<?xml version="1.0"?>
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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mra</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=Mra"/>
	<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/wiki/Special:Contributions/Mra"/>
	<updated>2026-05-06T06:13:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Mra&amp;diff=8563</id>
		<title>User:Mra</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Mra&amp;diff=8563"/>
		<updated>2008-01-28T14:55:33Z</updated>

		<summary type="html">&lt;p&gt;Mra: Deleting my page. Have a nice day :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Mra&amp;diff=3371</id>
		<title>User:Mra</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Mra&amp;diff=3371"/>
		<updated>2005-12-29T14:04:06Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mra ==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Jan-Fabian Humann&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthday:&#039;&#039;&#039; 01.01.1988 (yup^^)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mail:&#039;&#039;&#039; malastare AT gmx DOT net&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sf username:&#039;&#039;&#039; malastare&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Soest/Germany/Europe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activities:&#039;&#039;&#039; Playing E-Guitar, Reading fantasy books (Currently: A song of ice and fire - Parth three: A storm of swords), Listening to good old rock music (Deep purple, Jethro Tull, Led Zeppelin, The Doors, Hendrix...Also investigating even older Blues and Rock n&#039;Roll artists like BB King, Little Richard, etc), coding here and there a bit (C++, PHP, Python...), Doing other things ^^&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:EAthena_protocol_details&amp;diff=147</id>
		<title>Archive:EAthena protocol details</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:EAthena_protocol_details&amp;diff=147"/>
		<updated>2005-05-27T01:22:25Z</updated>

		<summary type="html">&lt;p&gt;Mra: /* Packet from Server: 0x00aa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page is meant to document any important or not-so-important details of the eAthena/RO protocol.&lt;br /&gt;
Feel free to add stuff, but please check the packet_table_en.txt in eAthena&#039;s doc folder first, so we don&#039;t have a lot of duplicate information.&lt;br /&gt;
&lt;br /&gt;
== Packet from Server: 0x00aa ==&lt;br /&gt;
&lt;br /&gt;
The Server sends this packet as an answer to the &#039;request equip&#039;  packet.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
R 00aa &amp;lt;index&amp;gt;.w &amp;lt;equip point&amp;gt;.w &amp;lt;type&amp;gt;.B&lt;br /&gt;
&lt;br /&gt;
I will only explain &amp;lt;equip point&amp;gt;, because that&#039;s the only one which is not that easy to understand:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;equip point&amp;gt; could be any of the following integers (hexadecimal values in brackets):&lt;br /&gt;
&lt;br /&gt;
1 Lower Headgear Slot (0x1) ([[User:daredevil|daredevil]]: &amp;quot;This is unused in tmw, client&#039;s equip array starts at 0x02&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
2 1 Hand Weapons (0x2) (first weapon slot)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Garment (0x4)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Accessory (1st or 2nd slot, I don&#039;t know) (0x8)&amp;lt;br&amp;gt;&lt;br /&gt;
16 Body (0x10)&amp;lt;br&amp;gt;&lt;br /&gt;
32 Shields or Daggers (if you are an assassin with dagger skill) (0x20) (second weapon slot)&amp;lt;br&amp;gt;&lt;br /&gt;
64 Shoes (0x40)&amp;lt;br&amp;gt;&lt;br /&gt;
128 accessory (1st or 2nd Slot, I don&#039;t know) (0x80)&amp;lt;br&amp;gt;&lt;br /&gt;
256 Upper Headgear Slot(0x100)&amp;lt;br&amp;gt;&lt;br /&gt;
512 Mid Headgears Slot (0x200)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special (composed) IDs:&lt;br /&gt;
&lt;br /&gt;
32768 Arrows (0x8000)  (this will be sent through an extra package anyways)&amp;lt;br&amp;gt;&lt;br /&gt;
513 (512 + 1) Mid / Lower Headgear Slots (0x201)&amp;lt;br&amp;gt;&lt;br /&gt;
768 (256 + 512) Mid / Upper Headgear Slots (0x300)&amp;lt;br&amp;gt;&lt;br /&gt;
769 (1 + 256 + 512) All 3 Headgear Slots (0x301)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Mra|Mra]] 18:20, 26 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:EAthena_protocol_details&amp;diff=145</id>
		<title>Archive:EAthena protocol details</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:EAthena_protocol_details&amp;diff=145"/>
		<updated>2005-05-27T01:22:05Z</updated>

		<summary type="html">&lt;p&gt;Mra: /* Packet from Server: 0x00aa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page is meant to document any important or not-so-important details of the eAthena/RO protocol.&lt;br /&gt;
Feel free to add stuff, but please check the packet_table_en.txt in eAthena&#039;s doc folder first, so we don&#039;t have a lot of duplicate information.&lt;br /&gt;
&lt;br /&gt;
== Packet from Server: 0x00aa ==&lt;br /&gt;
&lt;br /&gt;
The Server sends this packet as an answer to the &#039;request equip&#039;  packet.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
R 00aa &amp;lt;index&amp;gt;.w &amp;lt;equip point&amp;gt;.w &amp;lt;type&amp;gt;.B&lt;br /&gt;
&lt;br /&gt;
I will only explain &amp;lt;equip point&amp;gt;, because that&#039;s the only one which is not that easy to understand:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;equip point&amp;gt; could be any of the following integers (hexadecimal values in brackets)&lt;br /&gt;
1 Lower Headgear Slot (0x1) ([[User:daredevil|daredevil]]: &amp;quot;This is unused in tmw, client&#039;s equip array starts at 0x02&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
2 1 Hand Weapons (0x2) (first weapon slot)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Garment (0x4)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Accessory (1st or 2nd slot, I don&#039;t know) (0x8)&amp;lt;br&amp;gt;&lt;br /&gt;
16 Body (0x10)&amp;lt;br&amp;gt;&lt;br /&gt;
32 Shields or Daggers (if you are an assassin with dagger skill) (0x20) (second weapon slot)&amp;lt;br&amp;gt;&lt;br /&gt;
64 Shoes (0x40)&amp;lt;br&amp;gt;&lt;br /&gt;
128 accessory (1st or 2nd Slot, I don&#039;t know) (0x80)&amp;lt;br&amp;gt;&lt;br /&gt;
256 Upper Headgear Slot(0x100)&amp;lt;br&amp;gt;&lt;br /&gt;
512 Mid Headgears Slot (0x200)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special (composed) IDs:&lt;br /&gt;
&lt;br /&gt;
32768 Arrows (0x8000)  (this will be sent through an extra package anyways)&amp;lt;br&amp;gt;&lt;br /&gt;
513 (512 + 1) Mid / Lower Headgear Slots (0x201)&amp;lt;br&amp;gt;&lt;br /&gt;
768 (256 + 512) Mid / Upper Headgear Slots (0x300)&amp;lt;br&amp;gt;&lt;br /&gt;
769 (1 + 256 + 512) All 3 Headgear Slots (0x301)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Mra|Mra]] 18:20, 26 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:EAthena_protocol_details&amp;diff=144</id>
		<title>Archive:EAthena protocol details</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:EAthena_protocol_details&amp;diff=144"/>
		<updated>2005-05-27T01:20:37Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page is meant to document any important or not-so-important details of the eAthena/RO protocol.&lt;br /&gt;
Feel free to add stuff, but please check the packet_table_en.txt in eAthena&#039;s doc folder first, so we don&#039;t have a lot of duplicate information.&lt;br /&gt;
&lt;br /&gt;
== Packet from Server: 0x00aa ==&lt;br /&gt;
&lt;br /&gt;
The Server sends this packet as an answer to the &#039;request equip&#039;  packet.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
