns- A plant very few have seen, probably the rarest or the second, or extinct. Some say it has a spicy taste, some say a sweet taste. It is agreed that the plant is in a drab gray and black color. Welons- A watermellon shaped fruit, with a nice tang. Other then that unusual fact, it is normal. Apples- A normal apple. Good for some kind of health potion I guess. Nightshade- A rare plant, which only grows in the shade. It seems to be very popular around graveyards. Imagine a lily, then add black to the pom-pom thingies sticking out. Banana- A simple fruit, perfect for health potions. V- Skill OverView Skills are ways which will help you conquer Azuren. When you level up, you can pick a skill point. Each one leads to another skill which is unlockable. The skill you chose can have a varriying effect. VI- Stealth X----\---------------/-------X[ -------\_______X[[-------[-----X -------/--------------\-------X[ X----/ Right X 1- No Resistance Your clothes bare no resistance against noise, even if its armor. However, you will still make the same amount of noise jumping and rolling. Left X 1- Smooth You can run faster. Middle X 1- Lockpick Extrodanary You can pick locks easier. Right X 2- Pickpocket Extrodanary Picking pockets makes everything better, and this makes it easier. Left X 2- Stealth You can sneak easier, and when jumping there is no sound. Middle X 2- Hawk You have the ability to jump higher, move quicker, and stay silent. VII- One Handed X---\___X____X X---/ Left- Dual You can dual wield with better results. Increases damage, by x2 points. Right-Slam You can perform the finisher slam. When you slam, the person's heart is for the taking be your sword. You kick the guy back, and boom. Instant kill. Only works when you can kill with your sword in two hits. Middle X 1- Offering You can simply off someones head. This serves no real purpose, except for unlocking two quests. Middle X 1- Vegance You fight better with one handed weapons. IX- Two Handed -----------------/--X-----X X---X---X---X/--------X/ Bottom X 1-Smash You can use warhammers. Bottom X 2-Eagle You can fight with spears much better. Bottom X 3-Melist. You are much more effective with greatswords and warhammers. Spears are increased slightly, and pikes do x2 more damage. Bottom X 4- End You can rib heads off. This serves no real purpose, except for unlocking two quests. Top X 1- Miss You can dodge effectively with two handed. Bottom X 4- X1- Enchanting X----X\ --------X------X X-----X/ Left X-1 Right X-1 Left X-2 Right X-2 Middle X-1 Middle X-2 Fire- Put's whatever you hit on fire. For swords and bows. Life Drain- Drains your enemies life, mana and stamnia. For Swords and Daggers. Holy Enchantment- Is very effective on unholy things. Like, Vampires, Werewolfs, Demons and ect. For swords, bows and daggers. This is a normal skill sheet, but there is a how to enchant at the bottom of this section. XXIII- Weapons Try to shoot for 70+. Wood, Stone, Iron, Silver, Obsidian, Glass, Elven, Mechanical, and Daedric Short-blades/weapons: Common among low-level criminals, thieves, and the general peasantry, the short blade is usually cheap and easy to handle. Many are used in one hand, and allow freedom of movement through light-weight and maneuverability; handy for the stealthy and dexterous adventurer. Wood: Wooden Spike- A shafted stake with a polished grip, this inexpensive weapon can also be used to set traps and snares. Its cost accounts for its unreliability, ranging around 1-2 gold coins, and doing 2-3 damage with a piercing jab or thrust. Wooden Cudgel- A stout piece of fashioned wood with a rounder, broader end, it is popular with tavern bouncers and brawlers. Being a blunt weapon, it is durable and cheap, usually costing 4-8 gold coins, and doing 4-5 damage with a direct hit. Wooden Short-sword- This weapon is almost never used, only handled by the most desperate consumers. The cost and time required to fashion a wooden blade to a carved handle makes it the most expensive low-quality weapon in the market. 6-60 gold coins depending on quality, with 1-6 damage depending on quality. Stone: Stone Dagger/Knife- A low-life mugger's classic, this blade is merely a flat piece--somtimes curved--of sharp stone bolted into a carving handle. Many blacksmiths claim this weapon to be their first created, due to its ease of making traded for unreliability; the blade tends to wear off over use, yet could be repaired at a costly price. 