Codex
From Damasca
History
Contents |
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The Gathione
Damasca has a very exciting history...
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The Lands of Damasca
- Magrathea
- A very large continent, Magrathea once teemed with life before it was ripped asunder by the catastrophic holocaust that sank it into the ocean. Initiated by the Alkemian Necromancer, Trunker, the holocaust decimated all living things on the landmass. Fauna, flora, and Damascans alike all sank into the ocean with Magrathea, never to be seen the same way again. In destroying Magrathea, Trunker unlocked the key to Medravius' prison, freeing the rogue god to wreak havoc on the world. It wasn't until some time after the sinking that the continent itself was recovered, thanks to selfless collaboration between the most powerful Delthian mages, but now reeks of the undead who roam the land with but one purpose: To search and destroy all living creatures.
- Dureign
- One of Damasca's oldest and most densely populated continents, Dureign is home to thriving trade as well as many things old and forgotten. Due to its geographical position, the climates found on its surface range dramatically from vast, sprawling plains land, to dense forests, shimmering lakes with rolling hills and even towering mountains. Dureign is therefore the ideal home to the capitol cities of Arnoth and Ganiada, and before nearly losing their civilization to Arnoth, Alkemia's capitol was located here as well. During the Arnoth-Alkemia War, the people inhabiting the land were distracted from more pressing matters. The lunatic Arnothian General, Tritan, found therein the perfect political climate in which to assemble a grand and terrible army loyal to the rogue god Medravius, who was imprisoned in a dungeon perched in Damasca's tallest mountains. This paved the way for the holocaust that destroyed Magrathea and forever changed the face of Makarda.
- Makarda
- Humid and bursting with life, Makarda has historically been a pristine example of a climate suitable for hunting and agriculture, never experiencing the seasons of autumn nor winter. Since the induction of the holocaust, however, the local wildlife has become increasingly disfigured, sometimes mutated to the point of dementia, increasing the rate of wildlife hostility. Meanwhile, drought and famine have all but destroyed agriculture on Makarda, forcing many farmers to the brink of poverty.
- Dactura
- Long forgotten by the rest of the world, Dactura has been left in solitude for generations. Once the great war between Arnoth and Alkemia forced the mage kingdom to seek a new home, the native culture was forced to enter the global political arena, since they could no longer remain hidden from the eyes of other, more sociable nations. In spite of newfound political troubles, Dactura has long suffered from worse - A plague of wild and hostile Elemental spirits, born from the very magic that flows through the fabric of the continent. While these elementals thrive and feed from the magical powers that saturate its environment, Dactura is also victim to the twisted workings of "the sleeper" - Darius, who is said by the elites who know him to be at the root of the elemental problem.
Environmental discussions
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Peoples and Kingdoms
- Alkemia
- Powerful Offensive Mages
- Arnoth
- Stalwart, Fearless Warriors
- Delthia
- Peaceful Healers and Defenders
- Ganiada
- Stealthy Thieves and Rogues
- Halkonas
- Elite, hardened Dragoons
- Keldor
- Elemental Rangers
- Kiyanda
- Strict, Honorable Samurai
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Bestiary
The Undead
The Saurians (warm-blooded reptiles)
Humanoids
Wildlife
Water borne
Legendary Creatures
Creatures of Magic
Humans
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Weapons and Armour
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Metals of Damasca
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The "Legendary Weapons" Thread
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Professions
- Blacksmith
- makes weapons and armor.
- Locksmith
- makes keys and locks. Can pick and break locks.
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Spells and Skills
Player-Controlled Abilities, Part I
Player-Controlled Abilities, Part II
Skill and Spell System
In depth discussion about magic system
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Status Ailments
Status Ailments are physical conditions that a player may incur as result of magic or special attacks from enemies or even other players.
- Poison
- A common and easily-curable ailment throughout the land, poison might not seem so bad, but if left unchecked will eventually ravage a player's health. A % of a player's max HP is dealt as damage to the player at a set interval, regardless of what the player does.
- Indicator: Dark blue or green, or purple bubbles rising from the character and popping.
- Cure Items: undefined
- Cure Spells: undefined
- Slow Poison
- If worse comes to worse and you have nothing to cure your Poisoned ailment, a simple Delthian spell can weaken the poison's effects, turning it into Slow poison. Like normal poison, it drains so much health every so often, but it drains less, and at longer intervals, than its more purified sibling.
- Indicator: A lighter shade of the Poison graphics, with slower animation.
- Cure Items: undefined
- Cure Spells: undefined
- Weakened
- A weakened player will find it difficult to engage in melee battles, as this ailment increases the stamina drain from swinging melee weapons to 1.5x its normal rate, and slightly lowers the damage output of melee attacks.
- Indicator: A muscular arm flexing, crossed out with a red X.
- Cure Items: undefined
- Cure Spells: undefined
- Dazed
- A dazed player is unable to move or attack until hit or until it wears off naturally. The daze effect wears off very quickly (a few seconds).
- Indicator: Twinkling stars and birds.
- Cure Items: undefined
- Cure Spells: undefined
- Slow
- A slowed player has a slightly slower movement and attack speed, and ranged weapons will be less effective. Effects are similar to Weaken for ranged players.
- Indicator: undefined
- Cure Items: undefined
- Cure Spells: undefined
- Magicurse
- A player under the effects of this will expend more mana than usual to cast spells. Flat numbers or a % rate(ie. a spell costs 20% more mana to cast) is still up for debate. Though it sounds like a curse-related ailment, it isn't; the name is just a common nickname given to it, and the ailment is curable via certain items, or it will wear off over time.
- Indicator: undefined
- Cure Items: undefined
- Cure Spells: undefined
- Confusion
- When confused, a player is affected in three ways:
- A player's movement functions are changed repeatedly over random intervals of time; Left may become up, right or down, down might become up or right or left, and so on. Very annoying and difficult to anticipate.
- When a confused player attempts to cast a spell, they have a small chance of accidentally casting a different spell than intended at whatever they were targeting.
- A confused player has a chance of missing with physical attacks that would normally hit, dealing no damage and basically leaving them wide open for a counter-offensive.
- Indicator: undefined
- Cure Items: undefined
- Cure Spells: undefined
- Silence
- A silenced player is unable to cast spells. The effect does not wear off over time.
- Indicator: undefined
- Cure Items: undefined
- Cure Spells: undefined
- Bleeding
- A character who is bleeding will lose hitpoints over time until the blood clots or bandages are applied. Bleeding characters may not know exactly what hit them, but if any monster scores a critical hit, there's a chance the damage will open a larger-than-usual wound.
- Indicator: slow, steady drip of blood over the head
- Cure Items: bandages
- Cure Spells: undefined
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Curses
Curses affect one of a player's stats, and can only be curable with the help of a temple priest. However, they may be able to be prevented with certain items.
- Curse of Impurity
- Lowers a player's Spirit.
- Curse of Frailty
- Lowers a player's Strength.
- Curse of Dull Mind
- Lowers a player's Intelligence.
- Curse of Weak Will
- Lowers a player's Resistance.
- Curse of Ill Omen
- Lowers a player's Luck.
- Curse of Sloth
- Lowers a player's Agility.
- Curse of Atrophy
- Lowers a player's Endurance.