R 00aa &amp;lt;index&amp;gt;.w &amp;lt;equip point&amp;gt;.w &amp;lt;type&amp;gt;.B&lt;br /&gt;
&lt;br /&gt;
I will only explain &amp;lt;equip point&amp;gt;, because that&#039;s the only one which is not that easy to understand:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 Lower Headgear Slot (0x1) ([[User:daredevil|daredevil]]: &amp;quot;This is unused in tmw, client&#039;s equip array starts at 0x02&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
2 1 Hand Weapons (0x2) (first weapon slot)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Garment (0x4)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Accessory (1st or 2nd slot, I don&#039;t know) (0x8)&amp;lt;br&amp;gt;&lt;br /&gt;
16 Body (0x10)&amp;lt;br&amp;gt;&lt;br /&gt;
32 Shields or Daggers (if you are an assassin with dagger skill) (0x20) (second weapon slot)&amp;lt;br&amp;gt;&lt;br /&gt;
64 Shoes (0x40)&amp;lt;br&amp;gt;&lt;br /&gt;
128 accessory (1st or 2nd Slot, I don&#039;t know) (0x80)&amp;lt;br&amp;gt;&lt;br /&gt;
256 Upper Headgear Slot(0x100)&amp;lt;br&amp;gt;&lt;br /&gt;
512 Mid Headgears Slot (0x200)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special (composed) IDs:&lt;br /&gt;
&lt;br /&gt;
32768 Arrows (0x8000)  (this will be sent through an extra package anyways)&amp;lt;br&amp;gt;&lt;br /&gt;
513 (512 + 1) Mid / Lower Headgear Slots (0x201)&amp;lt;br&amp;gt;&lt;br /&gt;
768 (256 + 512) Mid / Upper Headgear Slots (0x300)&amp;lt;br&amp;gt;&lt;br /&gt;
769 (1 + 256 + 512) All 3 Headgear Slots (0x301)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Mra|Mra]] 18:20, 26 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Itemset_development&amp;diff=112</id>
		<title>Development:Itemset development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Itemset_development&amp;diff=112"/>
		<updated>2005-05-24T12:54:57Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Item development plan ==&lt;br /&gt;
&lt;br /&gt;
The development of a new item for in the game consists of a number of steps. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The item needs a name, description and purpose.&#039;&#039;&#039; A small piece of information about the item&#039;s origins and current uses could also be helpful. The point of this part is the the item will need a place in the world, inhabitants could mention the item or it could be used in quests. Some information about the item is helpful to make the occurances of the item in the world more natural.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relevant graphics need to be drawn.&#039;&#039;&#039; In most cases this is at least an icon to be able to show the item on the map and in inventory. In the case of visible equipment this should also include the character overlay to be used.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The attributes of the item need to be specified.&#039;&#039;&#039; Here we mean to point out exactly what happens when you use or equip an item and what it&#039;s value, weight and id are. With our new server this part will include composing the related XML item definition.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Finally, use the item in the game.&#039;&#039;&#039; Make certain monsters drop the item, or have it be sold in certain stores. Incorporate it in a quest or allow it to be harvested in certain places. It should be easy to find out where an item is being used later, possibly by its id which could be prefixed by &amp;quot;item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Below you&#039;ll find specification for item icons and a list of items currently in development. For a list of completed items that are ready for use, see the ItemReference.&lt;br /&gt;
&lt;br /&gt;
== Further readings ==&lt;br /&gt;
&lt;br /&gt;
In order to get ideas and inspiration, you should take a look at our older item entries:&lt;br /&gt;
* [[Master equipment list]]&lt;br /&gt;
* [[Generic items]]&lt;br /&gt;
* [[Equipment system]]&lt;br /&gt;
&lt;br /&gt;
== Item icon specs ==&lt;br /&gt;
* &#039;&#039;&#039;Dimension:&#039;&#039;&#039; 32x32&lt;br /&gt;
* &#039;&#039;&#039;Color depth:&#039;&#039;&#039; 32 bpp&lt;br /&gt;
* &#039;&#039;&#039;File format:&#039;&#039;&#039; PNG&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; transparent&lt;br /&gt;
&lt;br /&gt;
== Items in development ==&lt;br /&gt;
Someone wants to add a table here? ;)&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
* Name: Knife&lt;br /&gt;
ID: 1201&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_wpn_short_sword.png&lt;br /&gt;
&lt;br /&gt;
* Name: Blood axe&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_wpn_blood_axe.png&lt;br /&gt;
&lt;br /&gt;
* Name: Broad sword&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_wpn_broad_sword.png&lt;br /&gt;
&lt;br /&gt;
* Name: Pair sword&lt;br /&gt;
http://kekskiller.cybton.com/twm_wpn_pair_swords.png&lt;br /&gt;
&lt;br /&gt;
* Name: Shuriken&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_wpn_shuriken.png&lt;br /&gt;
&lt;br /&gt;
* Name: Throw spear&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_wpn_throw_spear.png&lt;br /&gt;
&lt;br /&gt;
* Name: Arrow&lt;br /&gt;
ID: 1199&lt;br /&gt;
Image info: an arrow&lt;br /&gt;
Priority: URGENT&lt;br /&gt;
&lt;br /&gt;
* Name: Bow&lt;br /&gt;
ID: 1200&lt;br /&gt;
Image info: a simple bow&lt;br /&gt;
Priority: URGENT&lt;br /&gt;
&lt;br /&gt;
* Name: Cotton shirt&lt;br /&gt;
ID: 1202&lt;br /&gt;
Image info: a white cotton shirt&lt;br /&gt;
Priority: URGENT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
* http://themanaworld.sourceforge.net/archive/kekskiller/cactusdrink.png&lt;br /&gt;
Name: Cactus drink&lt;br /&gt;
ID: 501 / Effect: +10 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Name: Cactus potion&lt;br /&gt;
ID: 502 / Effect: +10 MP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/cactuspotion.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Name: Casino coins&lt;br /&gt;
ID: 503 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/casinocoins.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Name: Decor candy cane&lt;br /&gt;
ID: 504 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/candycane.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Name: Maggot slime&lt;br /&gt;
ID: 505 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://kekskiller.cybton.com/twm_itm_maggotslime.png&lt;br /&gt;
&lt;br /&gt;
* Name: Candy cane&lt;br /&gt;
ID: 506 / Effect: +7 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_itm_candycane.png&lt;br /&gt;
&lt;br /&gt;
* Name: Scorpion stinger&lt;br /&gt;
ID: 507 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://img190.exs.cx/img190/3299/stingerblack9ak.gif&lt;br /&gt;
&lt;br /&gt;
* Name: Xmas cake&lt;br /&gt;
ID: 508 / Effect: +10 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/cake.png&lt;br /&gt;
&lt;br /&gt;
* Name: Chocolate&lt;br /&gt;
ID: 509 / Effect: +15 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_itm_chocolate.png&lt;br /&gt;
&lt;br /&gt;
* Name: Candy&lt;br /&gt;
ID: 510 / Effect: +5 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_itm_candy.png&lt;br /&gt;
&lt;br /&gt;
* Name: Santa&#039;s hat&lt;br /&gt;
ID: 511 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/hat.png&lt;br /&gt;
&lt;br /&gt;
* Name: Gingerbread man&lt;br /&gt;
ID: 512 / Effect: +20 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_itm_xmascake.png&lt;br /&gt;
&lt;br /&gt;
* Name: Slice of cake&lt;br /&gt;
ID: 513 / Effect: +20 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/twm_itm_cakeslice.png&lt;br /&gt;
&lt;br /&gt;
* Name: Xmas candy cane&lt;br /&gt;
ID: 514 / Effect: +14 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/CandyC.png&lt;br /&gt;
