| Welcome to our home, a world in which anything can happen. From sprawling deserts and vast forests to massive volcanoes and luscious hot springs, Soare and the Scattered Isles are beautiful places just waiting to be explored. For the brave and the bold or the cautious and the wary, creatures of all kinds roam the earth, looking for adventure or for a place to call their own. Species of all kinds - the well-known and the unknown - thrive here, though not always in harmony. Elenlond is an original medieval fantasy RPG with a world that's as broad as it is unique. Calling on characters of all kinds, the sky's the limit in a world where boundaries are blurred and the imagination runs rampant. Restrictions are limited and members are encouraged to embrace their creativity, to see where they can go and what they can do. It's no longer just text on a page - it becomes real. Enter Our World |
| Tutorial: Spells, Skills, and Enchantments; Everything you need to know to customize your character's special powers on Elly | |
|---|---|
| Topic Started: May 7 2011, 06:25 PM (6,133 Views) | |
| Kestrel Sumner | May 7 2011, 06:25 PM Post #1 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Tutorial: Spells, Skills, and Enchantments Introduction In an attempt to promote creativity, Elenlond has employed a simple magic system, putting the creativity into your hands. That does not mean, however, that you can run wild, creating spells, skills, or enchantments that have enough power to raze buildings, towns, or entire areas – at least, not in the beginning. This tutorial is designed to help you choose your spells, skills, and enchantments appropriately. Any ability that you declare is one that is used by your character as a means of bettering their fighting prowess, their magic prowess, or the armour and weapons that they carry. This means that it is limited to spells, skills, or enchantments, and anything of that nature. Consequently, this also means that it does not include the actual physical possession of armour, the possession of weaponry, pets etc. If you still have questions, please don't hesitate to ask one of the staff members! Additionally, although we encourage you to 'upgrade' your spells by spreading them out over the three level brackets, simple, intermediate, and advanced, this is only used to keep your power in check. The levels do not mean that you will automatically be better than someone because they decide to have a skill at level one, and you have a similar skill at level two. It also doesn't mean that a shield that can deflect simple spells can't also reduce the damage of intermediate or advanced ones. When creating abilities we also ask that a character does not have opposing skills (ie. your character is a fighter whose skill set is based on speed but uses a great sword as his/her weapon). Keeping it realistic makes it more fun for everyone. Remember : it’s what you do with your abilities that matters, not how powerful they are. Thread Index What Constitutes an Ability? Do NPCs and Pets/Familiars Require Abilities? Creating the First Five Abilities and Simple Abilities in General Intermediate Abilities Advanced Abilities Recap – Overview – Conclusion IC Post Requirements Abilities in Total Additional, Useful Links Evona’s On Forum-Style Role Play Versus RPG Video Games Cobalt’s The Impact of What we Do Edited by Kestrel Sumner, Dec 30 2011, 06:37 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:26 PM Post #2 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
What Constitutes an Ability? Below you will find a list of what sorts of things will require an ability slot, and what things do not. You are more than welcome to ask questions if you should see the need, and we encourage you to, if this doesn't answer your questions. Things that Require an Ability Slot
Things that do not Require an Ability Slot
Disclaimer: This list is by no means complete. As more ideas come up and more things are added, the both lists will likely expand and grow. It is therefore to your benefit that you ask a staff member. If you think of something and would like it added to this list, please send me a PM. Note: Any items listed under the "things that do not require abilities" section can still be abilities if you want them to be. But if you need to free up slots, you may remove those listed above. Thanks to Guess and Yorishine for helping create the original list. Edited by Kestrel Sumner, May 13 2011, 08:21 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:27 PM Post #3 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Do NPCs and Pets/Familiars Require Abilities? NPCs do not require ability slots provided they remain NPCs. This means that the NPC in question is only ever used for plotting purposes for your character, you are not overly attached to that NPC (it could, theoretically, die or disappear if your plot required it), and this character will remain within the confines of any plots it is tied to—meaning it's not going to start running around of its own accord and eclipse the character it is tied to. The catch to NPCs not requiring abilities, however, is that all players involved with your plot must agree to allow any abilities the NPC may have to be used on their characters. If they do not, you'll have to find a way around it. For a more in-depth discussion of NPCs, please check out the Non-Playable Characters thread. Pets/Familiars Your character does not need to use an ability slot to physically own a pet. However, if your character's pet happens to have an ability that it normally wouldn't have—for example, their horse can fly, despite not having wings, or your character can communicate telepathically with it—you must use one of your ability slots for it to have those attributes. Please let us know if you have any questions about your characters’ companions, as the surest way to determine whether or not a familiar/pet will require an ability slot is to ask. Edited by Kestrel Sumner, Dec 30 2011, 06:32 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:29 PM Post #4 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Creating the First Five Abilities and Simple Abilities in General When you first join the forum, you are allowed to create five abilities right from the start. You may choose to create them when you post your profile, or wait until you’re more certain or have made your final decisions. If you post your five abilities when you post your profile, a moderator or administrator will review them then. If you choose to wait or don’t do so within an hour, you will have to make a post in the Review Book for review before you will be allowed to add them to your profile. Now that we’ve gotten that out of the way, let’s shift our focus to the nature of your spells, skills, or enchantments. In order to cater to all character types – mages, half-mages, and fighters or warriors, to name a few – we have designed a system that will allow for all three groups to benefit: mages are allotted spells, fighters/warriors are allowed to create skills, and half-mages are allowed a combination of both. Enchantments may be used by any character, and pertain to weapons and armour. That being said, let’s take a look at what sorts of spells, skills, and enchantments would be acceptable for you, as a new member. As previously stated, spells, skills, and enchantments that are capable of destroying buildings, towns, or entire areas, such as a chain of mountains, are definitely forbidden when you first join. Your abilities when you first begin here should be relatively simple – things that won’t cause a lot of damage, but will not leave your character completely helpless. Below are examples of acceptable spells, skills, and enchantments. Spells
