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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kage</id>
	<title>The Mana World - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kage"/>
	<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/wiki/Special:Contributions/Kage"/>
	<updated>2026-05-06T07:51:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=15220</id>
		<title>Classic:Maps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=15220"/>
		<updated>2010-07-17T01:15:44Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
Maps are an important part of The Mana World.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
You can build a map for The Mana World using [http://mapeditor.org Tiled]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048&lt;br /&gt;
** In the Argaes woodland, outdoor maps should be 150x120 including the 20 tile border.  &amp;lt;!-- reference: discussion in #tmw-dev on 2009-03-02 --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Tile size:&#039;&#039;&#039; 32x32&lt;br /&gt;
* &#039;&#039;&#039;Map border:&#039;&#039;&#039; you have to leave an empty border around the map of at least 20 tiles ([[Map development/Border|Diagram]])&lt;br /&gt;
* &#039;&#039;&#039;Walls/players proportions:&#039;&#039;&#039; a normal door for a player is 2 tiles in height&lt;br /&gt;
* &#039;&#039;&#039;Indoor/Outdoor proportions:&#039;&#039;&#039; it is not required that inside view of buildings has to fit the size in outside view&lt;br /&gt;
* &#039;&#039;&#039;Path reference:&#039;&#039;&#039; please use tmw folder structure to keep references to tilesets working&lt;br /&gt;
* &#039;&#039;&#039;Transparent color:&#039;&#039;&#039; tilesets use alpha so no need to set a transparent color&lt;br /&gt;
* &#039;&#039;&#039;Layers:&#039;&#039;&#039; each map can have many layers. Two layers are special:&lt;br /&gt;
** &#039;&#039;Fringe:&#039;&#039; this layer is drawn simultaneously with items and beings, where tiles north of a being are drawn behind the being and tiles south of the being are drawn in front. Hence this layer is suitable for adding static objects to a map like plants or statues.&lt;br /&gt;
** &#039;&#039;Collision:&#039;&#039; this is a special layer for which you have to use the collision tileset. Use the red collision tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there, so you won&#039;t be able to reach them, or you can cause weird situations. For example fill a wall with collision tiles, not only the borders, or you could have monsters spawning inside the wall.&lt;br /&gt;
&lt;br /&gt;
In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of performance, since it keeps down overdraw).&lt;br /&gt;
&lt;br /&gt;
==Existing maps==&lt;br /&gt;
&lt;br /&gt;
Here a list of all existing maps:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Map&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 001&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Tulimshar arena&lt;br /&gt;
|-&lt;br /&gt;
| 002&lt;br /&gt;
| 1&lt;br /&gt;
| Sandstorm, south of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Desert mines, level 1&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Desert mines, level 2&lt;br /&gt;
|-&lt;br /&gt;
| 003&lt;br /&gt;
| 1&lt;br /&gt;
| Beach leading to woodlands&lt;br /&gt;
|-&lt;br /&gt;
| 004&lt;br /&gt;
| 1&lt;br /&gt;
| Beach west of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Beach house&lt;br /&gt;
|-&lt;br /&gt;
| 005&lt;br /&gt;
| 1&lt;br /&gt;
| Snake desert, SW of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snake pit&lt;br /&gt;
|-&lt;br /&gt;
| 006&lt;br /&gt;
| 1&lt;br /&gt;
| Desert mountains&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Desert mountains caves&lt;br /&gt;
|-&lt;br /&gt;
| 007&lt;br /&gt;
| 1&lt;br /&gt;
| South east woodland&lt;br /&gt;
|-&lt;br /&gt;
| 008&lt;br /&gt;
| 1&lt;br /&gt;
| Woodland around Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| 009&lt;br /&gt;
| 1&lt;br /&gt;
| Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Hurnscald indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Cave beneath Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| 010&lt;br /&gt;
| 1&lt;br /&gt;
| South woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Dimond&#039;s Cove&lt;br /&gt;
|-&lt;br /&gt;
| 011&lt;br /&gt;
| 1&lt;br /&gt;
| Central woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Hermit&#039;s cave&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Lake cave&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Snake Lord&#039;s cave&lt;br /&gt;
|-&lt;br /&gt;
| 012&lt;br /&gt;
| 1&lt;br /&gt;
| North woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| North woodland caves&lt;br /&gt;
|-&lt;br /&gt;
| 013&lt;br /&gt;
| 1&lt;br /&gt;
| North east woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Magic house&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| 014&lt;br /&gt;
| 1&lt;br /&gt;
| West woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| West woodland caves&lt;br /&gt;
|-&lt;br /&gt;
| 015&lt;br /&gt;
| 1&lt;br /&gt;
| South west woodland&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Katze&#039;s cave&lt;br /&gt;
|-&lt;br /&gt;
| 016&lt;br /&gt;
| 1&lt;br /&gt;
| Southernmost woodlands&lt;br /&gt;
|-&lt;br /&gt;
| 017&lt;br /&gt;
| 1&lt;br /&gt;
| North woodland mountains&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| North woodland mountain caves&lt;br /&gt;
|-&lt;br /&gt;
| 018&lt;br /&gt;
| 1&lt;br /&gt;
| Woodland mines (outdoor)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Woodland mines (mining camp indoor)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Woodland mines level 1&lt;br /&gt;
|-&lt;br /&gt;
| 019&lt;br /&gt;
| 1&lt;br /&gt;
| Snow field&lt;br /&gt;
|-&lt;br /&gt;
| 020&lt;br /&gt;
| 1&lt;br /&gt;
| Snow town&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Snow town indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snow town cave level 1&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Snow town cave level 2&lt;br /&gt;
|-&lt;br /&gt;
| 021&lt;br /&gt;
| 1&lt;br /&gt;
| Central Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Central Tulimshar Indoor&lt;br /&gt;
|-&lt;br /&gt;
| 022&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Docks *&lt;br /&gt;
|-&lt;br /&gt;
| 023&lt;br /&gt;
| 1&lt;br /&gt;
| Beach Cliffs **&lt;br /&gt;
|-&lt;br /&gt;
| 024&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Canyon/Tulimshar Magic School&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar Magic School indoor&lt;br /&gt;
|-&lt;br /&gt;
| 025&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard Swamp East *&lt;br /&gt;
|-&lt;br /&gt;
| 026&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard Swamp West *&lt;br /&gt;
|-&lt;br /&gt;
| 027&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard *&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Graveyard Caretaker *&lt;br /&gt;
|-&lt;br /&gt;
| 029&lt;br /&gt;
| 1&lt;br /&gt;
| Candor**&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Candor Cave (Fight cave)**&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;) Map pending release&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;) Map planned or under construction&lt;br /&gt;
&lt;br /&gt;
== How to map ==&lt;br /&gt;
&lt;br /&gt;
When you want to make maps for The Mana World but you don&#039;t know how to start, read the [[Mapping Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Map naming ==&lt;br /&gt;
The naming scheme we&#039;re using at the moment is described in it&#039;s own article here: [[EAthena Map Names]].&lt;br /&gt;
&lt;br /&gt;
On the new server we will be able to have a much more convenient map names. Refer to the [[Map naming]] article for details.&lt;br /&gt;
&lt;br /&gt;
== Needed maps ==&lt;br /&gt;
&lt;br /&gt;
The current priority is the expansion of the woodland area and transform it to the northern area of the [[Argaes]] continent. The plan is to expand the current area to the northeast. A tileset for the trade city is currently in development. This time should be used to close the gap between Hurnscald (map 18) and the new trade city and map the trade cities surrounding.&lt;br /&gt;
&lt;br /&gt;
[[Image:Argaes-north-development.png]]&lt;br /&gt;
&lt;br /&gt;
You can visit the following [http://forums.themanaworld.org/viewtopic.php?f=13&amp;amp;t=4268 forum thread] for currently needed mapping tasks.&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13470</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13470"/>
		<updated>2009-10-07T17:43:53Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix constant random crashes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Soft Cap for skills&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13469</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13469"/>
		<updated>2009-10-07T13:16:16Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix constant random crashes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Soft Cap for skills&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13468</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13468"/>
		<updated>2009-10-07T13:11:35Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix constant random crashes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13467</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13467"/>
		<updated>2009-10-07T00:16:14Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix constant random crashes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13466</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=13466"/>
		<updated>2009-10-06T22:41:12Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|in the works&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix constant random crashes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GM_Guidelines&amp;diff=13172</id>
		<title>Archive:GM Guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GM_Guidelines&amp;diff=13172"/>
		<updated>2009-08-28T01:18:53Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Wombat}}&lt;br /&gt;
{{Pro|kai_62656}}&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Being a GM (game master) is a responsible job. In part, your actions affect what the community will be like. Hence, here are some basic guidelines to help you make decisions.&lt;br /&gt;