Image info: a white and red curved candy cane&lt;br /&gt;
&lt;br /&gt;
* Name: Pink present&lt;br /&gt;
ID: 515 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/presentpink.png&lt;br /&gt;
&lt;br /&gt;
* Name: Yellow present&lt;br /&gt;
ID: 516 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/presentyellow.png&lt;br /&gt;
&lt;br /&gt;
* Name: Red Stinger&lt;br /&gt;
ID: 517 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://themanaworld.sourceforge.net/archive/kekskiller/stinger2jw.gif&lt;br /&gt;
&lt;br /&gt;
* Name: Bug Leg&lt;br /&gt;
ID: 518 / Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
http://kekskiller.cybton.com/twm_itm_bugleg.png&lt;br /&gt;
&lt;br /&gt;
* Name: Slice of cake with a cherry&lt;br /&gt;
ID: 519 / Effect: +20 HP&amp;lt;br&amp;gt;&lt;br /&gt;
http://kekskiller.cybton.com/twm_itm_cakeslice_with_cherry.png&lt;br /&gt;
&lt;br /&gt;
Talaroc: Graphic developer: you should replace Image info with your images.&lt;br /&gt;
Database developer: add new items to the items database.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Technical_skill_information&amp;diff=82</id>
		<title>Archive talk:Technical skill information</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Technical_skill_information&amp;diff=82"/>
		<updated>2005-05-23T21:07:00Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Mra ===&lt;br /&gt;
I think this could be kinda outdated, but i don&#039;t know ( I don&#039;t even know imorgado ;)&lt;br /&gt;
Would be good if someone could go over it...&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Technical_skill_information&amp;diff=80</id>
		<title>Archive talk:Technical skill information</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Technical_skill_information&amp;diff=80"/>
		<updated>2005-05-23T21:04:18Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== [User:Mra|Mra] ===&lt;br /&gt;
I think this could be kinda outdated, but i don&#039;t know ( I don&#039;t even know imorgado ;)&lt;br /&gt;
Would be good if someone could go over it...&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Skill_system_GUI_notes&amp;diff=2058</id>
		<title>Archive:Skill system GUI notes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Skill_system_GUI_notes&amp;diff=2058"/>
		<updated>2005-05-23T20:45:22Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Here are my notes on the GUI for the Skill System&amp;lt;/b&amp;gt;&lt;br /&gt;
http://img206.exs.cx/img206/9159/ssgui6yk.jpg&lt;br /&gt;
&lt;br /&gt;
The goal of this interface is to allow the user to view his skills and how close they are to levelling. It also explains skills and their application in a non-technical way the user can understand.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t have any icons yet, but these will be simple to synthesize from the itemset graphics when they are complete.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m not sure if we have tabs in the GUI. If you don&#039;t want to implement them, We can have a list of buttons on the side, which works just as well.&lt;br /&gt;
&lt;br /&gt;
Thanks for your help with implementing the UI.&lt;br /&gt;
&lt;br /&gt;
These are the star colors, I forgot to write them in:&lt;br /&gt;
* Black - Halted. The skill cannot gain exp.&lt;br /&gt;
* Gray - Slowed. The skill gains exp at a 50% rate.&lt;br /&gt;
* None - Normal. Skill gains exp normally.&lt;br /&gt;
* Copper - Boosted. Skill gains exp at a 200% rate.&lt;br /&gt;
* Gold - Accelerated. The skill gains exp at a 400% rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;--[[User:Kyokai|Kyokai]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[User:BjÃ¸rn|BjÃ¸rn]]: I like the overal idea. One thing that bothers me are the tabs, I would much prefer to just be able to scroll through all skills vertically. If this makes for a too long list to scroll through, we could allow the player to collapse groups, but for the moment I don&#039;t think it&#039;ll be too long. A list would also allow the player to sort skills not only on group/name but also on their level, for example. This would give a better view on the general profile to the player.&lt;br /&gt;
&lt;br /&gt;
Another thing, I think 400% is really over the top and that Copper should be more like 150% and Gold 200%.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[User:Kyokai|Kyokai]]: We can make it a full list if you like. The current skill count is around 80, so collapsable groups are a must, I think. A full list could also be implemented, as a check box feature maybe. I&#039;m uncertain how you would get the icons into a GUI listbox, but I imagine you know the way if anyone does.&lt;br /&gt;
&lt;br /&gt;
As for 400%, I was thinking the players might be able to buy a potion or something that give a specific skill a 400% exp booster for 15 minutes or so. I don&#039;t believe it will be a permanent effect on anything, just a status effect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[User:Talaroc|Talaroc]]: I think that 400%, even temporarily, is a bit much. If I had 15 minutes to gain 400% exp on a single skill...you&#039;d better believe I&#039;d spend that 15 minutes doing nothing but that skill as fast and as much as I could.&lt;br /&gt;
&lt;br /&gt;
On a GUI note, don&#039;t make all the modifier icons stars; a star carries the assumption of being positive. Make the black and grey ones circles or something.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Generic_items&amp;diff=219</id>
		<title>Archive:Generic items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Generic_items&amp;diff=219"/>
		<updated>2005-05-23T18:41:05Z</updated>

		<summary type="html">&lt;p&gt;Mra: Ported over from old Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These items have no actual function. They are dropped by monsters or harvested by players or bought as raw materials in stores. Their primary purpose is to be crafted into better items for player use. &amp;lt;b&amp;gt;[[User:Sir_Zat|Sir_Zat]] says: If it has a z beside it, i&#039;ve finished it.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Bear|Bear]]:QUESTION!, shouldnt STEAK be part of useful items section? or will there be a COOKED STEAK in there.?&lt;br /&gt;
&lt;br /&gt;
Please add to this list!&lt;br /&gt;
&lt;br /&gt;
* z Lumber scraps - Scraps of wood with little real use&lt;br /&gt;
* z Emerald - A precious stone which is said to hold energy associated with life.&lt;br /&gt;
* z Soap - Cleanses evil. Cleanses most things, actually&lt;br /&gt;
* z Gold Ore - Valuable and precious metal&lt;br /&gt;
* z Tack - A tiny metal spike for holding things together.&lt;br /&gt;
* z Epyri&#039;s Silver - Silver drops blessed by the spirit of fire.&lt;br /&gt;
* z Epyri&#039;s Gold - Golden drops blessed by the spirit of fire.&lt;br /&gt;
* z Glass - A sheet of glass.&lt;br /&gt;
* z Fine Sand - a handfull finely grained sand.&lt;br /&gt;
* z Unworked leather - &amp;quot;Fresh&amp;quot; leather, as it were&lt;br /&gt;
* - Leather scraps - Average pieces of tanned leather&lt;br /&gt;
* - Well-worked leather - High-quality tanned leather, good for making armor&lt;br /&gt;
* z Iron rings - Small open rings of iron that can be braided into chainmail&lt;br /&gt;
* z Iron ore - A chunk of raw ore&lt;br /&gt;
* z Carbon lump - Combines with iron ore to make steel&lt;br /&gt;
* - Steel - A lump of steel suitable for making into weapons or armor&lt;br /&gt;
* - Seasoned wood - A length of strong wood suitable for staves or bows&lt;br /&gt;
* - Cord - A tough length of cord for bowstrings&lt;br /&gt;
* z Stone - A big rock&lt;br /&gt;
* z Bolt of cotton - A large swath of cotton cloth&lt;br /&gt;
* z Bolt of silk - A large swath of silk cloth&lt;br /&gt;
