Do me a favor and post your various gripes with help files here. POST IT IN THE FORMAT GIVEN (copy/paste) or it'll be ignored. Off-topic posts will be deleted.
Note; any helpfiles that are not readily available to the public (such as those detailing qrace/class skills, cabal skills, etc) should NOT be posted, but instead placed in my inbox or on the prayer forum.
Text : DEMON REQUIREMENTS
Classes: Warrior, Berserker, Cleric, Shaman, Battlemage,
Necromancer, Dark Knight
Races : Human
Level : 15-30
- MUST INCLUDE WORDS "demon application" in application subject
- Must be evil aligned
- Must be follower of the way of Discord and powers of Chance
You must send a scroll of application to Immortal, scribing of your
history, goals, and any deeds you think may help your chances to be
approved. The scroll must bear the title which includes words demon
and application or it will not be considered. If your scroll is
approved you shall be made to know what else is required of you.
See also: HELP DEMON
Fix : Add updated information (RP point requirements, PK requirements, completed character history). Add relevant helpfiles (help rp points, help history)
Text : DEMON REQUIREMENTS
Classes: Warrior, Berserker, Cleric, Shaman, Battlemage,
Necromancer, Dark Knight
Races : Human
Level : 15-30
- MUST INCLUDE WORDS "demon application" in application subject
- Must be evil aligned
- Must be follower of the way of Discord and powers of Chance
You must send a scroll of application to Immortal, scribing of your
history, goals, and any deeds you think may help your chances to be
approved. The scroll must bear the title which includes words demon
and application or it will not be considered. If your scroll is
approved you shall be made to know what else is required of you.
See also: HELP DEMON
Fix : Add updated information (RP point requirements, PK requirements, completed character history). Add relevant helpfiles (help rp points, help history)
Demons can't be lawful, right? It might help to add that, since lawful aligns can technically fit all the other requirements.
I still see that help file Aulian. Rolled a new character and saw it on creation, after login and in the 'offline' (connected but not logged) help files. Could be just you.
However:
(I need a wider screen for your huge line break, Volg.)
File: HELP HUMAN4
Text: HUMAN4
The color of human skin, eyes, and hair ranges from a dark brown, nearly black,
to a very light pale blue. Many humans are born with blue eyes that quickly
darken into their final colors. Hair, on the other hand, may start light, grow
dark, and finally turn grey or white in a human's senior years.
A typical Aabahran human diet contains much meat, usually duck, especially near
Val Miran and Maelbrim. Western humans also cultivate and eat a great deal of
grain. They drink milk in addition to their staple of water. In the east, food
is scarcer, with the meat and grain being replaced by fish and aquatic
vegetables. Most humans enjoy drinking some kind of alcoholic beverage, usually
for recreation or ceremony. In addition, some humans enjoy the use of herbs,
perhaps due to greater magical effect that humans feel.
Most humans, being social creatures, place a great importance on physical
appearance. Both genders will adapt their appearance to fit what they think
will achieve their social goals. Wealthy humans love to collect polished stones
and metals, especially gems, and often display these prominently. Likewise,
warriors seek to cultivate and display battle scars and muscles, young women
stylize their hair and show the latest fashions, and so on.
Society:
Nearly all humans are very social creatures and typically live in a small group
called a family. Groups of families often cooperate with each other to form
clans or communities. Clans or communities then order themselves into class
hierarchies to form city-states. A number of city-states collectively make
kingdoms and kingdoms merge into empires. Humans love to politically organize
things and are very active in forming political groupings at all scales.
Politically, they are extremely aggressive, expansionistic, and territorial
creatures, so they have staked themselves out as the major society in Aabahran
today. However, this society is hardly harmonious as humans have a tendency to
cling more to individual goals and ideals rather than do what is best for the
species. As such, they are constantly at war and competing with each other.
Perhaps the only thing more interesting to humans than drawing up political
structures is the acquisition of wealth. Humans make incredible merchants
due to their varied personalities. Where one human may be rejected, another
human can get her foot in the door. Their economic practices are almost as
expansionistic as their political ones and are far more cunning. It is because
of human merchants that the world is linked together, the commodities flowing
into Maelbrim to be rerouted to their end destinations across the land.