&lt;br /&gt;
=== General guidelines ===&lt;br /&gt;
&lt;br /&gt;
# Use your own common sense. You are a GM because we have trust in your judgment.&lt;br /&gt;
&lt;br /&gt;
=== Enforcing the rules ===&lt;br /&gt;
&lt;br /&gt;
If a situation arises not covered in the rules, you might want to request players to follow your temporary guidelines to restore order. Use the usual @t warning to log the event. GMs are encouraged to explain the offense and the possible punishment. Usually &#039;common sense&#039; rulings spawn controversy so be careful in your measurement of punishment. Keep it as mild as possible to restore order.&lt;br /&gt;
&lt;br /&gt;
==== Rules and punishment for breaking them ====&lt;br /&gt;
&lt;br /&gt;
The primary job of a GM is to keep people happy with the game by enforcing [[User:Jaxad0127/Rules_Dialog|The Rules]]. Standard punishment for each rule varies:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Do not abuse other players&#039;&#039;&#039; (insults, swearing, and the like directed to a particular person or persons)&lt;br /&gt;
::Punishment: &#039;&#039;&#039;Request the player(s) ignore each other or an hour ban for excessive abuse.  Punishment may increase should abuse continue.&#039;&#039;&#039;  &#039;&#039;Reason for punishment: To calm down a player dispute.  To encourage a player to not use derogatory language against other players or directed at groups of people (such as racist, sexist, homophobic language).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;No bots&#039;&#039;&#039; (and botting means ANY activity while away from keyboard)&lt;br /&gt;
::Punishment: &#039;&#039;&#039;Permanent ban.&#039;&#039;&#039;  &#039;&#039;Reason for punishment: To encourage a social environment in the game.  AFK killing takes up an area where monsters typically spawn and prevents players that are actively playing the game from having access to the monsters.  It creates an unfair advantage over other players that play the game without botting.  It discourages social interaction and the party system.  It grants monster drop scavengers an advantage of growing in wealth without having killed monsters to receive it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;No game abuse (this includes, but isn&#039;t limited to spamming, flooding, lagging and bug abuse)&#039;&#039;&#039;&lt;br /&gt;
::Punishment: &#039;&#039;&#039;Automatic ban, 1 hour.  Trade spam, drop parties and other client based actions may create a similar effect, which can be punished by kicking the offender or banning for an hour.  Continued offenses can result in longer punishments, including a permanent ban.&#039;&#039;&#039;  &#039;&#039;Reason for punishment: Game abuse can cause clients to slow or crash and log out of the server.  It also can be an annoyance to people in the area that are attempting to interact socially.  Players can be encouraged to ignore a chat spammer, but should this not work (the offender is moving or standing in a way to make click and ignore difficult, the offender is spamming in an area with a large number of people, some of who might not be computer savvy enough to handle the spam) punishment may become necessary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;No begging&#039;&#039;&#039;&lt;br /&gt;
::Punishment: &#039;&#039;&#039;Kicking the offender or an hour ban.  Continued offenses can result in longer punishments.&#039;&#039;&#039; &#039;&#039;Reason for Punishment: Primarily an annoyance, it can also grant a player an unfair advantage without fighting the monsters.  Begging sometimes can be considered chat spam, but not always.  It also causes players that might otherwise be good natured to become less social in the game and resent players that might need actual assistance in the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Speak English on public chat&#039;&#039;&#039;&lt;br /&gt;
::Punishment: &#039;&#039;&#039;Request players speak privately in public spaces or move to another area to talk.  Not speaking English may not be an automatic offense if a player is unfamiliar with English and is requesting assistance.  Refusing to speak English can result in kicking, an hour ban or longer punishment should the offender continue.&#039;&#039;&#039;  &#039;&#039;Reason for Punishment: Social interaction, understanding the rules and other problems that may occur in the game may not be understood, so players are usually encouraged to understand some English in order to interact with the game.  Without understanding this rule, some players may abuse the rules and then claim to not understand the GM when the GM is attempting to enforce the rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Keeping track of who is banned, why and when ====&lt;br /&gt;
The [http://server.themanaworld.org/gm GM Log] and the [http://forums.themanaworld.org/viewforum.php?f=20 Court House] helps to keep track of who was banned and why.  GMs are encouraged to make note of the reason for a ban for the GM Log and announce bans longer than an hour in the Court House for the sake of transparency.&lt;br /&gt;
&lt;br /&gt;
Once a player is banned, a player often comes to the Court House to ask to be unbanned.  In the case of some permanent bans (typically first time botting) the player&#039;s character may be reset, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
== Command reference ==&lt;br /&gt;
&lt;br /&gt;
There are many command commands GMs use. All of them are logged. Here&#039;s a selection of the more important ones:&lt;br /&gt;
&lt;br /&gt;
* @ban &amp;lt;time&amp;gt; &amp;lt;name&amp;gt; - Ban temporarily an account &lt;br /&gt;
:time usage: adjustment (+/- value) and element (y, m, d, h, mn, s)&lt;br /&gt;
* @unban &amp;lt;name&amp;gt; - Unban an account&lt;br /&gt;
* @block &amp;lt;name&amp;gt; - used for permanent bans for botting and hacking&lt;br /&gt;
* @charreset &amp;lt;name&amp;gt; - Reset stats AND skills of a character.&lt;br /&gt;
* @charbaselvl &amp;lt;#&amp;gt; &amp;lt;name&amp;gt; - Adjust a character&#039;s base level, a number of 1 ADDS a level and -1 takes a level.&lt;br /&gt;
* @spawn &amp;lt;monster_name_or_monster_ID&amp;gt; [&amp;lt;number to spawn&amp;gt;]&lt;br /&gt;
* @hide - Make yourself invisible to monsters and on the list of users online.&lt;br /&gt;
* @warp &amp;lt;map&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; - Warps you to map at location. Eg. @warp new_3-1 30 30&lt;br /&gt;
* @charwarp &amp;lt;map&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;name&amp;gt; - Same as above, only warps a player&lt;br /&gt;
* @recall &amp;lt;name&amp;gt; - Warps player to you&lt;br /&gt;
* @goto &amp;lt;name&amp;gt; - Warps you to the player&lt;br /&gt;
* @die - Kills your char&lt;br /&gt;
* @log - Log a string; can also use @l&lt;br /&gt;
* @tee - Same as @log, but also sends the text out to normal chat; can also use @t&lt;br /&gt;
* @invisible - Makes you completely invisible&lt;br /&gt;
* @visible - Turns off invisibility&lt;br /&gt;
&lt;br /&gt;
The information above is based on the conf/help.txt&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Rune_combination&amp;diff=12653</id>
		<title>Archive:Rune combination</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Rune_combination&amp;diff=12653"/>
		<updated>2009-07-15T06:04:14Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_yellow}}&lt;br /&gt;
The spell runes that can be engraved in equipment to cast spells (see [[Magic system]]) each represent a word in the ancient language of magic. In the runewriting language each words is represented by a single rune which is a combination of multiple syllable runes.&lt;br /&gt;
&lt;br /&gt;
The syllable runes can be learned through quests. A spellcaster can combine the learned syllable runes to spell runes in a special GUI window. When she found a valid combination she can save this combination to engrave it into equipment. When wearing equipment with runes engraved by someone else that contain syllables unknown to the spellcaster she can not use these spells (the meaning of the runes is unknown to her and thus she can not read them).&lt;br /&gt;
&lt;br /&gt;
Glossary:&lt;br /&gt;
;Mana Cost: The total mana energy needed to recharge the spell (see [[Magic system]])&lt;br /&gt;
;Slots: How many rune slots the finished rune will take up in equipment. The slots of all rune particles are added.&lt;br /&gt;
;Level: The skill level requirement of the spell rune. The requirements of all particles are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that all numbers on this page are only guesses. In practice they will most likely require a lot of fine tuning through beta testing to get the perfect game balance.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Effect syllables==&lt;br /&gt;
Every finished spell rune needs one effect syllable. It determines what kind of damage the spell inflicts, how much basic damage and the basic mana cost. The first effect syllable should be acquired through the tutorial (I suggest heat). The others are accquired through one long series of quests for each element. These quests should be very straight-forward and easy to follow (although not necessarily easy to complete) because the effect syllables are very important for the progress of a spellcaster character.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Element&lt;br /&gt;
!Name&lt;br /&gt;
!Slots&lt;br /&gt;
!Level&lt;br /&gt;
!damage&lt;br /&gt;
!cost&lt;br /&gt;
|-style=&amp;quot;background:#FFEEEE;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Fire&lt;br /&gt;
|Heat&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-style=&amp;quot;background:#FFDDDD;&amp;quot;&lt;br /&gt;
|Flame&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|-style=&amp;quot;background:#FFCCCC;&amp;quot;&lt;br /&gt;
|Fire&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|40&lt;br /&gt;
|100&lt;br /&gt;
|-style=&amp;quot;background:#FFBBBB;&amp;quot;&lt;br /&gt;
|Hellfire&lt;br /&gt;
|4&lt;br /&gt;
|60&lt;br /&gt;
|80&lt;br /&gt;
|300&lt;br /&gt;
|-style=&amp;quot;background:#EEFFFF;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Water&lt;br /&gt;
|Bubble&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-style=&amp;quot;background:#DDFFFF;&amp;quot;&lt;br /&gt;