* - Grain - Enough harvested grain for a loaf of bread&lt;br /&gt;
* - Flowering herb - A fresh-picked plant that can be made into a health potion&lt;br /&gt;
* - Fragrant herb - A fresh-picked plant that can be made into a mana potion&lt;br /&gt;
* z Parchment - A scrap of clean parchment&lt;br /&gt;
* z Clay - A lump of malleable clay&lt;br /&gt;
* z Venom - The collected toxin of a poisonous beast&lt;br /&gt;
* z Feathers - Bird feathers&lt;br /&gt;
* - Fur - Soft, warm fur&lt;br /&gt;
* z Bone - Dense, hard bone&lt;br /&gt;
* z Ruby - A precious stone, dancing with inner fire&lt;br /&gt;
* z Diamond - A brilliantly shining, white gemstone&lt;br /&gt;
* z Sapphire - A deep blue precious gemstone&lt;br /&gt;
* z Amethyst - A beautiful violet, precious gemstone&lt;br /&gt;
* z Topaz - A yellow gemstone, shining like the sun&lt;br /&gt;
* z Long hilt - A piece of a sword (can be made through crafting)&lt;br /&gt;
* z Ogre teeth - taken from a slain ogre&lt;br /&gt;
* z Metronic Ore - metal taken from a meteorite&lt;br /&gt;
* z Mercury - A vial of liquid metal&lt;br /&gt;
* - Dry Ice - A lump of dry ice&lt;br /&gt;
* z Ether - condensed alcohol with the power to knock a person unconscious&lt;br /&gt;
* z Gunpowder - a lump of explosive dust&lt;br /&gt;
* z Sulfur - bad smelling chemical dust&lt;br /&gt;
* z Sugar - for baking and chemistry&lt;br /&gt;
* z Charred Wood - a burnt log&lt;br /&gt;
* z Yeast - bacteria commonly used for cooking&lt;br /&gt;
* - Dried rose - a preserved, pressed flower&lt;br /&gt;
* z Bucket of Paint - in a variety of colors (9 colors)&lt;br /&gt;
* z Canvas - for painting or covering things.&lt;br /&gt;
* z Eyeball - taken from a corpse.&lt;br /&gt;
* z Steak -&lt;br /&gt;
* z Mutton -&lt;br /&gt;
* z Pork -&lt;br /&gt;
* z Spoon - It&#039;s a cooking utensil.&lt;br /&gt;
* - Oil - burning liquid for light.&lt;br /&gt;
* z Grease -&lt;br /&gt;
* - Wax -&lt;br /&gt;
* - Aluminum -&lt;br /&gt;
* - Battery -&lt;br /&gt;
* - Wires -&lt;br /&gt;
* - Lens -&lt;br /&gt;
* - Water -&lt;br /&gt;
* - Chain -&lt;br /&gt;
* - Empty Bottle -&lt;br /&gt;
* - Holy Water -&lt;br /&gt;
* - Gryphon&#039;s Blood - Blood from a noble creature, can be used in magical recipes.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Master_skill_list&amp;diff=2049</id>
		<title>Archive:Master skill list</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Master_skill_list&amp;diff=2049"/>
		<updated>2005-05-23T18:32:08Z</updated>

		<summary type="html">&lt;p&gt;Mra: Ported over from old Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weapon Skills ==&lt;br /&gt;
(we&#039;re discussing the expansion of this section in the forum. Look for the skills thread in Suggestions)&lt;br /&gt;
&lt;br /&gt;
* Short Blades - Short Swords, knives&lt;br /&gt;
* Long Blades - Scimitars, Bastard Swords, Greatswords&lt;br /&gt;
* Hammers - axes, greataxes, maces, and warhammers&lt;br /&gt;
* Archery - bows, slings, guns?&lt;br /&gt;
* Whip - Whips, chained weapons&lt;br /&gt;
* Staves - Scythes, canes, etc.&lt;br /&gt;
* Throwing - Javelin, boomerang, throwing knives&lt;br /&gt;
* Piercing - Spears, glaives, and rapiers&lt;br /&gt;
* Hand to Hand / Glove - Martial arts fighting&lt;br /&gt;
&lt;br /&gt;
== Magic Skills ==&lt;br /&gt;
&lt;br /&gt;
* Fire Magic (Epyri)&lt;br /&gt;
* Water Magic (Merene)&lt;br /&gt;
* Earth Magic (Geon)&lt;br /&gt;
* Air Magic (Izurial)&lt;br /&gt;
* Light Magic (Lumine)&lt;br /&gt;
* Dark Magic (Tenebrae)&lt;br /&gt;
* Time Magic (Chronos)&lt;br /&gt;
* Space Magic (Teless)&lt;br /&gt;
* Mana Magic (Gen)&lt;br /&gt;
&lt;br /&gt;
== Craft Skills ==&lt;br /&gt;
&lt;br /&gt;
* Metalworking - Make things from metal&lt;br /&gt;
* Woodworking - Make things from wood&lt;br /&gt;
* Jeweler - Make accessories and other items with gold/gems&lt;br /&gt;
* Alchemist - Make items that have spell charges&lt;br /&gt;
* Cook - Make items with recovery or enhancing effects&lt;br /&gt;
* Tailor - Make cloth weapons, armor, and accessories from animal parts&lt;br /&gt;
* Artisan - (possibly if there are collectible or asthetic items or accessories in game, they need to be made too)&lt;br /&gt;
* Synthesis - Upgrading weapons and armor with mana orbs (see EquipmentSystem)&lt;br /&gt;
&lt;br /&gt;
== General Skills ==&lt;br /&gt;
&lt;br /&gt;
* Running - Allows players to sprint for longer (only if we use SoM style sprinting)&amp;lt;br&amp;gt;this skill will survive)&lt;br /&gt;
* Searching - Allows players to detect invisible enemies and traps.&lt;br /&gt;
* Sneak - Lowers the range in which enemies will detect the character and attack him.&amp;lt;br&amp;gt;(Assuming he doesn&#039;t attack them first, at which point this doesn&#039;t matter)&lt;br /&gt;
* Trading - Allows players to buy merchandise from stores cheaper (1% per level, up to level 10)&lt;br /&gt;
* Intimidate - keeps lower-level monsters from attacking you first.&lt;br /&gt;
* Athletics - helps to determine performance in physically active minigames.&lt;br /&gt;
&lt;br /&gt;
== Combat Skills ==&lt;br /&gt;
&lt;br /&gt;
* Dodge - improves how often the character can dodge enemy attacks&lt;br /&gt;
* Critical - improves the rate of critical hits&lt;br /&gt;
* Accuracy - negates the effect of dodge skill for opponents&lt;br /&gt;
* Block/Parry - improves the rate of blocking and parrying attacks (blocking is based on this and weapon skills, unlike dodge, which is just based on dodge and Agl.)&lt;br /&gt;
* Magic Aura - Improves the stick time of enhancing magics (in conjunction with caster&#039;s magic level)&lt;br /&gt;
* Counter - improves the rate of automatic counterattacks when you block/parry&lt;br /&gt;
&lt;br /&gt;
== Resistance Skills ==&lt;br /&gt;
(There will be one for every status effect)&lt;br /&gt;
&lt;br /&gt;
* Poison - reduces the time you stay poisoned and may prevent poison sometimes&lt;br /&gt;
* Silence - reduces the time you stay silenced and may prevent silence sometimes&lt;br /&gt;
* Petrify - reduces the time you stay petrified and may prevent petrification sometimes&lt;br /&gt;
* Paralyze - reduces the time you stay paralyzed and may prevent Paralysis sometimes&lt;br /&gt;
* Blind - reduces the time you stay blinded and may prevent blind sometimes&lt;br /&gt;
* Zombie - reduces the time you stay undead and may prevent zombie sometimes&lt;br /&gt;
* Slow - reduces the time you stay slowed and may prevent slow sometimes&lt;br /&gt;
* Critical - reduces the damage inflicted on the character by critical hits (as relative to normal hits)&lt;br /&gt;
&lt;br /&gt;
== Elemental Resistance Skills ==&lt;br /&gt;
&lt;br /&gt;
* Fire - Reduces the effect of fire attacks on the character.&lt;br /&gt;
* Water - Reduces the effect of water attacks on the character.&lt;br /&gt;
* Earth - Reduces the effect of earth attacks on the character.&lt;br /&gt;
* Air - Reduces the effect of air attacks on the character.&lt;br /&gt;
* Light - Reduces the effect of light attacks on the character.&lt;br /&gt;
* Dark - Reduces the effect of dark attacks on the character.&lt;br /&gt;
* Time - Reduces the effect of time attacks on the character.&lt;br /&gt;
* Space - Reduces the effect of space attacks on the character.&lt;br /&gt;
* (Resistance to mana element is the average of all these)&lt;br /&gt;
&lt;br /&gt;
== Hunt Skills ==&lt;br /&gt;
&lt;br /&gt;
* Insects - Increases damage against insects&lt;br /&gt;
http://img202.exs.cx/img202/4166/dmgincreaseinsects9lq.gif&lt;br /&gt;
* Birds - Increases damage against birds&lt;br /&gt;
http://img8.exs.cx/img8/7831/dmgincreasebirds7gc.gif&lt;br /&gt;
* Lizards - Increases damage against lizards &amp;amp; dragons&lt;br /&gt;
* Amorphs - Increases damage against slimes&lt;br /&gt;