Relationships with Other Races:
Because of their economic forays, humanity has established some kind of contact
with all of the other major races. Since humans and other races have widely
varied outlooks on each other, it is simplest to describe it in terms of
location. Maelbrimese enjoy a great relationship with the neighboring gnomes, a
good relationship with the dwarves and elves, and are amiable to the avians,
storm giants, stone giants, and minotaurs. Val Mirans get along best with
halflings and storm giants, and they are comfortable with the slith and dwarves.
Miruvhorians get along best with the undead and fire giants, and have some
positive contact with the drow, illithid, and demons.
The main two enemies of humanity are the werebeasts in the west and the feral
in the east. Relations are neutral to poor with the duergar, ogres, and fae
whose home settlements are too remote from the human city-states to facilitate
much interaction. The other races often use humans as a neutral medium in which
to communicate with each other. They do so because humans are centrally
located, have established contact with all the races, and are so populous that
anyone hardly notices a missing human or three should things go wrong.
Humans can be the following classes:
All
Fix: Humans can't be BLM's anymore.
File: HELP STORM
Text: STORM
Storm giants are the most intelligent of giants. They live in cities built underwater and on the land surrounding bodies of water. Despite being civilized, however, they are still rough and quick to ire, and their chaotic tendencies have caused them to being dubbed 'Storm' giants by humans.
Like all giants, storm giants have a size advantage over most adventurers, and are resistant to physical attacks. They also share with other giants an innate mastery in bash, body slam, and enhanced damage, although their slow minds make them vulnerable to mental attacks and spells. Storm giants are uniquely resistant to lightning, and can travel above and below water without the aid of a boat, and their natural affinity for watery grounds grants them large skill bonus when on water.
However, storm giants cannot use wooden equipment in their adventures, much as elves shun the touch of iron. Despite their unpredictability, they are followers of the Light.
Storm giants can be the following classes:
Warrior, Berserker, Cleric.
Fix: Needs some love. History, Usual Height, Hometown, Religion, Physical Features, Society, Relationship with other Races. Add suffix of 'giant' to the help title?
File: HELP STONE
Text: STONE
Stone giants inhabit the wilderness of Aabahran, and live by using their brute strength to crush their prey when they hunt. However, much as other giants, their raw strength makes them very clumsy when it comes to avoiding attacks. Stone giants are natural wanderers, and are often found alone in places away from crowds. They are largely ignorant of cities and laws.
Like all giants, stone giants have a size advantage over most adventurers, and are resistant to physical attacks. They also share with other giants an innate mastery in bash, body slam, and enhanced damage, although their slow minds make them vulnerable to mental attacks and spells. Having no additional resistances they also lack any true weaknesses. They are neutral in alignment.
Stone Giants, unlike the others possess the ability to use boulders as thrown weapons in certain types of terrain.
Stone giants can be the following classes:
Warrior, Ranger, and Berserker.
Fix: Needs some love. History, Usual Height, Hometown, Religion, Physical Features, Society, Relationship with other Races. Add suffix of 'giant' to the help title?
File: HELP FIRE
Text: FIRE
Fire giants are found in the mountainsides, especially in volcanic wastes. Typically living in small villages, they often fight among themselves to establish power and ranking within their crude communities. Fire giants are also known to quarrel with goblins and orcs over living space and hunting grounds, although they are not smart enough to organize themselves to fight full-scale wars.
Like all giants, fire giants have a size advantage over most adventurers, and are resistant to physical attacks. They also share with other giants an innate mastery in bash, body slam, and enhanced damage, although their slow minds make them vulnerable to mental attacks and spells. Like their name implies, fire giants have adapted themselves to their hot surrounds, and are thus resistant to fire, and extremely adept with any weapons made of fire, or causing fiery damage. However, ice attacks are foreign to them, and they are vulnerable to such attacks. They are naturally evil.