Skills
Our last examples will be dedicated to enchantments. Enchantments
As you can see, these examples are relatively simple, and have some power, but not much. As you advance on the forum, your spells will become progressively more powerful. If you have questions, you are encouraged to ask them, either while you are creating your spells, or before you do so. After your initial five abilities, you will be granted another opportunity to create a new ability when you have made 10 IC posts. When you create this new spell, you must post in the Review Book so that it can be checked by one of Elenlond’s staff. This ability, like your previous five, should be relatively simple. When you reach 25 IC posts, you will again be able to create one simple ability. When each of your abilities is given the ok by a staff member, you will be allowed to add it to your character’s profile. At 50 IC posts, you will be able to create two abilities: another simple ability and an intermediate. Don’t be afraid to approach the moderators or the administrators – we’re all here to help! With the beginning set up, let’s move on to more intermediate spells. Edited by Kestrel Sumner, Oct 29 2011, 03:36 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:30 PM Post #5 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Intermediate Abilities The next opportunity you have to create a new ability in a different bracket is when you reach 50 IC posts. That’s where this part of the tutorial begins. Once you have reached 50 posts, we figure that you’ve been on the forum long enough that you can begin upgrading your abilities, or create new ones that are slightly more powerful – abilities that can cause damage on a larger scale, but not so large that it can, again, floor a town or an entire area. At this point, however, your character will be able to cause some damage to buildings (to put it into perspective), and will be on his/her way to becoming a formidable opponent. Unlike the simple abilities, however, staff members will be treating intermediate (and advanced) abilities in a two-tier system, meaning that we will look at low intermediate and high intermediate abilities. All this introduces is a spectrum of abilities, offering you more freedom to create more powerful abilities as you reach a higher post count. “Low” does not mean that they are weak – it merely means that these abilities are on the lower end of the spectrum. The transition occurs in between the beginning and end of the intermediate stage, somewhere around 170 IC posts. Once again, we will review each section individually, with several examples. First, spells. Spells
As I mentioned earlier, shapeshifting is broken into two parts. As a simple spell, your character may shapeshift into normal creatures: horses, cats, dogs, insects, wildcats, wolves, etc. In order to shapeshift into mythical creatures, such as dragons, unicorns, pegasi, hippocampi, etc., you will need to upgrade this spell. Again, you should be cautious when handling certain spells, as they can get out of hand at times. Skills
Enchantments
Edited by Kestrel Sumner, Oct 29 2011, 03:41 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:32 PM Post #6 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Advanced Abilities After you have made 50 IC posts, you will begin receiving 3 new abilities for every 30 IC posts you make – so, when you reach 80 IC posts, you will receive an additional 3 spells. From 350 IC posts onward, you will be allowed to create ‘advanced’ abilities, which, like the intermediate abilities, fall into a two-tier system. At around 600 IC posts you will be able to shift into the high advanced abilities tier. These abilities, whether spells, skills, or enchantments, will be able to possess significantly more power than their predecessors, and they will have power enough to be able to destroy buildings or small areas. As per the previous two sections, examples are below. Spells
Skills
Enchantments
Upgrading does not stop here! This scrapes only the surface of what you can do with your advanced spells, skills, and enchantments. When you reach the advanced bracket, think of it as a new opportunity to start upgrading your spells, where, instead of starting with weak spells, you're starting with powerful ones and making them more powerful. For example: If you wanted to create a spell called Meteor that called down meteors from the heavens, you would not be able to create it when you reach 350 posts. Instead, you would have to wait until you reached 500+ posts; the same would go for a spell that could flood an entire city. The more powerful your spells become, or the more damage they may cause, the more posts you will likely need. The easiest way to see this is to think of the spell in relation to how long you've been here, or how many posts you have. If you only have 350 posts and you're trying to destroy half a continent, you will receive a very firm no when you request the ability. You could, however, begin with small meteors, and work your way up to massive ones. It's up to your discretion. If a staff member says no, don't be discouraged! You can always tone the spell down, or save it for later. Edited by Kestrel Sumner, Oct 29 2011, 03:44 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:34 PM Post #7 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Recap – Overview – Conclusion With so much information to digest, I feel it’s necessary (and helpful!) to do a little recap. In the simplest terms, everything that I discussed here will be found in point form below, for those who need a quick overview before they begin to create their abilities. If nothing else, this will allow you to pick up the key points of the tutorial, for future reference.