http://img202.exs.cx/img202/6195/dmgincreaseslimes7qe.gif&lt;br /&gt;
* Undead - Increases damage against undead and ghosts&lt;br /&gt;
http://img202.exs.cx/img202/3305/dmgincreaseghostsundead8zo.gif&lt;br /&gt;
* Machines - Increases damage against machines&lt;br /&gt;
* Arcana - Increases damage against elementals and arcana (magic-made creatures)&lt;br /&gt;
* Humanoids - Increases damage against goblins, soldiers, ninjas, etc.&lt;br /&gt;
* Plantoids - Increases damage against plants.&lt;br /&gt;
&lt;br /&gt;
== Stat Skills ==&lt;br /&gt;
&lt;br /&gt;
* Strength - Calculates the derived stat, Attack Power&lt;br /&gt;
* Vitality - Calculates the derived stat, Hit points&lt;br /&gt;
* Fortitude - Calculates the derived stat, Defense&lt;br /&gt;
* Mentality - Calculates the derived stat, Magic Power&lt;br /&gt;
* Awareness - Calculates the derived stat, Magic Defense&lt;br /&gt;
* Mana - Calcluates the derived stat, Mana points&lt;br /&gt;
* Dexterity - Calulates the derived stats, accuracy% and evasion%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skill Type Groups and level gaining&amp;lt;/b&amp;gt;&lt;br /&gt;
Each skill you gain in the major group makes other skills in the group harder to master. The groups are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Offensive Sphere&amp;lt;/b&amp;gt;: Weapons, Combat, Magic&lt;br /&gt;
&amp;lt;b&amp;gt;Resistance Sphere&amp;lt;/b&amp;gt;: Status Resistance, Elemental Resistance&lt;br /&gt;
&amp;lt;b&amp;gt;Knowledge Sphere&amp;lt;/b&amp;gt;: Hunt, Craft&lt;br /&gt;
&amp;lt;b&amp;gt;Stat Sphere&amp;lt;/b&amp;gt;: Stat&lt;br /&gt;
&lt;br /&gt;
These groups are exempt from the gain penalty: General&lt;br /&gt;
&lt;br /&gt;
the penalty is decided by this formula: (courtesy of [[User:imorgado | imorgado]])&lt;br /&gt;
&lt;br /&gt;
 ( base * (lvl ^ 1.2 ) ) / ( 50 / ( summ of all skills in group/ number of skills in group ) )&lt;br /&gt;
&lt;br /&gt;
Whis way, only if the player has skills above the median rate (50) it becomes harder to upgrade others in the same sphere.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=65</id>
		<title>Archive:Equipment guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=65"/>
		<updated>2005-05-23T18:11:02Z</updated>

		<summary type="html">&lt;p&gt;Mra: forgot a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
This document is all about balancing equipment, so that no item gets too powerful or too scary. I encourage you to read and understand this document before adding equipment to the master equipment list.&lt;br /&gt;
&lt;br /&gt;
1. All Equipment has a level. The equipment&#039;s level, like all item levels, describes it&#039;s rarity and the level of crafting skills required to build it. Adding bonuses to he equipment raises its level, while adding flaws can reduce it&#039;s level.&lt;br /&gt;
&lt;br /&gt;
2. While there is no level cap on crafting skills, the following chart should be taken seriously regarding assigning levels to an item. No one is going to get a craft skill to level 1000, so a level 1000 equipment will never appear in the game, even if you create it. I encourage you not to do this. Level 150 is a practical cap for item creation.&lt;br /&gt;
&lt;br /&gt;
3. Use the format outlined in the master list for outlining your items. Failing to do this just makes it tougher for me to sort out your ideas, and may result in them being misinterpreted.&lt;br /&gt;
&lt;br /&gt;
4. Define a composition for your items. Tell what skills are used to make them and what generic items (materials) are needed. If you want to use a basic material that is not in the generic item table please add it ([[GenericItems]]).&lt;br /&gt;
&lt;br /&gt;
=== Table A: Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonus types:&lt;br /&gt;
&lt;br /&gt;
* ATP, MATP - attack power and magic attack power. Raises the base damage done by attacks.&lt;br /&gt;
* ARM, MARM - armor and magic armor. Raises magic and physical attack damage soak&lt;br /&gt;
* HP, MP - raises the player&#039;s HP and MP totals&lt;br /&gt;
* Skill - buffs the player&#039;s skill by an amount&lt;br /&gt;
* Growth Rate - affects the rate at which a skill grows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | level+&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ATP &amp;amp; MATP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ARM &amp;amp; MARM&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP &amp;amp; MP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | skills&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | growth rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weak&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Average&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Powerful&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unbelievable&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 160&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Legendary&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 250&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Table B: Flaws ===&lt;br /&gt;
&lt;br /&gt;
Flaws balance an armors properties by giving them certain limits. Attributes can be sealed below a certain skill level, or above a certain skill level. An armor can be impossible to use at all without certain skills.&lt;br /&gt;
&lt;br /&gt;
* Level Seal - The item cannot be used unless the skill is at the specified level.&amp;lt;br&amp;gt;-1 item level per level of the skill needed.&lt;br /&gt;
&lt;br /&gt;
* Level Retriction - The property does not appear unless the specified skill is at a high enough level. -1 for every 2 levels needed.&lt;br /&gt;
&lt;br /&gt;
* Level Cap - The property does not appear unless the specified skill is below a certain level. -1 for every 4 levels disallowed (starting with the price of the attribute that is raised)(ie: with a level 20 attribute available only below level 8, you get 3 points off, making a level 17 item).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | debuffs&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | level-&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ATP &amp;amp; MATP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ARM &amp;amp; MARM&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP &amp;amp; MP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | skills&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | growth rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Restrictive&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flawed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Difficult&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fatally Flawed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cursed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -400&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=61</id>
		<title>Archive:Equipment guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=61"/>
		<updated>2005-05-23T18:08:00Z</updated>

		<summary type="html">&lt;p&gt;Mra: Ported over from old Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
This document is all about balancing equipment, so that no item gets too powerful or too scary. I encourage you to read and understand this document before adding equipment to the master equipment list.&lt;br /&gt;
&lt;br /&gt;
1. All Equipment has a level. The equipment&#039;s level, like all item levels, describes it&#039;s rarity and the level of crafting skills required to build it. Adding bonuses to he equipment raises its level, while adding flaws can reduce it&#039;s level.&lt;br /&gt;
&lt;br /&gt;