Fire giants can be the following classes:
Warrior, Cleric, and Berserker.
Fix: Needs some love. History, Usual Height, Hometown, Religion, Physical Features, Society, Relationship with other Races. Add suffix of 'giant' to the help title?
File: HELP HALF-ELF2
Text: HALF-ELF2
Physical Features
Similar to their ethical beliefs, half-elves are far too diverse to sum up in
brief. The mixing of their blood tends to yield a vast array of physical
attributes, ranging from half-elves that could be mistaken for their fairer
skinned, pointy-eared kindred, to those that look like they could walk into
a tavern and sit between any two humans without anyone being the wiser.
One trait that does tend to be fairly consistent is almost a perfect mixture
of the almond eyes of an elf with the rounded orbs of a human, to create eyes
that are oval-shaped. True half bloods also tend to have slightly pointed ears,
however less long than a true elf's. An elf with human blood from a few
generations removed would still be considered half-elven by the pure blooded
elves, even if this heritage is not readily visible. However a human with only
a little bit of elven blood would simply be considered a ,perhaps a bit more
slender than usual, human.
Society
Because of their random and scattered inception, half-elves tend to lack a
strong sense of community. They associate with each other, and often show
great hospitality to those that share similar history with them; however, they
simply are not prominent enough to have established their own separate society.
Instead, they simply do their best to fit into whatever lives they can make for
themselves.
Relationships with Other Races
Half-elves, again, have little to no real society for themselves. As such,
relationships with the other denizens of Aabahran are formed on a truly
personal level. In the case of a half-elf that is nigh indistinguishable from
either a human or a pure elf, they may be treated accordingly by the other
races. But, for the most part, their presence in the world is what they
make of it.
Half-elves can be the following classes:
Warrior, Bard, Ranger, Monk, Paladin, Thief, Ninja and Blademaster
Fix: Semicolons after "Relationships with Other Races" and "Physical Features", etc, but that's across a number of racial help files, too. The big fix is Half Elves can be Thieves, Monks, Ninjas, Paladins, Warirors, Clerics (and I'm sure Healers), Rangers, Battlemages, Invokers and Blademasters now.
I was planning on submitting new help files for those giant races when I made one, but that might be a long time coming. These are just the ones offhand and that I can post here. I've got one or two to PM you still.
I don't know how to make fancy red text. This is help avatar requirements.
AVATAR
REQUIREMENTS
Classes: All
Races : All
Level : 15-30
- MUST INCLUDE WORDS "avatar application" in application subject
- Must be good aligned
- Must be follower of the way of Purity and powers of Life
- Must have killed at least one player (pk).
- Must have a minimum of 20 rp points.
(Note: Any qrace/class character that falls below this rp point minimum
requirement runs the risk of losing their character.)
- Must have a completed character history (help history)
You must send a scroll of application to Immortal, scribing of your
history, goals, and any deeds you think may help your chances to be
approved. The scroll must bear the title which includes words Avatar
and Application or it will not be considered. If your scroll is approved
you shall be made to know what else is required of you.
See also: HELP AVATAR, HELP RP POINTS, HELP HISTORY
I believe that the level requirements are now 1-30
Just expanding on Aulian's post as I believe this is what he's driving at aside from the lost help file. I've been wrong before, though.
But sticking with the OP's instruction of "Stick with this format or I'll eat your beloved pet from now til the end of time":
File: HELP WEREBEAST
Text: History:
During the first age of Aabahran, chaos ruled. In this time that became
known as The Bloodletting, vast hoards of demonic beasts and undead roamed
unchecked throughout all the four corners of the world. In the wake of
this terrible march, all that was once fertile and populous was left as a
blighted, scarred wasteland where no plant would grow, nor spring appear
from the earth. The ancient forests that once thrived between the peaks of
the Dragon's Teeth mountains and Miruvhor were all but destroyed, replaced
by a hostile and festering waste. The inexorable armies of death and chaos
marched tirelessly on, moving towards the Emerald Forest in the southeast,
Drkshtyre Wood in the southwest, the Woods of Banor in the north, and the
ancient Haon Dor in the west.