Conclusion I hope that this tutorial has helped you in understanding what sorts of limitations exist when creating your first five abilities as opposed to your 15th or 16th. I cannot stress this enough: if you have questions, please ask the staff! We’re more than happy to help you out. Edited by Kestrel Sumner, May 7 2011, 06:40 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:35 PM Post #8 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
IC Post Requirements for New Abilities and Types of Abilities Allowed 0 Posts – 5 abilities; simple 10 – 1 ability; simple 25 – 1 ability; simple 50 – 2 abilities; one simple, one intermediate 80 – 3 abilities; intermediate all the way down to 350 posts; begin “low” intermediate abilities 110 140 170 – Begin “high” intermediate abilities 200 230 260 290 350 – 3 abilities; advanced; begin “low” advanced ... ... ... 600+; begin “high” advanced And so on and so forth. Edited by Kestrel Sumner, Sep 17 2011, 05:48 PM.
|
| (OFFLINE) PROFILE | GO TO TOP |
| Kestrel Sumner | May 7 2011, 06:38 PM Post #9 |
|
And then she was gone, her hips swinging as the knives jostled her thighs, passing by guards with her head held high, a haughty smile upon her lips.
![]()
|
Abilities in Total Per Post Count 0 Posts – 5 abilities 10 – 6 abilities 25 – 7 abilities 50 – 9 abilities 80 – 12 abilities 110 – 15 abilities 140 – 18 abilities 170 – 21 abilities 200 – 24 abilities 230 – 27 abilities 260 – 30 abilities 290 – 33 abilities 320 – 36 abilities 350 – 39 abilities 380 – 42 abilities 410 – 45 abilities 440 – 48 abilities 470 – 51 abilities 500 – 54 abilities 530 – 57 abilities 560 – 60 abilities 590 – 63 abilities 620 – 66 abilities 650 – 69 abilities 680 – 72 abilities 710 – 75 abilities 740 – 78 abilities 770 – 81 abilities 800 – 84 abilities 830 – 87 abilities 860 – 90 abilities 890 – 93 abilities 920 – 96 abilities 950 – 99 abilities 980 – 102 abilities 1010 – 105 abilities 1040 – 108 abilities 1070 – 111 abilities 1100 – 114 abilities 1130 – 117 abilities 1160 – 120 abilities 1190 – 123 abilities 1220 – 126 abilities 1250 – 129 abilities 1280 – 132 abilities 1310 – 135 abilities 1340 – 138 abilities 1370 – 141 abilities 1400 – 144 abilities 1430 – 147 abilities 1460 – 150 abilities 1490 – 153 abilities 1520 – 156 abilities 1550 – 159 abilities 1580 – 162 abilities 1610 – 165 abilities 1640 – 168 abilities 1670 – 171 abilities 1700 – 174 abilities 1730 – 177 abilities 1760 – 180 abilities 1790 – 183 abilities 1820 – 186 abilities 1850 – 189 abilities 1880 – 192 abilities 1910 – 195 abilities 1940 – 198 abilities 1970 – 201 abilities 2000 – 204 abilities 2030 – 207 abilities 2060 – 210 abilities 2090 – 213 abilities 2120 – 216 abilities 2150 – 219 abilities 2180 – 222 abilities 2210 – 225 abilities 2240 – 228 abilities 2270 – 231 abilities 2300 – 234 abilities 2330 – 237 abilities 2360 – 240 abilities 2390 – 243 abilities 2420 – 246 abilities 2450 – 249 abilities 2480 – 252 abilities 2510 – 255 abilities 2540 – 258 abilities 2570 – 261 abilities 2600 – 264 abilities 2630 – 267 abilities 2660 – 270 abilities 2690 – 273 abilities 2720 – 276 abilities 2750 – 279 abilities 2780 – 282 abilities 2810 – 285 abilities 2840 – 288 abilities 2870 – 291 abilities 2900 – 294 abilities 2930 – 297 abilities 2960 – 300 abilities 2990 – 303 abilities 3020 – 306 abilities |
| (OFFLINE) PROFILE | GO TO TOP |
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
![]() Join the millions that use us for their forum communities. Create your own forum today. Learn More · Sign-up Now |
|
| « Previous Topic · The Review Book · Next Topic » |
