2. While there is no level cap on crafting skills, the following chart should be taken seriously regarding assigning levels to an item. No one is going to get a craft skill to level 1000, so a level 1000 equipment will never appear in the game, even if you create it. I encourage you not to do this. Level 150 is a practical cap for item creation.&lt;br /&gt;
&lt;br /&gt;
3. Use the format outlined in the master list for outlining your items. Failing to do this just makes it tougher for me to sort out your ideas, and may result in them being misinterpreted.&lt;br /&gt;
&lt;br /&gt;
4. Define a composition for your items. Tell what skills are used to make them and what generic items (materials) are needed. If you want to use a basic material that is not in the generic item table please add it (GenericItems).&lt;br /&gt;
&lt;br /&gt;
=== Table A: Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonus types:&lt;br /&gt;
&lt;br /&gt;
* ATP, MATP - attack power and magic attack power. Raises the base damage done by attacks.&lt;br /&gt;
* ARM, MARM - armor and magic armor. Raises magic and physical attack damage soak&lt;br /&gt;
* HP, MP - raises the player&#039;s HP and MP totals&lt;br /&gt;
* Skill - buffs the player&#039;s skill by an amount&lt;br /&gt;
* Growth Rate - affects the rate at which a skill grows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | level+&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ATP &amp;amp; MATP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ARM &amp;amp; MARM&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP &amp;amp; MP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | skills&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | growth rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weak&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Average&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Powerful&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unbelievable&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 160&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Legendary&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 250&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Table B: Flaws ===&lt;br /&gt;
&lt;br /&gt;
Flaws balance an armors properties by giving them certain limits. Attributes can be sealed below a certain skill level, or above a certain skill level. An armor can be impossible to use at all without certain skills.&lt;br /&gt;
&lt;br /&gt;
* Level Seal - The item cannot be used unless the skill is at the specified level.&amp;lt;br&amp;gt;-1 item level per level of the skill needed.&lt;br /&gt;
&lt;br /&gt;
* Level Retriction - The property does not appear unless the specified skill is at a high enough level. -1 for every 2 levels needed.&lt;br /&gt;
&lt;br /&gt;
* Level Cap - The property does not appear unless the specified skill is below a certain level. -1 for every 4 levels disallowed (starting with the price of the attribute that is raised)(ie: with a level 20 attribute available only below level 8, you get 3 points off, making a level 17 item).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | debuffs&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | level-&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ATP &amp;amp; MATP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ARM &amp;amp; MARM&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP &amp;amp; MP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | skills&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | growth rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Restrictive&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flawed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Difficult&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fatally Flawed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cursed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -400&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Stat_system_suggestions&amp;diff=52</id>
		<title>Archive:Stat system suggestions</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Stat_system_suggestions&amp;diff=52"/>
		<updated>2005-05-23T15:43:33Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;BjÃ¸rn&#039;&#039;: This set of slots was suggested previously by Elven for human equipment:&lt;br /&gt;
&lt;br /&gt;
* Head       (helmet, crown, hat, etc.)&lt;br /&gt;
* Left hand  (weapon/shield)&lt;br /&gt;
* Right hand (weapon/shield)&lt;br /&gt;
* Upper body (sweater)&lt;br /&gt;
* Lower body (trousers)&lt;br /&gt;
* Feet       (shoes, boots)&lt;br /&gt;
&lt;br /&gt;
Additional ones I&#039;d like to see too for jewelry, potentially enchanted, probably not visible:&lt;br /&gt;
&lt;br /&gt;
* Left and right hand ring fingers for wearing rings&lt;br /&gt;
* Left and right wrists for wearing bracelets&lt;br /&gt;
* Neck for wearing an amulet&lt;br /&gt;
&lt;br /&gt;
And then there will be probably some pseudo-slots:&lt;br /&gt;
&lt;br /&gt;
* Body, specifying the base body of the character (male/female, maybe skin color)&lt;br /&gt;
* Hair, for the different hair styles&lt;br /&gt;
* Eyes, for example different eye colors&lt;br /&gt;
&lt;br /&gt;
As you see left and right hand instead of weapon slot. This is the standard way of handling one handed weapons, two handed weapons and shields, which could be combined. Upper body, lower body and feet slots instead of clothes slot, allowing for different sweater (or robe), trousers and shoe combinations.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure about the accesory slots, or what they&#039;d contain and do.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_upgradability&amp;diff=2041</id>
		<title>Archive:Equipment upgradability</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_upgradability&amp;diff=2041"/>
		<updated>2005-05-23T15:37:32Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; In SoM, when the player defeated a boss, he recieved a special item called a mana orb. Between&lt;br /&gt;
 these orbs and some gil, the player could improve his weapons to the next level, allowing him&lt;br /&gt;
 to hone his skills to the next level.&lt;br /&gt;
&lt;br /&gt;
When the player fights a boss monster (which usually shows up at the end of quest) he automatically recieves a non-tradable mana orb. Using certain skills, mana orbs can combine two items together to create a new, superior item.&lt;br /&gt;
&lt;br /&gt;
When the player activates the mana orb from his inventory, he is asked to select a certain weapon or armor. After that, he will be asked to present combination items, similar to the ones that appeared in Legend of Mana. If a high enough quantity of a single item is produced, the weapon or armor will be refined and new properties will be added to it.&lt;br /&gt;
&lt;br /&gt;
When the item is refined&lt;br /&gt;
&lt;br /&gt;
* It&#039;s base offense (or defense, in the case of armors) increases automatically by a preset value.&lt;br /&gt;
* If items are presented, it gains an addtional attribute, such as silence attack, or resistance to silence.&lt;br /&gt;
* If the item already has more properties than a it can support, the user must choose one ofthem to remove.&lt;br /&gt;
&lt;br /&gt;
In this way, players will bond with their equipment, which will serve them better and better throughout their travels. The cost of improving equipment goes up with each level the equipment gains by the formula&lt;br /&gt;
&lt;br /&gt;
 Price  = 100 * 2^item_level; (100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600, 51200, etc.) (Maybe level 10 should be a cap...)&lt;br /&gt;
&lt;br /&gt;
If anyone wants to contribute to the list of combine items, please do so here:&lt;br /&gt;
&lt;br /&gt;
* Ruby Mana Shard - Adds fire property to attacks or fire resistance to clothes&lt;br /&gt;