With every step the armies of Chaos took, Gaia cried out in anger, sadness
and pain. The Earth Mother, and essence of Nature itself, was growing ever
weaker. With each life that was extinguished, with each patch of earth
that was defiled, with every stream that was befouled - Gaia's life force
grew dimmer and dimmer. Those who resisted the armies of evil were divided
and afraid, their numbers dwindling. It looked as though none could halt
the fell tramp of doom.
In this moment, Gaia feared for her own existence.
So, after the forests west of Miruvhor were completely overrun, the Earth
Mother wrought a great and powerful magic, the likes of which had never
before been seen in Aabahran. The briefest of tremors passed through all
life in the world, as Gaia spun the web of magic that divided her own life
force into four pieces. After the spell had been cast, the remnants of
Gaia's consciousness fled into the recesses of the earth to await the day
of rebirth.
The four pieces of Gaia's soul each took the form of one of the Earth
Mother's favored beasts; the bear, the wolf, the tiger and the falcon. It
was in these forms that these forest spirits travelled to the four corners
of the world to appear before the most stalwart defenders of nature. In
the Emerald Forest, a hermit turned chieftain named Erigoth was infused
with the spirit of a great wolf. It is said an enormous, ghostly falcon
circled the rambling boughs of Drkshtyre Wood before descending upon
the humble home of Shreev, an ancient druid woman. Acorns were shaken
from their branches in Elium as a bear of impossible proportions roared
it's way through the lines of battle to grant Gaia's blessing to Korga,
a fierce and loyal berzerker. Anistja, the leader of a small band of
huntresses who lived beneath the eaves of Banor appeared ready for battle
one morning astride the back of a fearsome tiger.
Each of these warriors found themselves blessed not only with the spirit
of Gaia, but with the ability to change form into the beast that had
visited them. When transformed, they found that all the physical powers
and attributes of their particular beast were at their disposal.
The progeny of these four chieftains were also blessed, but as the blood
line was often diluted with common humans, it is no longer possible for
the descendants of these warriors to have any say in which beast's form
they are granted.
Usual Height:
Werebeasts, when not transformed, share the same proportions as humans.
When transformed, however, they can be larger or smaller depending on
which form they have taken.
SEE ALSO: HELP WEREBEAST2
Fix: Add a WEREBEAST header.
In the history, it hints that you can get one of four forms but that's the only information on any of these. Perhaps a new help file WEREBEAST FORMS be added that gives you a little more information on the abilities of said forms but without actually telling you outright what they do? Or add the information to the existing TRANSFORM help file. Additionally, weren't there new forms implemented? Jaguar, badger, vulture and boar? It's shown in this thread, but not this one. Unless you found the first thread, you wouldn't know you could apply for them but putting them in with the other four forms could alleviate that. The history would then need updating a bit, too, depending on the lore behind it.
Nameless:
The 'More Reply Options' has the text editing toolbars. Quick reply does not.
HELP WEREBEASTHelpfile seems fine. Aulian's just weird.
Added the NORMAL and APPLICATION wereforms to the helpfile.
HUMAN4
Fixed. Not perfect, but fixed. I'm not gunna rewrite all that for three characters.
GIANTS (STONE, STORM, FIRE)
I simply don't have the time to write out histories for these races at present. If anyone is interested in writing out racial histories for these, or any other missing race it would be greatly appreciated. Simply write it out and place it on the prayer forum for editing/adjustments as necessary.
HELP HALF-ELF
Now contains the proper class info.
REQUEST: Someone look at HELP CLASSES and fix it, post it here. I'll copy it to the MUD.
Provided the exp penalties are correct and there aren't any other class changes:
Corrected a minor mistake. Should be good to cut/paste now.