|Splash&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|-style=&amp;quot;background:#CCFFFF;&amp;quot;&lt;br /&gt;
|Water&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|40&lt;br /&gt;
|100&lt;br /&gt;
|-style=&amp;quot;background:#BBFFFF;&amp;quot;&lt;br /&gt;
|Tsunami&lt;br /&gt;
|4&lt;br /&gt;
|60&lt;br /&gt;
|80&lt;br /&gt;
|300&lt;br /&gt;
|-style=&amp;quot;background:#FFFFEE;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Earth&lt;br /&gt;
|Sand&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-style=&amp;quot;background:#FFFFDD;&amp;quot;&lt;br /&gt;
|Mud&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|-style=&amp;quot;background:#FFFFCC;&amp;quot;&lt;br /&gt;
|Earth&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|40&lt;br /&gt;
|100&lt;br /&gt;
|-style=&amp;quot;background:#FFFFBB;&amp;quot;&lt;br /&gt;
|Stone&lt;br /&gt;
|4&lt;br /&gt;
|60&lt;br /&gt;
|80&lt;br /&gt;
|300&lt;br /&gt;
|-style=&amp;quot;background:#EEEEFF;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Air&lt;br /&gt;
|Wind&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-style=&amp;quot;background:#DDDDFF;&amp;quot;&lt;br /&gt;
|Tornado&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|-style=&amp;quot;background:#CCCCFF;&amp;quot;&lt;br /&gt;
|Air&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|40&lt;br /&gt;
|100&lt;br /&gt;
|-style=&amp;quot;background:#BBBBFF;&amp;quot;&lt;br /&gt;
|Sonic&lt;br /&gt;
|4&lt;br /&gt;
|60&lt;br /&gt;
|80&lt;br /&gt;
|300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combined effect syllables==&lt;br /&gt;
Two effect syllables with the same slot number, damage and mana cost that do different elemental damage can be combined to one effect syllable of a combined element. All properties stay the same but the element is a combined one.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Element&lt;br /&gt;
!Rune 1&lt;br /&gt;
!Rune 2&lt;br /&gt;
!Combined&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Metal&lt;br /&gt;
|Heat&lt;br /&gt;
|Sand&lt;br /&gt;
|Spike&lt;br /&gt;
|-&lt;br /&gt;
|Flame&lt;br /&gt;
|Mud&lt;br /&gt;
|Blade&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|Earth&lt;br /&gt;
|Metal&lt;br /&gt;
|-&lt;br /&gt;
|Hellfire&lt;br /&gt;
|Stone&lt;br /&gt;
|Razor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Lightning&lt;br /&gt;
|Wind&lt;br /&gt;
|Heat&lt;br /&gt;
|Spark&lt;br /&gt;
|-&lt;br /&gt;
|Tornado&lt;br /&gt;
|Flame&lt;br /&gt;
|Volt&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Fire&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Hellfire&lt;br /&gt;
|Thunder&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Ice&lt;br /&gt;
|Bubble&lt;br /&gt;
|Wind&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
|Splash&lt;br /&gt;
|Tornado&lt;br /&gt;
|Frost&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
|Air&lt;br /&gt;
|Ice&lt;br /&gt;
|-&lt;br /&gt;
|Tzunami&lt;br /&gt;
|Sonic&lt;br /&gt;
|Blizzard&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Nature&lt;br /&gt;
|Sand&lt;br /&gt;
|Bubble&lt;br /&gt;
|Thorn&lt;br /&gt;
|-&lt;br /&gt;
|Mud&lt;br /&gt;
|Splash&lt;br /&gt;
|Poison&lt;br /&gt;
|-&lt;br /&gt;
|Earth&lt;br /&gt;
|Water&lt;br /&gt;
|Nature&lt;br /&gt;
|-&lt;br /&gt;
|Stone&lt;br /&gt;
|Tzunami&lt;br /&gt;
|Acid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Application syllable==&lt;br /&gt;
Each finished rune can, but doesn&#039;t has to, include one application syllable. This rune decides the area of effect of the spell. They also affect the mana cost, damage of the spell, cast time and after cast delay. Usually the easier to use the higher the mana cost and the lower the damage.&lt;br /&gt;
&lt;br /&gt;
Application syllables are learned from wizard NPCs. The NPCs are usually not hard to find and will usually send the character on a short quest before he will teach it to the character.&lt;br /&gt;
&lt;br /&gt;
===Attack spells===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rune&lt;br /&gt;
! cost&lt;br /&gt;
! damage&lt;br /&gt;
! level&lt;br /&gt;
! slots&lt;br /&gt;
! cast time&lt;br /&gt;
! cooldown time&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| None&lt;br /&gt;
| 1.0&lt;br /&gt;
| 1.0&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| low&lt;br /&gt;
| low&lt;br /&gt;
| When no application syllable is used the attack becomes a touch-range attack that only affects an enemy that is exactly in front of the character.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt&lt;br /&gt;
| 1.2&lt;br /&gt;
| 0.8&lt;br /&gt;
| +5&lt;br /&gt;
| +0&lt;br /&gt;
| low&lt;br /&gt;
| medium&lt;br /&gt;
| The bolt syllable makes the spell a projectile that flies forward and hits the first enemy it collides with. It is slightly weaker and costlier than a touch attack but much more usable. The bolt rune should be the first application syllable a new character obtains so that a new mage has the choice between using its first effect syllable as touch attack or as bolt attack.&lt;br /&gt;
|-&lt;br /&gt;
| Ray&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Hits all enemies that stand in a line from the caster to the targeted point.&lt;br /&gt;
|-&lt;br /&gt;
| Cone&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Hits all enemies in a 45Â° angle in front of the caster.&lt;br /&gt;
|-&lt;br /&gt;
| Ball&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Medium&lt;br /&gt;
| Medium&lt;br /&gt;
| Projectile that causes a small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| Blast&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Medium&lt;br /&gt;
| High&lt;br /&gt;
| Free positioned, small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| Storm&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| High&lt;br /&gt;
| High&lt;br /&gt;
| Free-positioned, large area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| Nova&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Medium&lt;br /&gt;
| Medium&lt;br /&gt;
| small AoE around caster.&lt;br /&gt;
|-&lt;br /&gt;
| Inferno&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| large AoE around caster.&lt;br /&gt;
|-&lt;br /&gt;
| Apocalypse&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| extremely large AoE around caster.&lt;br /&gt;
|-&lt;br /&gt;
| Strike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| An attack for spellcaster/fighter crossclass characters. The character performs a normal attack with the currently equipped weapon. Hitting and dodging are calculated normally. The attack deals magical damage with the element of the effect particle and calculated by a special formula that includes weapon damage, weapon skill, spell damage, spell skill, strength and willpower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support spells===&lt;br /&gt;
&lt;br /&gt;
Support spells improve the combat powers of allies or decrease the combat powers of enemies. Note that a spell which decreases the enemies attributes directly is absent. This is intentional - there is an enhancement syllable to add an attribute decrease effect to an attack spell.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rune&lt;br /&gt;
! cost&lt;br /&gt;
! level&lt;br /&gt;
! slots&lt;br /&gt;
! cast time&lt;br /&gt;
! cooldown time&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| Soul&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| A spell with touch-range which gives the affected creature an [[Elements|elemental modifier]] and thus makes it more vulnerable to one element but less vulnerable to another. Depending on the situation this can either be a positive or a negative effect. The effect time depends on the casters magical attack while the height of the elemental modifier depends on the grade of the effect rune:&lt;br /&gt;
*grade 1 - 1.25&lt;br /&gt;
*grade 2 - 1.50&lt;br /&gt;
*grade 3 - 2.00&lt;br /&gt;
*grade 4 - 3.00&lt;br /&gt;
|-&lt;br /&gt;
| Barrier&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| A supportive spell with touch-range which creates a protective shield around another being which persists for a limited amount of time. Some of the shields have a negative side effect on the victim allowing to use them offensive. &lt;br /&gt;
&lt;br /&gt;
To avoid griefplay characters should always be able to dispell a barrier which has been cast on them by a friendly or neutral character.&lt;br /&gt;
&lt;br /&gt;
Only one barrier can be active at the same time. Before a new barrier can be cast on the same character the old one has to expire or has to be dispelled. Its effect depends on the used element syllable. Enhancement syllables can not be added to barrier runes.&lt;br /&gt;
;Fire: Creates a firestorm around the character which damages nearby enemies.&lt;br /&gt;
;Water: Creates a bubble around the character allowing it to breath under water.&lt;br /&gt;
;Earth: A solid force field protects from physical attacks but also lowers physical attack power.&lt;br /&gt;
;Air: Creates a whirlwind around the character which increases its [[hitting and dodging|evade]] a lot but also lowers its own [[hitting and dodging|hit chance]].&lt;br /&gt;
;Metal: Summons blades which fly around the character. Whenever an enemy in a quite large radius around the character attacks it one of the blades flys towards the attacker and inflicts damage. (long-range counter attack)&lt;br /&gt;
;Lightning: A mental force field protects from magical attacks but also lowers magical attack power.&lt;br /&gt;
;Ice: Encloses the target in a block of ice making it almost immune to physical and magical damage but unable to move, attack or act in any way.&lt;br /&gt;
;Nature: Engulfes the target in thorny vines which don&#039;t hinder movement but deal damage to everyone who attacks the target in close combat (short-range counter attack)&lt;br /&gt;
|-&lt;br /&gt;
| Blessing&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| A spell which increases an derived attribute of an ally&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Summon spells===&lt;br /&gt;
&lt;br /&gt;
These spells summon creatures that aid the caster in battle. Every summoned creature consumes part of the mana regeneration of the character it was summoned by. Thus the number of creatures that can be summoned at the same time is limited. The caster receives experience for the magic skill used to summon the creatures when they contribute to killing a monster.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Spell&lt;br /&gt;