5-8 gold coins, 2-9 damage depending on quality. Stone Short-Sword- Also heralded like the wooden sword, this weapon however does yield more reward than its wooden variant, or more "bang for your buck." Like the stone dagger, the blade itself can be restored at a price. 12-75 gold coins depending on quality, 3-12 damage depending on quality. Stone-Knobbed Mace- A large, crenelated (or smooth), door-knob-like head is fashioned onto a stout handle of a cudgel to make a lethal blugeon in combat. Favoured and prized highly by brigands and bandits, its cost and reliability is favoured among second-tier arms. 15-20 gold coins, 10-15 blunt damage. Stone Hatchet/Handax- This portable, multi-purpose wonder is a small, triangular blade that is secured into a thick wooden handle, able to cut wood, skin and gut game, and hack at living flesh. Its loayalty to the public has given markets a large stock of these small dynamos. 10-12 gold coins, 10-14 hacking blunt damage. Stone Flail- A huge stone-ball can be welded onto a handle-and-chain, making it the only two-handed (depending on size) weapon in its material category. Its effectiveness in the field depends on the skill of its wielder. 28-32 gold coins, 5-28 blunt damage Iron: Iron Dagger- Like its predecessor, the iron dagger is an ideal instrument of use for the impovrished and the degenerate. Its sturdy constitution allows it to endure more hardships, as well as novice use for maintaining and sharpening the weapon. 8-12 gold coins, 9-12 blade damage. Iron Long-Dagger- This variant of the Iron Dagger increases the size of the weapon, yet would not classify as a short-sword of sorts. 10-12 gold coins, 9-12 blade damage, increased range. Iron Hatchet- A dependable weapon, it has been fashioned ideal for the traveling woodsman or nomad. The axe-head has been improved, baring a curved blade fastened to a finely crafted leather-bound grip by a metal wedge at the top of the weapon. 15-20 gold coins, 14-20 hacking blunt damage. Iron Short-sword- A huge step from stone material, the double-edged iron blade is ended with a broad, triangular tip; a favourite for thief-catchers or vigilantes who want more than dagger or shiv can offer. Magic Spells and Staffs: Fire and Water Eternal Flame- A flame which you can cast deep within your soul. Depending on your class, and your personality, does the damage. Typically, the more inraged, the better the results are. 100 gold coins. Fire Hailberd- A bird which zooms in from afar, slicing your opponent, leaving a flame catch on him. Depending on your strength, the bird can make up to five passes. Damage 60-100. 175-250 gold coins. Flameball- A fireball essentially, except you cast it from both hands. It opens a portal, which shoots the fireball out, and did I mention the ball is black? Also, you have a small change of summoning undead from the Void. Typical damage is anywhere from 70-90 damage. Effective against undead. Goes for about 200-250 gold pieces. Blaze- Summon a weak fire line. Goes for about 10-20 pieces, and anywhere from 5-10 damage. Superior- A flame spiral, which you can summon with all your might. It is an unsaviable force, which will take out all around it. It is about five to ten feet wide and probably 50 feet high. This thing will wreak heavy damage. The fire goes from yellow, to orange, to red, to blue, and finally to black. However, nothing will be salvagable, and you will have no mana left for a while. Goes for about 400-500 pieces. Raze- An infamous spell, it burns the ground, and raises the dead. Anyone within reach of the spell with have a devestating blow of 10-210 damage. Fireball- A normal fireball. Goes for about 10-20 pieces, and damage done is 10-15. Tell- When you are on your last legs, you can summon this spell to heal you fully. It will ruin your mana, and the fire shock isn't exactly that effective, but its useful. 200-250 Coins. Damage is about 40-50, and this is a spell which will automatically summon when you are at 20 HP. Seventh Swim- A spell which raises water up through the ground, and slices through all enemies with in the spiral gear shape. It then flies away, capable of hitting you. A risky, but deadly move. 90-140 Damage for the first attack. 