CLASS CLASSES The Forsaken Lands offers the following standard classes: _______________________________________________________________________ |War|Mon|Ber|Ran|Bla|Nin|Thi|Bmg|Inv|Cle|Hea|Sha|Nec|Dkn|Dru|Pal|Bar|Adv| _____|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---||Human| X | X | X | X | | X | X | X | X | X | X | X | X | X | X | X | X | X ||Elf | X | | | X | X | X | X | X | X | X | X | | | | | X | X | X ||Drow | X | | | | X | X | X | X | X | X | | X | X | X | | | | X ||Dwarf| X | | X | | X | | | | | X | X | | | | | | X | X ||Duerg| X | | X | | X | | X | | | X | | X | | | | | X | X ||Half | X | | | X | X | | X | | | X | X | | | | | | X | X ||Gnome| X | | | X | | | X | X | X | | | | | | | | X | X ||Avian| X | | | | X | X | X | X | X | | | | X | X | | | X | X ||Fire | X | | X | | | | | | | X | | X | | | | | | X ||Stone| X | | X | X | | | | | | | | | | | | | | X ||Storm| X | | X | | | | | | | | | | | | | | | X ||Illit| | | | | | | | | | | | | X | | | | | X ||Mino | X | | X | | | | | | | | | | | | | | | X ||Slith| X | | | | X | | X | | | | | | | | | | | X ||Beast| X | | | X | | | | | | | | | | | X | | | X ||H-Elf| X | X | | X | X | X | X | X | X | X | X | | | | | X | X | X ||H-Dro| X | | | | X | X | X | X | X | X | | X | X | X | | | X | X ||Faeri| | | | | | | X | X | X | | | | | | | | X | X ||Ogre | X | | X | X | | | | | | | | | | | | | | X |'-----'---'---'---'---'---'---'---'---'---'---'---'---'---'---'---'---'---'---' Bard 0 exp extra Weavers of Aural Mysticism Berserker 25 exp extra Warriors of Rage. Healer 50 exp extra Priests of Healing. Thief 75 exp extra Rogues of Guile. Monks 100 exp extra Disciples of the Martial Arts. Druid 125 exp extra Priests of Nature. Ninja 150 exp extra Masters of Stealth. Paladin 175 exp extra Warriors of Good. Dark-Knight 200 exp extra Warriors of Evil. Warrior 225 exp extra Masters of Heavy Combat. Cleric 250 exp extra Disciples of the Deities. Necromancer 275 exp extra Mages of the Undead. Ranger 300 exp extra Warriors of Nature. Battlemage 325 exp extra Mages of the Blade. Invoker 350 exp extra Mages of the Elements. Shaman 375 exp extra Prophets of Suffering. Blademaster 400 exp extra Disciples of the Blade.
Not sure if we can resurrect this thread from time to time, but I'm going to anyway.
File: Help Experience
Text: EXPERIENCE LEVEL XP
Your character may advance in power by gaining experience. The experience
points needed to attain your next level is determined by your experience
points per level at level 1 + 20% for each level. Therefore, a human warrior
(1500 experience points per level at level 1) would need 3000 experience
points to get from level 6 to level 7.
You gain experience by:
being part of a group that kills a monster
improving on a skill or a spell
You lose experience by:
slaying good aligned mobiles if you are also good aligned
fleeing from combat
recalling out of combat
being the target of certain spells
dying to mobiles
The experience you get from a kill depends on several things: how many
players are in your group; your level versus the level of the monster; your
alignment versus the monster's alignment; how many of this monster have been
killed lately; and some random variation.
There is a big experience bonus for groups of three and a small bonus for
groups of two.
Fix: Human Warriors don't have a total 0 exp penalty anymore. Half-Elf Bard should replace the example (until bards get an exp penalty). Do we still lose exp on recalling out of combat or fleeing? The latter I'm sure has been removed, but not sure about the former. Rework of the 'dying to mobiles' should be had as low level deaths don't give the exp penalty anymore. Number of deaths and/or level one loses that ability should be added.
Unless my memory is completely boned in some aspects.
Exp pens will stay the same until I can gauge the strength of bards. So far, lots of complaints about their strength, but not a lot of pks or "jumping up and down" from current bard players.