! cast time&lt;br /&gt;
! cooldown time&lt;br /&gt;
! controllable&lt;br /&gt;
! Further description&lt;br /&gt;
|-&lt;br /&gt;
| [[Races#Elementals|Elemental]]&lt;br /&gt;
| medium&lt;br /&gt;
| low&lt;br /&gt;
| no&lt;br /&gt;
| Summons an aggressive elemental spirit that attacks enemies, the caster and its party members alike (other players should only be attacked in pvp zones to avoid griefplay)&lt;br /&gt;
|-&lt;br /&gt;
| [[Races#Golems|Golem]]&lt;br /&gt;
| high&lt;br /&gt;
| high&lt;br /&gt;
| yes&lt;br /&gt;
| Summons a golem that follows and protects the caster (maybe can be commanded to some extend). Should require expensive ingredients to create.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhancement syllables==&lt;br /&gt;
Enhancement syllables give an attack spell more exotic properties but usully make it weaker and costlier. Any number of enhancement syllables can be used for a rune. They can not be applied to support spells.&lt;br /&gt;
&lt;br /&gt;
The quests to obtain these syllables are all hidden very well and usually require some thinking outside of the box to complete.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Rune&lt;br /&gt;
!cost&lt;br /&gt;
!damage&lt;br /&gt;
!effect&lt;br /&gt;
|-&lt;br /&gt;
|silent&lt;br /&gt;
|200%&lt;br /&gt;
|50%&lt;br /&gt;
|When a silent spell is cast it can not be seen by other characters. They only see that they are damaged but not what causes the damage.&lt;br /&gt;
|-&lt;br /&gt;
|vampiric&lt;br /&gt;
|150%&lt;br /&gt;
|75%&lt;br /&gt;
|10% of the hit points lost through this spell are given to the caster.&lt;br /&gt;
|-&lt;br /&gt;
|illusionary&lt;br /&gt;
|10%&lt;br /&gt;
|0%&lt;br /&gt;
|This is the only enhancement particle that makes the spell (a lot!) cheaper instead of more expensive. An illusionary spell appears like a real one to other players but does no damage. Useful as a distraction in PvP combat. &#039;&#039;How can that guy cast ten enforced fire storms in a row? Oh, I see, they are all illusionary. *ouch* ok, this one wasn&#039;t&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|enforced&lt;br /&gt;
|200%&lt;br /&gt;
|100%&lt;br /&gt;
|Halves the enemies magical defence.&lt;br /&gt;
|-&lt;br /&gt;
|creeping&lt;br /&gt;
|120%&lt;br /&gt;
|200%&lt;br /&gt;
|Deals damage over time instead of instant damage. The total damage is higher but inflicted in small portions of 4% every second for 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|cursed&lt;br /&gt;
|150%&lt;br /&gt;
|75%&lt;br /&gt;
|Inflicts an additional attribute loss in addition to the normal damage. What attribute is affected and how much depends on the effect particle.&lt;br /&gt;
|-&lt;br /&gt;
|quick&lt;br /&gt;
|150%&lt;br /&gt;
|75%&lt;br /&gt;
|Reduced casting time and after cast delay.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Healing spells ==&lt;br /&gt;
I would like to take the healing spells out of the elemental scheme und use a separate skill for them. Putting all healing spells in one elemental discipline would make this extremely overused because I believe almost every spellcaster would attempt to accquire healing spells. Spreading all healing spells over the whole elemental spectrum would be difficult to balance and would be a disadvantage for dedicated healers.&lt;br /&gt;
&lt;br /&gt;
For that reason all healing spells are not combinations of syllables but stand-alone runes.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Spell&lt;br /&gt;
! Element&lt;br /&gt;
! Effect&lt;br /&gt;
! Target&lt;br /&gt;
! cast time&lt;br /&gt;
! cooldown time&lt;br /&gt;
! Further description&lt;br /&gt;
|-&lt;br /&gt;
| Lay hands&lt;br /&gt;
| neutral&lt;br /&gt;
| heal&lt;br /&gt;
| untargeted&lt;br /&gt;
| low&lt;br /&gt;
| low&lt;br /&gt;
| Basic healing spell. Heals the character standing right in front of the caster. The low range makes it impractical in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Heal&lt;br /&gt;
| neutral&lt;br /&gt;
| heal&lt;br /&gt;
| single&lt;br /&gt;
| medium&lt;br /&gt;
| medium&lt;br /&gt;
| Less efficient than lay hands but because it can be used at distance it is more practical in combat and it can be cast on oneself.&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
| neutral&lt;br /&gt;
| heal over time&lt;br /&gt;
| single&lt;br /&gt;
| medium&lt;br /&gt;
| medium&lt;br /&gt;
| Heals more than heal but takes more time.&lt;br /&gt;
|-&lt;br /&gt;
| Aura&lt;br /&gt;
| neutral&lt;br /&gt;
| heal&lt;br /&gt;
| untargeted, persistent&lt;br /&gt;
| high&lt;br /&gt;
| high&lt;br /&gt;
| Creates a healing aura around the caster that slowly heals everyone around. Doesn&#039;t affect the caster.&lt;br /&gt;
|-&lt;br /&gt;
| Revive&lt;br /&gt;
| neutral&lt;br /&gt;
| restore&lt;br /&gt;
| single&lt;br /&gt;
| high&lt;br /&gt;
| high&lt;br /&gt;
| Attempts to revive a dead character that has not returned to its spawn point yet. The healing skill level of the caster must be higher than the total character level of the target to be successful.&lt;br /&gt;
|-&lt;br /&gt;
| Detox&lt;br /&gt;
| neutral&lt;br /&gt;
| restore&lt;br /&gt;
| untargeted&lt;br /&gt;
| high&lt;br /&gt;
| low&lt;br /&gt;
| Attempts to remove a status effect that falls in the category &amp;quot;poisons&amp;quot; from the character standing in front of the caster.&lt;br /&gt;
|-&lt;br /&gt;
| Decurse&lt;br /&gt;
| neutral&lt;br /&gt;
| restore&lt;br /&gt;
| untargeted&lt;br /&gt;
| high&lt;br /&gt;
| low&lt;br /&gt;
| Attempts to removes a status effect that falls in the category &amp;quot;curses&amp;quot; (like most attribute decrease spells) from the character standing in front of the caster.&lt;br /&gt;
|-&lt;br /&gt;
| Disinfect&lt;br /&gt;
| neutral&lt;br /&gt;
| restore&lt;br /&gt;
| untargeted&lt;br /&gt;
| high&lt;br /&gt;
| low&lt;br /&gt;
| Attempts to removes a status effect that falls in the category &amp;quot;diseases&amp;quot; from the character standing in front of the caster.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unsorted Spells ==&lt;br /&gt;
Below are spells planned or implemented for eAthena that are not covered by the above:&lt;br /&gt;
* Transmute X to Y (partially used as quest spell)&lt;br /&gt;
* Aggravate&lt;br /&gt;
* Detect Magic (quest spell)&lt;br /&gt;
* Flying backpack (temporarily eliminate penalties for heavy equipment)&lt;br /&gt;
* Happy Curse and variations (force player to emote for a while)&lt;br /&gt;
* Shroud (hide name from other players until the player picks up an item or talks)&lt;br /&gt;
* Reveal (cancel Shroud)&lt;br /&gt;
* Detect Players (list nearby players)&lt;br /&gt;
* Wind (`push&#039; creatures in a predefined region)&lt;br /&gt;
* Burrow/Ascend (special-purpose Teleport that moves upwards/downwards in certain regions; partly quest spell)&lt;br /&gt;
* Delayed Teleport (teleport back to casting location after short period of time)&lt;br /&gt;
* Peace (non-highlevel aggressive monsters stop attacking unless provoked or unless they were already provoked, for a while)&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon partner (summons the caster&#039;s partner, for married couples, if online)&lt;br /&gt;
&lt;br /&gt;
==Spell naming==&lt;br /&gt;
The finished spell is named &amp;quot;[Enhancement syllable] [effect syllable] [application syllable]&amp;quot;.&lt;br /&gt;
Examples:&lt;br /&gt;
 Bubble                      Bubble&lt;br /&gt;
 Fire + Bolt                 Fire Bolt&lt;br /&gt;
 Flame + Inferno + enforced  Enforced Flame Inferno&lt;br /&gt;
 Fire + Air + Nova           Lightning Nova&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Game_Masters&amp;diff=12491</id>
		<title>The Mana World:Game Masters</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Game_Masters&amp;diff=12491"/>
		<updated>2009-06-30T16:12:42Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
[[Image:GM.png|left]]The Game Masters are resposible for upholding the [[User:Jaxad0127/Rules_Dialog|game rules]]. They can be identified by the red cap reading &amp;quot;GM&amp;quot;. They are normal players who are selected by the [[developers]] because of their good reputation in the player community. When a game master witnesses someone breaking a game rule they can ban a player from the game and reset his/her character level. When a game masters punishes a player he/she will post the reason in the [http://forums.themanaworld.org/viewforum.php?f=20 Court House forum].&lt;br /&gt;
&lt;br /&gt;
==Active Game Masters==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|CapitanAwesome&lt;br /&gt;
|Australia&lt;br /&gt;
|-&lt;br /&gt;
|Delasia&lt;br /&gt;
|Canada&lt;br /&gt;
|-&lt;br /&gt;
|doorsman&lt;br /&gt;
|Canada&lt;br /&gt;
|-&lt;br /&gt;
|Katze&lt;br /&gt;
|Germany&lt;br /&gt;
|-&lt;br /&gt;
|MasterKenobi&lt;br /&gt;
|USA&lt;br /&gt;
|-&lt;br /&gt;
|Vink_GM&lt;br /&gt;
|Sweden&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Complaints about Game Masters==&lt;br /&gt;
When you have a complaint about a game master you can either contact [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]] when you would like your complaint to be handled confidential or you can post on the forum when you would like your complaint to be handled in public.&lt;br /&gt;
&lt;br /&gt;
==Nominating new Game Masters==&lt;br /&gt;
When you know someone who would make a good GM please contact the development team. To be considered a game master one must be a long time player, speak good english, have a good reputation in the community and a clean record.&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12453</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12453"/>
		<updated>2009-06-15T21:27:20Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screen shots by Kage&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12452</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12452"/>
		<updated>2009-06-15T21:26:38Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Screen shots by Kage&lt;br /&gt;
&lt;br /&gt;
== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12451</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12451"/>
		<updated>2009-06-15T21:25:09Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screen shots by Kage&lt;br /&gt;