40-50 for the water shard attack. Goes for about 250-375. Shatter- A move which sounds like an earth move, but in reality it makes a pool of water. It sits stagnant for a few seconds, before shark teeth launch at the closest enemy or ally. The teeth rip through flesh, and if it by chance hits the heart, he's done for. Damage depends on where it hits. Usually priced at 190-210 pieces. Wave- A spell which simply summons a wave to hit an enemy. It does no damage, but effective for large groups, so you can shove them back, and if possible, over an edge or into a bunch of weapondry. It does no damage, but it goes for about 100-300 gold pieces. Worned- A steam spell, you cast a ton of steam. It damages everyone in it (including you) by 20 per minute. Goes for 100-200 pieces. Shards- A water spell, which you can use to send shell shards, boiling water, and the occasional sea monster. Does about 15-70 damage, and costs for 40-50 gold pieces. Fire Dash- It will let you turn into fire and teleport. What ever you go through when you teleport it catches on fire. It's not very rare, and the damage is 10-17. And the price ranges 100-180. Thunderstorm- A simple spell which will make it rain. It does no damage, but its helpful for sneaking, assualting a heavy guard of troops (heavy armor and mud don't go well together), and overall ticking off. Costs about 100-110 pieces. Chaotic/Void and Aether/Order Malefic Visions - A Void spell that tortures the enemy's mind with horrific visions of death and murder. It may shatter minds. Deals 10 damage constantly to the afflicted. Goes for about 700-1,000. Corrupt - Changes the enviroment around you to the Void planar. It allows you to control the space that is corrupted at will. Dark Bolt - A pure void energy bolt that damages the enemy from the inside out, a simple yet effective spell at killing things. Deals about 10-25 damage and cripples the enemy. Fiendish Chain - A lockdown void spell that conjures chains from the depths of the void around the opponent, this prohibits them from making any actions due to the material of the chains. Voidling Call - Summons a small group of frenzied voidlings from the depths of the void. They are like 4-legged large insectoids. They are not easily controlled, however and tend to break free of their master's grasp. Each Voidling deals about 80 damage, the full group around 560 Vitality Drain -This spell will let the user throw and drain the life out of the enemies body. When you use the life drain power it gives you back stamina and life back, but mana drains out quickly. This is a pretty cheap spell, but hard to find. On best occasions it is about 300-600 coins, and on bad occasions it is impossible to find. A cheaper way to do this, is become a vampire. Drain-This is a more powerful version of Vitality drain, you can't throw your enemies, but you can drain up to five enemies at once. And you have 10+ health for 30 seconds. This spell isn't as rare as the other spell. But you need to pay more for it. 400-730 gold coins. Ice and Ground Glatic Ice- You can summon a huge icecicle, much like a spear. You can throw it, jab it, or simply send it against the ground, and you will cause a mini earthquake. The ground affected by this will freeze over, with snow. Enemies will be damaged, but not a lot. However, the earthquake will kill buildings on its stands. Glacial Force-This spell will freeze enemies, and push aside anyone that isn't hostile. It doesn't do any damage. The ice is easy to break, so you could attack your enemies while they're inside the ice. But the ice melts quick.This spell sells by most merchants is about 20-140 coins. However, it usually leans to the costly side for this. Finding a twenty coin book would be about hay day. For a footnote, this spell should only be used when you are pinned into a corner. Obviously a defensive spell. Glacier Beast- You can summon a medium-sized ice golem, which will attack for you and rarely freeze your enemies. This golem will last until they die, and you can only have one at a time. This spell is sold by mages and sometimes merchants for 200-350 pieces, but it's rather rare. Freeze- This spell can be directed at any small source of water, and you will be able to freeze it. It can be used for mobility, or to try to make an enemy slip. This spell is sold by most merchants for 50-75, and it's not much of a rare find. Icey Wind- Summon a wind that will blow back enemies a small amount, and deal 7-20 damage to them. This wind lasts a short amount of time, and is commonly used. Merchants sell this spell for 75-175, and it's moderately common.
|
|
|
| Report Abuse |
|