* Sapphire Mana Shard - Adds water property to attacks or water resistance to clothes&lt;br /&gt;
* Emerald Mana Shard - Adds earth property to attacks or earth resistance to clothes&lt;br /&gt;
* Amethyst Mana Shard - Adds air property to attacks or air resistance to clothes&lt;br /&gt;
* Quartz Mana Shard - Adds light property to attacks or light resistance to clothes&lt;br /&gt;
* Obsidian Mana Shard - Adds dark property to attacks or dark resistance to clothes&lt;br /&gt;
* Moonstone Mana Shard - Adds space property to attacks or space resistance to clothes&lt;br /&gt;
* Sandstone Mana Shard - Adds time property to attacks or time resistance to clothes&lt;br /&gt;
* Serpent&#039;s fang (20) - Adds poison 10% to attacks&lt;br /&gt;
* Djin Copper(30) - Fire Magio Skill +1&lt;br /&gt;
* Djin Silver(30) - Fire Magic Skill +2&lt;br /&gt;
* Djin Gold(30) - Fire Magic Skill +3&lt;br /&gt;
* Soap(20) - Hunt Amorphs Skill +2&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_system&amp;diff=359</id>
		<title>Archive:Equipment system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_system&amp;diff=359"/>
		<updated>2005-05-23T15:33:29Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Slots ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Players have slots for equipment as follows&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Head          (helmet, crown, hat, etc.) ***&lt;br /&gt;
* Left hand     (weapon/shield) */*&lt;br /&gt;
* Right hand    (weapon/shield) */*&lt;br /&gt;
* Upper body    (sweater) ***&lt;br /&gt;
* Lower body    (trousers) */*&lt;br /&gt;
* Feet          (shoes, boots)&lt;br /&gt;
* Arm Accessory (ring, gauntlet, bracelet)&lt;br /&gt;
* Neck          (amulet, muffler, scarf) */*&lt;br /&gt;
* Misc Accessory(earring, belt, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Non-Alterable slots&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Hair - the player&#039;s hair graphic and color&lt;br /&gt;
* Face - the player&#039;s face graphic and color&lt;br /&gt;
&lt;br /&gt;
Items with *** will affect the player&#039;s appearance items with */* affect the player&#039;s appearance under certain conditions&lt;br /&gt;
&lt;br /&gt;
Left/Right Hand only affect appearance if the character is equipped with a separate weapon and shield. Because of the graphics system, 2 weapon fighting will be difficult to express on screen, so I&#039;ll say no for the moment.&lt;br /&gt;
&lt;br /&gt;
Lower Body only shows up if the upper body is not full armor or a robe. Full armor and robes are considered to fill both of these slots.&lt;br /&gt;
&lt;br /&gt;
Neck Accessory may be displayed if it is a larger item, such as a scarf or muffler. Pendants will probably not be displayed.&lt;br /&gt;
&lt;br /&gt;
Equipment can be obtained through stores and such, as per most RPGs.&lt;br /&gt;
&lt;br /&gt;
== Multiple use equipment ==&lt;br /&gt;
&lt;br /&gt;
Since we are working off of a system plan that doesn&#039;t include character levels, the question is bound to come up sooner or later: &amp;quot;What if a new player can just strap on the ultimate armor and kill monsters 5 times his level with ease?&amp;quot; I think I have a solution to this:&lt;br /&gt;
&lt;br /&gt;
Each equipment item would have a list of bonuses, each with a condition attached. See the following example:&lt;br /&gt;
&lt;br /&gt;
*Vampire Cape&lt;br /&gt;
** (No condition) Defense + 12&lt;br /&gt;
** (Dark Magic Skill 50+) Absorb Dark Magic&lt;br /&gt;
** (Vitality Skill 30+) HP drain 20% effect on attacks&lt;br /&gt;
** (Vitality Skill 30+) Halt skill growth - Vitality&lt;br /&gt;
&lt;br /&gt;
So equipping the vampire cape would give any player +12 defense. Also, if his dark magic skill is high, it allows him to absorb dark magic. If he has a high enough HP, he is able to drain HP with attacks, however, his HP skill cannot increase as long as he wears the cape. In this way, we can reserve powerful equipment effects for experienced players, or at least only for players with certain specialties.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*Synthesis - Upgrading your items - See [[Equipment upgradability]]&lt;br /&gt;
*Get Equipped - See the [[Master equipment list]] and add to it!&lt;br /&gt;
&lt;br /&gt;
*[[Stat system suggestions]]&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Space_elemental&amp;diff=2038</id>
		<title>Archive:Space elemental</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Space_elemental&amp;diff=2038"/>
		<updated>2005-05-23T15:02:04Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Space Elemental: &amp;lt;b&amp;gt;Teless&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Area: The space &amp;quot;temple&amp;quot; is not a construction, but a landform. High amidst jagged, seemingly sculpted, sandy peaks rises a lone spire of spiraling rock, reaching so high that the stars are always visible from it&#039;s peak. The time elemental will descend from it&#039;s home in the void to communicate with those willing to ascend.&lt;br /&gt;
&lt;br /&gt;
Teless: The spirit of space is not humanoid in it&#039;s natural form; rather, it appears as a twinkling, shimmering orb, barely discernable from a star at distance. However, to give adventurers something recognizable to talk to, it will take the form of a man completely shrouded in a black cloak that shimmers with the light of faraway suns. It is the patron spirit of space, silence, and contemplation.&lt;br /&gt;
&lt;br /&gt;
As an element: The element of space is the most meditative of all elements. Space mages are often very patient, quiet, and take a long-term view of things. Their spells are designed to nullify opponents&#039; abilities, and ultimately render them helpless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;--Talaroc&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Light_elemental&amp;diff=2036</id>
		<title>Archive:Light elemental</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Light_elemental&amp;diff=2036"/>
		<updated>2005-05-23T14:55:32Z</updated>

		<summary type="html">&lt;p&gt;Mra: Ported over from old Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Light Elemental: &amp;lt;b&amp;gt;Lumine&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Area: The light palace is a fabulous Tower, made of Ivory engraveved with nature motifs like branches, leaves, and flowers with golden details and runes (the style ressembles the palace of galadriel from Lord of the Ring). Its a very high tower, and on top have a great crystal that redirect a pure bean of light in the Chamber of Enlightement. The golden light creates a feel of peace and tranquility in all tower.&lt;br /&gt;
&lt;br /&gt;
Lumine: Is a White Flame, with some blinking whisps arround, and a Halo(aureola, that thing on angels heads) above it. His voice is soft and smooth, and when it Talk, is like a warm wisper to ones heart, giving a very profound feeling of peace and confort.&lt;br /&gt;
&lt;br /&gt;
As Element: The Light element of purity and clearness, all life is feeded by Light, but without its oppoesed, the Darkness, this blessed force can dry out and devastate many things. So even if its a element of purifing, when exceded, it can harness the beloved life forms. Mages of light are concerned in healing and purifying, but some Spells are extremely potents, but as a mage of true Light must be prepared to open hand of the power to destroy, to a power to create.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LumineÂ´s Spells&amp;lt;/b&amp;gt;: (S - Support, B - Battle, H - Healing)&lt;br /&gt;
&lt;br /&gt;
*B - Aura Bean - A ray of Light comes from Sky, start to focusing, becoming a laser.&lt;br /&gt;