&lt;br /&gt;
== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12450</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12450"/>
		<updated>2009-06-15T21:22:21Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screen shots by Kage&lt;br /&gt;
&lt;br /&gt;
== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12449</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12449"/>
		<updated>2009-06-15T21:21:31Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12448</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12448"/>
		<updated>2009-06-15T21:21:14Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Spritelayering3.png&amp;diff=12447</id>
		<title>File:Spritelayering3.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Spritelayering3.png&amp;diff=12447"/>
		<updated>2009-06-15T21:20:26Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Spritelayering2.png&amp;diff=12446</id>
		<title>File:Spritelayering2.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Spritelayering2.png&amp;diff=12446"/>
		<updated>2009-06-15T21:19:34Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12445</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12445"/>
		<updated>2009-06-15T21:19:10Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.png]]&lt;br /&gt;
[[Image:Spritelayering2.png]]&lt;br /&gt;
[[Image:Spritelayering3.png]]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Spritelayering1.png&amp;diff=12444</id>
		<title>File:Spritelayering1.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Spritelayering1.png&amp;diff=12444"/>
		<updated>2009-06-15T21:18:38Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12443</id>
		<title>User:Kage/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Screenshots&amp;diff=12443"/>
		<updated>2009-06-15T21:17:38Z</updated>

		<summary type="html">&lt;p&gt;Kage: New page: == Sprite layering ==  Image:Spritelayering1.jpg Image:Spritelayering2.jpg Image:Spritelayering3.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sprite layering ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Spritelayering1.jpg]]&lt;br /&gt;
[[Image:Spritelayering2.jpg]]&lt;br /&gt;
[[Image:Spritelayering3.jpg]]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12440</id>
		<title>User talk:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12440"/>
		<updated>2009-06-15T19:54:20Z</updated>

		<summary type="html">&lt;p&gt;Kage: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12398</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12398"/>
		<updated>2009-06-12T23:06:00Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Crush}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Swing Shots&lt;br /&gt;
|Ranged&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Also see the discussion page.&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12397</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12397"/>
		<updated>2009-06-12T23:03:56Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Crush}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Arrows&lt;br /&gt;
|Puncture&lt;br /&gt;
|&lt;br /&gt;
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Also see the discussion page.&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12281</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12281"/>
		<updated>2009-05-29T08:25:05Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While slice weapons do not require a lot of dexterity.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Arrows&lt;br /&gt;
|Puncture&lt;br /&gt;
|&lt;br /&gt;
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Also see the discussion page.&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12280</id>
		<title>User talk:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12280"/>
		<updated>2009-05-29T04:31:25Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damage calculation==&lt;br /&gt;
&#039;&#039;Classes also use very different stats. For example precision weapons do not require a lot of strength to use. While puncture weapons do not require a lot of agility. This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be a balancing nightmare. When we designed the [[Attributes|attribute system]] we explicitely decided to avoid having this to keep it simple. As an alternative approach I would suggest to use minimum attributes to be able to equip weapons (or use them without a severe penalty).&lt;br /&gt;
--[[User:Crush2|Crush]] 12:55, 28 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think we should this to avoid over generalization of attributes.   Like with how eA is now, everyone has to stack a lot of dexterity to be accurate.  This turns one attribute into a &amp;quot;God Stat&amp;quot;, I want to avoid everyone having to stack the same attributed.   I also purpose that your hit chance only be calculated with your weapon skill.  Taking attributes completely out of the picture of accuracy.&lt;br /&gt;
--[[User:Kage|Kage]] 12:29, 29 May 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12279</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12279"/>
		<updated>2009-05-29T04:17:33Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While slice weapons do not require a lot of dexterity.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Arrows&lt;br /&gt;
|Puncture&lt;br /&gt;
|&lt;br /&gt;
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12264</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12264"/>
		<updated>2009-05-28T07:35:39Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Arrows&lt;br /&gt;
|Puncture&lt;br /&gt;
|&lt;br /&gt;
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12263</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12263"/>
		<updated>2009-05-28T07:13:01Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Slicer&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Arrows&lt;br /&gt;
|Puncture&lt;br /&gt;
|&lt;br /&gt;
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12262</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12262"/>
		<updated>2009-05-28T07:07:17Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12261</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12261"/>
		<updated>2009-05-28T07:02:45Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12260</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12260"/>
		<updated>2009-05-28T06:59:28Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  Good for causing concision.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12259</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12259"/>
		<updated>2009-05-28T06:54:48Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
Dependencies:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  Good for causing concision.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Medium&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: High&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: Medium&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Low&lt;br /&gt;
Wil: Low  &lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12258</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12258"/>
		<updated>2009-05-28T06:54:14Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
Dependencies:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
}&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  Good for causing concision.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Medium&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: High&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: Medium&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Low&lt;br /&gt;
Wil: Low  &lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12257</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12257"/>
		<updated>2009-05-28T06:53:26Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
Dependencies:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
}&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  Good for causing concision.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Medium&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: High&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: Medium&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Low&lt;br /&gt;
Wil: Low  &lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12256</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12256"/>
		<updated>2009-05-28T06:52:53Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
Dependencies:&lt;br /&gt;
{&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
}&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  Good for causing concision.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Medium&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: High&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: Medium&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Low&lt;br /&gt;
Wil: Low  &lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12255</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12255"/>
		<updated>2009-05-28T06:49:19Z</updated>

		<summary type="html">&lt;p&gt;Kage: New page: {{Status_red}} {{Opinions |  |  }}  Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While puncture weapons do not require a lot of agility.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  Good for causing concision.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Medium&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Medium&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: None&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: High&lt;br /&gt;
Agi: Medium&lt;br /&gt;
Vit: High&lt;br /&gt;
Dex: Low&lt;br /&gt;
Int: None&lt;br /&gt;
Wil: Low&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
Dependencies: &lt;br /&gt;
Str: Low&lt;br /&gt;
Agi: High&lt;br /&gt;
Vit: Medium&lt;br /&gt;
Dex: High&lt;br /&gt;
Int: Low&lt;br /&gt;
Wil: Low  &lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
2H Swords: Slice &amp;amp; Blunt&lt;br /&gt;
Long Swords: Slice&lt;br /&gt;
Swords: Slice &amp;amp; Counter&lt;br /&gt;
Short Swords: Slice &amp;amp; Puncture&lt;br /&gt;
&lt;br /&gt;
Axes: Slice &amp;amp; Blunt&lt;br /&gt;
Maces: Blunt&lt;br /&gt;
Staffs: Polearm &amp;amp; Blunt&lt;br /&gt;
Nunchukes: Blunt &amp;amp; Precision&lt;br /&gt;
Spears: Polearm &amp;amp; Puncture&lt;br /&gt;
Halberds: Polearm &amp;amp; Slice&lt;br /&gt;
 &lt;br /&gt;
Dagger: Slicer &amp;amp; Counter&lt;br /&gt;
&lt;br /&gt;
(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)&lt;br /&gt;
Bows: Ranged&lt;br /&gt;
Arrows: Puncture&lt;br /&gt;
&lt;br /&gt;
Throwing Knives: Ranged &amp;amp; Precision&lt;br /&gt;
Shields: Absorb&lt;br /&gt;
&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=12254</id>
		<title>Archive:PVP proposal from Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=12254"/>
		<updated>2009-05-28T05:43:55Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|Crush}}&lt;br /&gt;
{{Pro|Yosuhara}}&lt;br /&gt;
{{Pro|jaxad0127}}&lt;br /&gt;
{{Pro|AtmoLaguuna}}&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Dr Wahl}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea of PvP combat is to restrict PVP to personal duels and combat between guilds. Guilds can declare war on each other and then the members of the guilds can fight against each other whenever and wherever they want except in towns. To make pvp more attractive i propose a honor point concept.&lt;br /&gt;
&lt;br /&gt;
The reason I favor this system is that i want to give players the possibility to stay completely out of pvp when they want while giving people who enjoy pvp a competitious and rewarding atmosphere. By focusing on guild vs. guild pvp i want to encourage team oriented pvp combat while avoiding unfair fights party vs. single players, avoid ganking (acting friendly until the other player is occupied, then attacking him. When someone is in an enemy guild you know you can&#039;t trust him) and give the players a group they identify with so that they know what they are fighting for.&lt;br /&gt;
&lt;br /&gt;
==Personal duels==&lt;br /&gt;
When you want to fight someone, you can challenge him to a duel. He can then decide if he wants to fight you or not. When he doesn&#039;t it counts as an automatic win for you. When you win a duel against an opponent who is equally strong or stronger than you level-wise you gain some honor points. When you lose against a lower enemy you lose some honor point. When you win against a weaker enemy or lose against a stronger enemy (like it should be expected) nothing happens.&lt;br /&gt;
&lt;br /&gt;
==Guild war and peace==&lt;br /&gt;
Every guildleader can declare war on other guilds. When he does so the members of both guilds receive a warning. About an hour after the guildleader declares war pvp is enabled between members of the two guilds everywhere except towns. The leaders of both guilds can offer peace at any time. When the offer is accepted pvp is immediately disabled between both guilds. Every kill of a member of an enemy guild gives an honor point for every guildmember and every death of a guildmember by the hands of an enemy guildmember means the lose of an honor point for every guildmember. &lt;br /&gt;
&lt;br /&gt;
The idea is that when you are in a (wrong) guild you have the thrill of being attackable everywhere, but you know exactly who your enemies are. And when attacked by an overwhelming force you also know who to ask for help (that guys who lose honor points when they let you die). It also brings the interesting aspects of diplomacy (avoiding making the wrong enemies, threat other guilds with declaration of war, form alliances) and strategic warfare (keep members of enemy guilds away from key resources to weaken them) into the game. &lt;br /&gt;
&lt;br /&gt;
When you are fed up with being attacked everywhere because your guild pissed off all the big pvp guilds you can still leave the guild and become a guildless player again.&lt;br /&gt;
&lt;br /&gt;
==Honor points==&lt;br /&gt;
Collecting honor points in pvp combat should give both the individual character advantages as it gives the guild advantages when it got members with many honor points.&lt;br /&gt;
&lt;br /&gt;
Players could have the following advantages when they collect enough honor points:&lt;br /&gt;
*A good position on a public scoreboard&lt;br /&gt;
*Access to special quests&lt;br /&gt;
*Access to prestige equipment&lt;br /&gt;
*Advances when dealing with npcs&lt;br /&gt;
*Of course they will be more popular in guilds because the guilds honor points are the sum of the honor points of their members.&lt;br /&gt;
&lt;br /&gt;
Guilds could have the following advantages when the sum of the honor points of their members is high:&lt;br /&gt;
*A good position on a guild scoreboard&lt;br /&gt;
*The right to have a guild emblem&lt;br /&gt;
*Access to guild equipment (like shields or capes with the guild emblem visible)&lt;br /&gt;
*More organizational guild features&lt;br /&gt;
**Giving guild members special tasks like recruiter, treasurer etc. that give them some privileges of the guild leader&lt;br /&gt;
**higher member limit&lt;br /&gt;
**creating private chat channels in which other people can be invited&lt;br /&gt;
**option to form sub guilds &lt;br /&gt;
**etc.&lt;br /&gt;
*Access to a private guild headquarter ranging from a little meeting hut to a huge castle (on an instanced map).&lt;br /&gt;
*Permission to attack other guilds headquarters.&lt;br /&gt;
&lt;br /&gt;
==Guild Headquarter Raid==&lt;br /&gt;
Another idea to make guild wars more interesting. This idea is loosely inspired by the guild war system of Ragnarok Online.&lt;br /&gt;
&lt;br /&gt;
===General idea===&lt;br /&gt;
The idea is that guilds can attempt to invade the guild headquarter (HQ) of an enemy guild and steal their guild flag to humiliate the guild and steal a lot of honor points from them. In contrary to the Ragnarok Online guild wars system this can be done at any time. The attacking guild will usually outnumber the defending guild because they will usually planed the attack in advance and arranged that as many people as possible take part while the defending guild is caught by surprise and there will usually only a few people be online that are scattered all over the world. To counterbalance this strategical disadvantage of the defending guild the following system is designed to give the defenders a big tactical advantage.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
To attack a HQ the attacking guild has to schedule the raid at an npc. Every guild can only raid another guild every 24 hours. Of course only guilds that have a guild HQ can be raided.&lt;br /&gt;
&lt;br /&gt;
Now both guilds get a message and have a half hour to prepare for combat. The attacking guild meets on a special map while the defending guild meets in their HQ. After the half hour preparation time the attacking guildmembers are teleported onto the map of the HQ. The position of the attacking guild should be a random area outside of the HQ. Random to avoid spawn camping of the defending guild.&lt;br /&gt;
&lt;br /&gt;
===Setup and goal===&lt;br /&gt;
While a smaller HQ got a simple layout and is difficult to defend, a large HQ should have a much more complex layout with many points that give the defending guild a tactical advantage. But all HQs got two important rooms. &lt;br /&gt;
&lt;br /&gt;
The first is a spawn room. It should be close to the entrances. When the defenders die they respawn in this room a few seconds later. Attackers can not enter the spawn room nor can they attack the defenders that are in it. &lt;br /&gt;
&lt;br /&gt;
The second is the flag room which is usually in a position that is hard to reach for the attackers but easy to reach from the spawn room. In the flag room is the flag of the defending guild which they have to protect. The flag is basically an item that can only be picked up by the attacking team and is dropped when the character who got it dies.&lt;br /&gt;
&lt;br /&gt;
The mission of the attacking guild is to get into the flag room, take the flag and bring the flag out of the HQ. Guildmembers that die respawn at their usual spawn location in the normal game world and have no chance to get back into the combat.&lt;br /&gt;
&lt;br /&gt;
The mission of the defending guild is to eliminate all attackers before they can bring the guild out of the HQ. When they die they respawn after some seconds in the spawn room.&lt;br /&gt;
&lt;br /&gt;
===Outcome===&lt;br /&gt;
When one of the guilds reaches their goal a lot of honor points from the loser are transfered to the winner. The result could be that the defenders have to move into a smaller HQ or that the attackers lose the right to attack again.&lt;br /&gt;
&lt;br /&gt;
When the defending guild lost they have to invest a minor sum of gold to buy a new guild flag for their HQ. They can&#039;t use the facilities of their guild HQ but they can not be attacked either until they did so. This is a precaution against inactive guilds serving as honor farms for active guilds or attacking the same guild over and over again with different guilds.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
The preferred strategy of the defenders should be to take out the attackers one by one so that they can use their ability to respawn to their advantage. The attackers should try to stay together and rush into the flag room as fast as possible to make use of their superiority. Besieging the spawn room to prevent the defenders from recapturing key positions while a task force captures the flag can also be a successful strategy.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
This rules quite suites me, but i don&#039;t agree that player should automatically win, when his oponent refuse to accept challenge... What if he&#039;s busy, or he just don&#039;t want to fight? Should the challenger take advantage of this? --[[User:Yosuhara|Yosuhara]] 15:18, 21 September 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I agree with Yosuhara. Why not have a third option, &amp;quot;declined&amp;quot;? If a player refuses your challenge it will add 1 to the &amp;quot;declined&amp;quot; option. This way you can easily see how many fights the person has undertaken while also providing an accurate assessment. Also, how will you calculate who won? Obviously it will be determined by who dies, but what about monsters, etc.? Perhaps while two players are dueling they cannot be targeted by ANY outside forces (monsters, friends, etc.)? This keeps things fair and prevents people from ganging up on others (except in party vs. party of course). &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:04, 23 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole guild wars thing seems to open to abuse.  I can imagine that some larger guilds might bully the smaller or weaker guilds by declaring war on them, ruining the game for anyone in those guilds because they are not strong enough either in statistics, numbers, or both to defend against the guild warring against them. I would suggest that guild leaders can only declare war against a guild that is roughly equal or greater in power and/or numbers to the other guild.  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve seen rules to prevent attacks from high level players/factions on low level players/factions in a lot of games of a lot of different genres. And these rules always left loopholes in practice or even had abuse potential on their own. But when you think that you can design any rules on this topic that really work then feel free to do so. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Also, I can easily see abuse of the guild headquarter raid.  A guild could quite easily gain honor points quickly by continually raid the guild HQ of another, weaker guild.  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I fixed your concerns by 1. denying guilds to do more raids than one every 24 hours and 2. removing the defeated guild from both the benefits and disadvantages of guild HQs until they feel ready for it again. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Also, what if a guild doesn&#039;t have or want an HQ?  What then?  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Having a guild HQ is purely optional and a guild without a guild HQ can not be raided. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What are the advantages of having a guild HQ? [[User:Feline monstrosity|Feline monstrosity]] 21:52, 15 May 2008 (CEST)&lt;br /&gt;
:I wrote some ideas about this aspect here: http://forums.themanaworld.org/viewtopic.php?f=4&amp;amp;t=2912&amp;amp;p=25354 --[[User:Crush|Crush]] 00:36, 16 May 2008 (CEST)&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Freeyorp/Patches/Modify_the_default_keyboard_settings_to_resolve_a_conflict&amp;diff=12218</id>
		<title>User:Freeyorp/Patches/Modify the default keyboard settings to resolve a conflict</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Freeyorp/Patches/Modify_the_default_keyboard_settings_to_resolve_a_conflict&amp;diff=12218"/>
		<updated>2009-05-24T06:30:52Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pushed as [http://gitorious.org/tmw/mainline/commit/b66f18ea01fc1935795392f4aaef188fb02e8d64 b66f18ea01fc1935795392f4aaef188fb02e8d64]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
From 32181695612c0b5a1d3cdb7162a775f45aa00710 Mon Sep 17 00:00:00 2001&lt;br /&gt;
From: Freeyorp &amp;lt;Freeyorp101@NOSPAM@hotmail.com&amp;gt;&lt;br /&gt;
Date: Sun, 24 May 2009 00:55:10 +1200&lt;br /&gt;
Subject: [PATCH] Modify the default keyboard settings to resolve a conflict&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
 src/keyboardconfig.cpp |    2 +-&lt;br /&gt;
 1 files changed, 1 insertions(+), 1 deletions(-)&lt;br /&gt;
&lt;br /&gt;
diff --git a/src/keyboardconfig.cpp b/src/keyboardconfig.cpp&lt;br /&gt;
index ca6804f..b669a96 100644&lt;br /&gt;
--- a/src/keyboardconfig.cpp&lt;br /&gt;
+++ b/src/keyboardconfig.cpp&lt;br /&gt;
@@ -98,7 +98,7 @@ static KeyData const keyData[KeyboardConfig::KEY_TOTAL] = {&lt;br /&gt;
     {&amp;quot;keyChatScrollDown&amp;quot;, SDLK_PAGEDOWN, _(&amp;quot;Scroll Chat Down&amp;quot;)},&lt;br /&gt;
     {&amp;quot;keyChatPrevTab&amp;quot;, SDLK_LEFTBRACKET, _(&amp;quot;Previous Chat Tab&amp;quot;)},&lt;br /&gt;
     {&amp;quot;keyChatNextTab&amp;quot;, SDLK_RIGHTBRACKET, _(&amp;quot;Next Chat Tab&amp;quot;)},&lt;br /&gt;
-    {&amp;quot;keyOK&amp;quot;, SDLK_RETURN, _(&amp;quot;Select OK&amp;quot;)},&lt;br /&gt;
+    {&amp;quot;keyOK&amp;quot;, SDLK_SPACE, _(&amp;quot;Select OK&amp;quot;)},&lt;br /&gt;
     {&amp;quot;keyQuit&amp;quot;, SDLK_ESCAPE, _(&amp;quot;Quit&amp;quot;)},&lt;br /&gt;
     {&amp;quot;keyIgnoreInput1&amp;quot;, SDLK_LSUPER, _(&amp;quot;Ignore input 1&amp;quot;)},&lt;br /&gt;
     {&amp;quot;keyIgnoreInput2&amp;quot;, SDLK_RSUPER, _(&amp;quot;Ignore input 2&amp;quot;)}&lt;br /&gt;
-- &lt;br /&gt;
1.6.0.4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Freeyorp/Patches/Display_the_Party_Leaders_name_in_bold_font&amp;diff=12193</id>
		<title>User:Freeyorp/Patches/Display the Party Leaders name in bold font</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Freeyorp/Patches/Display_the_Party_Leaders_name_in_bold_font&amp;diff=12193"/>
		<updated>2009-05-21T12:29:49Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pushed as [http://gitorious.org/tmw/mainline/commit/244b0d9b46128ab3498da078020c8bbf8c65f69f 244b0d9b46128ab3498da078020c8bbf8c65f69f]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
From fc7f300fba6fc02e7cac296bb3ad85cb0596196f Mon Sep 17 00:00:00 2001&lt;br /&gt;
From: Freeyorp &amp;lt;Freeyorp101@NOSPAM@hotmail.com&amp;gt;&lt;br /&gt;
Date: Thu, 21 May 2009 17:45:51 +1200&lt;br /&gt;
Subject: [PATCH] Display the party leaders name in bold font&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
 src/gui/partywindow.cpp    |    1 +&lt;br /&gt;
 src/gui/widgets/avatar.cpp |    6 +++++-&lt;br /&gt;
 src/gui/widgets/avatar.h   |    3 +++&lt;br /&gt;
 3 files changed, 9 insertions(+), 1 deletions(-)&lt;br /&gt;
&lt;br /&gt;
diff --git a/src/gui/partywindow.cpp b/src/gui/partywindow.cpp&lt;br /&gt;
index 68e5a37..5e38441 100644&lt;br /&gt;
--- a/src/gui/partywindow.cpp&lt;br /&gt;
+++ b/src/gui/partywindow.cpp&lt;br /&gt;
@@ -123,6 +123,7 @@ void PartyWindow::updateMember(int id, const std::string &amp;amp;memberName,&lt;br /&gt;
     member-&amp;gt;name = memberName;&lt;br /&gt;
     member-&amp;gt;leader = leader;&lt;br /&gt;
     member-&amp;gt;online = online;&lt;br /&gt;
+    member-&amp;gt;avatar-&amp;gt;setDisplayBold(leader);&lt;br /&gt;
     member-&amp;gt;avatar-&amp;gt;setName(memberName);&lt;br /&gt;
     member-&amp;gt;avatar-&amp;gt;setOnline(online);&lt;br /&gt;
 &lt;br /&gt;
diff --git a/src/gui/widgets/avatar.cpp b/src/gui/widgets/avatar.cpp&lt;br /&gt;
index 16c7723..f7273c7 100644&lt;br /&gt;
--- a/src/gui/widgets/avatar.cpp&lt;br /&gt;
+++ b/src/gui/widgets/avatar.cpp&lt;br /&gt;
@@ -23,6 +23,7 @@&lt;br /&gt;
 &lt;br /&gt;
 #include &amp;quot;localplayer.h&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
+#include &amp;quot;gui/gui.h&amp;quot;&lt;br /&gt;
 #include &amp;quot;gui/widgets/icon.h&amp;quot;&lt;br /&gt;
 #include &amp;quot;gui/widgets/label.h&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
@@ -39,7 +40,8 @@ namespace {&lt;br /&gt;
 &lt;br /&gt;
 Avatar::Avatar():&lt;br /&gt;
     mHp(0),&lt;br /&gt;
-    mMaxHp(0)&lt;br /&gt;
+    mMaxHp(0),&lt;br /&gt;
+    mDisplayBold(false)&lt;br /&gt;
 {&lt;br /&gt;
     setOpaque(false);&lt;br /&gt;
 &lt;br /&gt;
@@ -111,6 +113,8 @@ void Avatar::updateAvatarLabel()&lt;br /&gt;
     if (mName != player_node-&amp;gt;getName() &amp;amp;&amp;amp; mMaxHp != 0)&lt;br /&gt;
         ss &amp;lt;&amp;lt; &amp;quot;  (&amp;quot; &amp;lt;&amp;lt; mHp &amp;lt;&amp;lt; &amp;quot;/&amp;quot; &amp;lt;&amp;lt; mMaxHp &amp;lt;&amp;lt; &amp;quot;)&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
+    if (mDisplayBold)&lt;br /&gt;
+        mLabel-&amp;gt;setFont(boldFont);&lt;br /&gt;
     mLabel-&amp;gt;setCaption(ss.str());&lt;br /&gt;
     mLabel-&amp;gt;adjustSize();&lt;br /&gt;
 }&lt;br /&gt;
diff --git a/src/gui/widgets/avatar.h b/src/gui/widgets/avatar.h&lt;br /&gt;
index 3258666..dbe30a9 100644&lt;br /&gt;
--- a/src/gui/widgets/avatar.h&lt;br /&gt;
+++ b/src/gui/widgets/avatar.h&lt;br /&gt;
@@ -51,6 +51,8 @@ public:&lt;br /&gt;
 &lt;br /&gt;
     void setMaxHp(int maxHp);&lt;br /&gt;
 &lt;br /&gt;
+    void setDisplayBold(bool displayBold) { mDisplayBold = displayBold; }&lt;br /&gt;
+&lt;br /&gt;
 private:&lt;br /&gt;
     void updateAvatarLabel();&lt;br /&gt;
 &lt;br /&gt;
@@ -59,6 +61,7 @@ private:&lt;br /&gt;
     int mMaxHp;&lt;br /&gt;
     Icon *mStatus;&lt;br /&gt;
     gcn::Label *mLabel;&lt;br /&gt;
+    bool mDisplayBold;&lt;br /&gt;
 };&lt;br /&gt;
 &lt;br /&gt;
 #endif // AVATAR_H&lt;br /&gt;
-- &lt;br /&gt;
1.6.0.4&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/patches/easerv-fix-heal-effect&amp;diff=12192</id>
		<title>User:Kage/patches/easerv-fix-heal-effect</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/patches/easerv-fix-heal-effect&amp;diff=12192"/>
		<updated>2009-05-21T12:20:21Z</updated>

		<summary type="html">&lt;p&gt;Kage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
From b331356270093070be635f4b5d96a884b29d4fe7 Mon Sep 17 00:00:00 2001&lt;br /&gt;
From: Chuck Miller &amp;lt;shadowmil@gmail.com&amp;gt;&lt;br /&gt;
Date: Thu, 21 May 2009 08:16:09 -0400&lt;br /&gt;
Subject: [PATCH] Makes sure we tell the client to remove the healing effect&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
 src/map/pc.c |    6 ++++++&lt;br /&gt;
 1 files changed, 6 insertions(+), 0 deletions(-)&lt;br /&gt;
&lt;br /&gt;
diff --git a/src/map/pc.c b/src/map/pc.c&lt;br /&gt;
index 64e66d7..84dc028 100644&lt;br /&gt;
--- a/src/map/pc.c&lt;br /&gt;
+++ b/src/map/pc.c&lt;br /&gt;
@@ -5000,6 +5000,12 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)&lt;br /&gt;
 &lt;br /&gt;
         // Character is dead!&lt;br /&gt;
 &lt;br /&gt;
+	// [Kage] Make sure the healing effect doesn&#039;t play&lt;br /&gt;
+	if  (sd-&amp;gt;special_state.heal_effect) {&lt;br /&gt;
+		sd-&amp;gt;special_state.heal_effect = 0;&lt;br /&gt;
+		clif_status_change(&amp;amp;sd-&amp;gt;bl, SC_HEALING, 0);&lt;br /&gt;
+	}&lt;br /&gt;
+&lt;br /&gt;
 	sd-&amp;gt;status.hp = 0;&lt;br /&gt;
 	// [Fate] Stop quickregen&lt;br /&gt;
 	sd-&amp;gt;quick_regeneration_hp.amount = 0;&lt;br /&gt;
-- &lt;br /&gt;
1.5.4.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/easerv-fix-heal-effect&amp;diff=12191</id>
		<title>User:Kage/easerv-fix-heal-effect</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/easerv-fix-heal-effect&amp;diff=12191"/>
		<updated>2009-05-21T12:20:00Z</updated>

		<summary type="html">&lt;p&gt;Kage: User:Kage/easerv-fix-heal-effect moved to User:Kage/patches/easerv-fix-heal-effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Kage/patches/easerv-fix-heal-effect]]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/patches/easerv-fix-heal-effect&amp;diff=12190</id>
		<title>User:Kage/patches/easerv-fix-heal-effect</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/patches/easerv-fix-heal-effect&amp;diff=12190"/>
		<updated>2009-05-21T12:20:00Z</updated>

		<summary type="html">&lt;p&gt;Kage: User:Kage/easerv-fix-heal-effect moved to User:Kage/patches/easerv-fix-heal-effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CODE]From b331356270093070be635f4b5d96a884b29d4fe7 Mon Sep 17 00:00:00 2001&lt;br /&gt;
From: Chuck Miller &amp;lt;shadowmil@gmail.com&amp;gt;&lt;br /&gt;
Date: Thu, 21 May 2009 08:16:09 -0400&lt;br /&gt;
Subject: [PATCH] Makes sure we tell the client to remove the healing effect&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
 src/map/pc.c |    6 ++++++&lt;br /&gt;
 1 files changed, 6 insertions(+), 0 deletions(-)&lt;br /&gt;
&lt;br /&gt;
diff --git a/src/map/pc.c b/src/map/pc.c&lt;br /&gt;
index 64e66d7..84dc028 100644&lt;br /&gt;
--- a/src/map/pc.c&lt;br /&gt;
+++ b/src/map/pc.c&lt;br /&gt;
@@ -5000,6 +5000,12 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)&lt;br /&gt;
 &lt;br /&gt;
         // Character is dead!&lt;br /&gt;
 &lt;br /&gt;
+	// [Kage] Make sure the healing effect doesn&#039;t play&lt;br /&gt;
+	if  (sd-&amp;gt;special_state.heal_effect) {&lt;br /&gt;
+		sd-&amp;gt;special_state.heal_effect = 0;&lt;br /&gt;
+		clif_status_change(&amp;amp;sd-&amp;gt;bl, SC_HEALING, 0);&lt;br /&gt;
+	}&lt;br /&gt;
+&lt;br /&gt;
 	sd-&amp;gt;status.hp = 0;&lt;br /&gt;
 	// [Fate] Stop quickregen&lt;br /&gt;
 	sd-&amp;gt;quick_regeneration_hp.amount = 0;&lt;br /&gt;
-- &lt;br /&gt;
1.5.4.3&lt;br /&gt;
[/CODE]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/patches/easerv-fix-heal-effect&amp;diff=12189</id>
		<title>User:Kage/patches/easerv-fix-heal-effect</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/patches/easerv-fix-heal-effect&amp;diff=12189"/>
		<updated>2009-05-21T12:19:07Z</updated>

		<summary type="html">&lt;p&gt;Kage: New page: [CODE]From b331356270093070be635f4b5d96a884b29d4fe7 Mon Sep 17 00:00:00 2001 From: Chuck Miller &amp;lt;shadowmil@gmail.com&amp;gt; Date: Thu, 21 May 2009 08:16:09 -0400 Subject: [PATCH] Makes sure we t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CODE]From b331356270093070be635f4b5d96a884b29d4fe7 Mon Sep 17 00:00:00 2001&lt;br /&gt;
From: Chuck Miller &amp;lt;shadowmil@gmail.com&amp;gt;&lt;br /&gt;
Date: Thu, 21 May 2009 08:16:09 -0400&lt;br /&gt;
Subject: [PATCH] Makes sure we tell the client to remove the healing effect&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
 src/map/pc.c |    6 ++++++&lt;br /&gt;
 1 files changed, 6 insertions(+), 0 deletions(-)&lt;br /&gt;
&lt;br /&gt;
diff --git a/src/map/pc.c b/src/map/pc.c&lt;br /&gt;
index 64e66d7..84dc028 100644&lt;br /&gt;
--- a/src/map/pc.c&lt;br /&gt;
+++ b/src/map/pc.c&lt;br /&gt;
@@ -5000,6 +5000,12 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)&lt;br /&gt;
 &lt;br /&gt;
         // Character is dead!&lt;br /&gt;
 &lt;br /&gt;
+	// [Kage] Make sure the healing effect doesn&#039;t play&lt;br /&gt;
+	if  (sd-&amp;gt;special_state.heal_effect) {&lt;br /&gt;
+		sd-&amp;gt;special_state.heal_effect = 0;&lt;br /&gt;
+		clif_status_change(&amp;amp;sd-&amp;gt;bl, SC_HEALING, 0);&lt;br /&gt;
+	}&lt;br /&gt;
+&lt;br /&gt;
 	sd-&amp;gt;status.hp = 0;&lt;br /&gt;
 	// [Fate] Stop quickregen&lt;br /&gt;
 	sd-&amp;gt;quick_regeneration_hp.amount = 0;&lt;br /&gt;
-- &lt;br /&gt;
1.5.4.3&lt;br /&gt;
[/CODE]&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=10529</id>
		<title>Development:Developers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=10529"/>
		<updated>2008-10-31T23:49:43Z</updated>

		<summary type="html">&lt;p&gt;Kage: /* Active */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Active ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border-bottom: 2px solid #efdead&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;200px&amp;quot; align=&amp;quot;left&amp;quot; | Occupation&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Location&lt;br /&gt;
&lt;br /&gt;
{{dev1| [[User:Av3nger|Av3nger]]                 | Pixel art, map creation, translations | Brazil}}&lt;br /&gt;
{{dev2| [[User:Bertram|Bertram]]                 | Programmer | France}}&lt;br /&gt;
{{dev1| [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]           | Lead Programmer | The Netherlands}}&lt;br /&gt;
{{dev2| [[User:Crush|Philipp Sehmisch (Crush)]]  | Pixel artist, mapper, programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:Dabe|David Del Re (Dabe)]]        | Story and Geography writer | USA}}&lt;br /&gt;
{{dev2| [[User:Doener|Doener]]                   | Programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:ElvenProgrammer|Eugenio Favalli (ElvenProgrammer)]] | Project leader, programmer | Italy}}&lt;br /&gt;
{{dev2| [[User:Silene|Guillaume Melquiond (Silene)]] | Programmer | France}}&lt;br /&gt;
{{dev1| [[User:Jaxad0127|Jared Adams (Jaxad0127)]] | Content Manager Task Force member, mapper, minor programming | USA}}&lt;br /&gt;
{{dev2| [[User:Len|L Pabin (len)]]                         | Pixel artist, concept artist, mapper, and Head of Pixellation| USA}}&lt;br /&gt;
{{dev1| [[User:maci|maci]]                       | User support | Germany}}&lt;br /&gt;
{{dev2| [[User:hackgrid|Matt]]                   | Blabbering idiot | Germany}}&lt;br /&gt;
{{dev1| [[User:Modanung|Modanung]]               | Pixel artist, concept artist | The Netherlands}}&lt;br /&gt;
{{dev2| [[User:Pajarico|Pajarico]]               | Art, writer | Spain}}&lt;br /&gt;
{{dev1| [[User:the-me|Patrick MatthÃ¤i]]          | Debian package maintainer | Germany}}&lt;br /&gt;
{{dev2| [[User:Pauan|Pauan]]                     | Graphics artist (painting, pixel art, interface design, etc.) | USA}}&lt;br /&gt;
{{dev1| [[User:Peavey|Dennis Friis (peavey)]]    | Programmer | Denmark}}&lt;br /&gt;
{{dev2| [[User:Platyna|Platyna]]                 | Slackware package maintainer | Poland}}&lt;br /&gt;
{{dev1| [[User:Avaniel|Rogier Polak (Avaniel)]]  | Programmer | The Netherlands}}&lt;br /&gt;
{{dev2| [[User:Rotonen|Joni Orponen (Rotonen)]]  | Head of art, story and music | Finland}}&lt;br /&gt;
{{dev1| [[User:Trapdoor|trapdoor]]               | Programmer | England}}&lt;br /&gt;
{{dev2| [[User:Tuxtgz|Tuxtgz]]                   | Web-interface Programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:VictorSan|VictorSan]]             | Programmer | Spain}}&lt;br /&gt;
{{dev2| [[User:Yosuhara|Yosuhara]]               | Pixel artist | Slovakia}}&lt;br /&gt;
{{dev1| [[User:Zipon|Zipon]]                     | Mapper | Denmark}}&lt;br /&gt;
{{dev2| [[User:Irukard|Krzysztof Daszuta (Irukard)]]                 | Pixel artist | Poland}}&lt;br /&gt;
{{dev1| [[User:Kage|Chuck Miller (Kage)]]        | Programmer | USA}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retired ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border-bottom: 2px solid #efdead&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;200px&amp;quot; align=&amp;quot;left&amp;quot; | Occupation&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Location&lt;br /&gt;
&lt;br /&gt;
{{dev1| [[User:Gagaofdeath|Andrej Sinicyn]]      | Programmer | Germany}}&lt;br /&gt;
{{dev2| [[User:Bear|Bear]]                       | Scripter | USA}}&lt;br /&gt;
{{dev1| [[User:Catfish_Man|Catfish_Man]]         | Mac port | USA}}&lt;br /&gt;
{{dev2| Chetic                                   | Mapper | }}&lt;br /&gt;
{{dev1| [[User:Clef|Clef]]                       | Pixel artist | }}&lt;br /&gt;
{{dev2| [[User:Demon|Demon]]                     | Pixel artist | }}&lt;br /&gt;
{{dev1| [[User:deviexx|deviexx]]                 | Content manager | }}&lt;br /&gt;
{{dev2| [[User:Golgo|Golgo]]                     | Pixel artist | }}&lt;br /&gt;
{{dev1| Gnulia                                   | Concept artist | }}&lt;br /&gt;
{{dev2| Igor Morgado (imorgado)                  | Tester | }}&lt;br /&gt;
{{dev1| [[User:Javila|Javila]]                   | Programmer | Brazil}}&lt;br /&gt;
{{dev2| [[User:JoshLangley|JoshLangley]]         | Client Programmer | Australia}}&lt;br /&gt;
{{dev1| [[User:kindjal|kindjal]]                 | Programmer | France, currently Italy}}&lt;br /&gt;
{{dev2| [[User:Kinetic|Kinetic]]                 | Pixel artist | USA}}&lt;br /&gt;
{{dev1| Alexander Baldeck (kth5/Shura)           | Programmer | }}&lt;br /&gt;
{{dev2| [[User:Kyokai|Kyokai]]                   | Game systems designer | }}&lt;br /&gt;
{{dev1| [[User:Maester Pixel|Maester Pixel]]     | Pixel artist | USA}}&lt;br /&gt;
{{dev2| [[User:Magick|Magick]]                   | Musician | }}&lt;br /&gt;
{{dev1| [[User:Mkael|Mkael]]                     | Concept artist | Finland}}&lt;br /&gt;
{{dev2| [[User:Mra|Mra]]                         | Programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:Neko-mon|Neko-mon]]               | Pixel artist | Brazil}}&lt;br /&gt;
{{dev2| Neorice                                  | Pixel artist | }}&lt;br /&gt;
{{dev1| [[User:Nym|nym]]                         | Programmer | Australia}}&lt;br /&gt;
{{dev2| Rodney Dawes (dobey)                     | Packager (install process) | }}&lt;br /&gt;
{{dev1| Romulo Fernandes (razor85)               | Artist | }}&lt;br /&gt;
{{dev2| Simon Edwardsson (simonedw/simedw)       | Packager (Mac) | }}&lt;br /&gt;
{{dev1| [[User:Sora|Sora]]                       | Pixel artist | Poland}}&lt;br /&gt;
{{dev2| [[User:Sull|Sull]]                       | Pixel artist and hosting | Canada}}&lt;br /&gt;
{{dev1| [[User:Talaroc|Talaroc]]                 | Pixel artist | }}&lt;br /&gt;
{{dev2| Ti Sing Hao                              | Musician | }}&lt;br /&gt;
{{dev1| Ultramichy                               | Hosting | }}&lt;br /&gt;
{{dev2| [[User:Usiu|Mateusz Kaduk (Usiu)]]              | Programmer | Poland}}&lt;br /&gt;
{{dev1| Vlady                                    | Artist | }}&lt;br /&gt;
{{dev2| zenogais (bitshift2002)                  | Programmer | }}&lt;br /&gt;
{{dev1| [[User:Axltrozz|Alex Argumedo (Axltrozz)]]               | Pixel artist | USA, born in El Salvador}}&lt;br /&gt;
{{dev2| Quiche_On_A_leash | Content Management |}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kage</name></author>
	</entry>
</feed>