*H - Soft Healing - A soft flash of Light, in a disk shape expand from caster, to a area porportional to spell level&lt;br /&gt;
*S - Bestow Light - Changes target to light based element&lt;br /&gt;
*S - Crystal Barrier - Creates a Sphere like Shield on Target, absosbs damage porportional to caster magic level&lt;br /&gt;
*B - Aural Flash - A Flash of light that blinds target monsters/players on screen- chance to blind is proportional to weakness and level of spell.&lt;br /&gt;
*S - Light Sphere - Creates a Sphere of light above the caster to lighten dark areas.&lt;br /&gt;
*S - Bless Area - A circle area is created and protecte from mosnter/players&lt;br /&gt;
*B - Hyper Nova - A huge Explosion damages Strongly All monsters/players on screen. Fx like a slow motion of a flash from a camera.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other options&amp;lt;/b&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
*S - Enhance View - Cures blindness/ turn invisible targets visible again&lt;br /&gt;
*S - Change Color - Change a color of a target until is healed - nice to play that on others players,imagine if someone turns you to pink? just funny spell.&lt;br /&gt;
*B - Photonic Laser - I know that is redundant - A laser comes from caster to mouse pointer, damages enimy in the line(caster-cursor). Its duration is fast, since damage is continuos.&lt;br /&gt;
*S - Midas Touch - Turn Mosnter into gold, no exp is earned, but gains gold porportional to monster exp.(monster only, dont affect bosses/MVP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;--Clef&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Water_elemental&amp;diff=2035</id>
		<title>Archive:Water elemental</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Water_elemental&amp;diff=2035"/>
		<updated>2005-05-23T14:51:03Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Water Elemental: &amp;lt;b&amp;gt;Merene&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Area: The temple of water, a fantastic palace of multi-hued coral, lies beneath the waves of the sea, inaccessable to air-breathing creatures. However, there is a way to travel to it; upon the beach nearby, an enchanted cavern leads into the depths. Though the cavern ends, a tunnel of air continues onward to the step of the temple, where the water magic is too strong for the air to continue. The temple cannot be entered by air-breathers, but the temple&#039;s sage, a merman, is happy to summon Merene for visitors.&lt;br /&gt;
&lt;br /&gt;
Merene: The spirit of water is capable of being highly fluid in form, but most often takes the shape of a small, swift current, darker than the rest of the water and resembling a water snake in shape. It is the patron spirit of water, adaptation, and soothing of trouble.&lt;br /&gt;
&lt;br /&gt;
As an element: Water is a highly flowing element. The mages of water are quick to adapt and change to suit new situations. Their magic is used both to aid companions in healing and to remove the opponents that create obstacles in the path of the flow. They are concerned both with support and combat magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;--Talaroc&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system_GUI_notes&amp;diff=348</id>
		<title>Archive:Magic system GUI notes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system_GUI_notes&amp;diff=348"/>
		<updated>2005-05-23T14:46:27Z</updated>

		<summary type="html">&lt;p&gt;Mra: Ported over from old Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, Kyokai here. I&#039;m back with more awful scans of my awful GUI notes, which I know the entire Dev Team is constantly reading up on. Here is my current vision for the magic system, and for all command-based actions.&lt;br /&gt;
&lt;br /&gt;
http://img27.exs.cx/img27/6401/tmp421dd.jpg&lt;br /&gt;
&lt;br /&gt;
This was adapted from the design given to me by Bjorn:&lt;br /&gt;
&lt;br /&gt;
http://www.lindeijer.nl/~bjorn/magicmenu.png&lt;br /&gt;
&lt;br /&gt;
If the picture doesn&#039;t explain it clearly (which it doesn&#039;t), I will...&lt;br /&gt;
&lt;br /&gt;
The player hits a hotkey (spacebar maybe) and the ring appears on the ground at his feet. Left and Right rotate the ring, while cancel exits this setup and restores normal movement to the player.&lt;br /&gt;
&lt;br /&gt;
The first ring is categories: ie: Magic, Non-Combat(taunt, intimidate, sneak), Interactive (one-on-one chat with target, trade with target, add target to friend list)&lt;br /&gt;
&lt;br /&gt;
Pressing confirm brings up the second ring, which has more definite choices (for magic, these are your elemental groups. They are the actions for non-combat and interactive)&lt;br /&gt;
&lt;br /&gt;
Confirming the second ring will:&lt;br /&gt;
&lt;br /&gt;
#Execute the action (begin sneaking, choose a target to taunt, etc.)&lt;br /&gt;
#Bring up another subring (spells in that element)&lt;br /&gt;
&lt;br /&gt;
For actions that require a target, the player must click on a target within the range of the action after he selects the action. Failing to select a proper target causes a negative sound, signaling the failure.&lt;br /&gt;
&lt;br /&gt;
The player also gets a shortcut bar with 10 slots. Each slot corresponds to ALT+ a number 0-9. These shortcuts do not execute an action, but they bring up the ring menu in the exact state so that the user needs only press -confirm- to execute it.&lt;br /&gt;
&lt;br /&gt;
The ring will be context sensitive, so that not all options appear at all times (when you are standing in front of an interactive object, all the options for that object come up on a submenu under the main option &amp;quot;object usage&amp;quot;), and some objects may change (&amp;quot;sneak&amp;quot; becomes &amp;quot;stop sneaking&amp;quot; when you are already sneaking).&lt;br /&gt;
This Outline Diagram explains the ring menus and submenus&lt;br /&gt;
&lt;br /&gt;
# Magic&lt;br /&gt;
#* A-I. Choose one of the elements&lt;br /&gt;
#** 1-9. Choose one of the spells&lt;br /&gt;
# Non Combat&lt;br /&gt;
#* A. Sneak / stop sneaking&lt;br /&gt;
#* B. Taunt&lt;br /&gt;
#* C. Intimidate&lt;br /&gt;
# Interactive&lt;br /&gt;
#* A. Chat&lt;br /&gt;
#* B. Party (Context: if you are party leader)&lt;br /&gt;
#*# Invite to party&lt;br /&gt;
#*# Kick out of party&lt;br /&gt;
#*# Disband party&lt;br /&gt;
#* C. Create Party (Context: If you don&#039;t have a party)&lt;br /&gt;
#* D. Friend List&lt;br /&gt;
#*# Find Friend (get world location)&lt;br /&gt;
#*# Add to friend list&lt;br /&gt;
#* E. Trade&lt;br /&gt;
#* F. Challenge&lt;br /&gt;
#*# Duel (PVP)&lt;br /&gt;
#*# Minigames (ones that don&#039;t need an arena, anyways. Dice or cards, etc.)&lt;br /&gt;
# Object (context: in range of an object)&lt;br /&gt;
#* A-H. Object&#039;s functions&lt;br /&gt;
&lt;br /&gt;
More will be appended as necessary...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Please feel free to scribble notes here, or in the forum.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_master_list&amp;diff=791</id>
		<title>Archive:Magic master list</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_master_list&amp;diff=791"/>
		<updated>2005-05-23T14:17:34Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*  Spells that say &amp;quot;combines with (blank)&amp;quot; can be combined. The area of effect spell must be cast, then the appropriate direct damage spell can be cast at the spell area (the area of effect of combinable spells is a usable target for the appropriate direct damage spell). Upon doing this, the original area of effect spell immediately ends, and the combined spell takes it&#039;s place in the same area. The resultant spells are listed at the bottom. &lt;br /&gt;
&lt;br /&gt;
== Spell targeting options ==&lt;br /&gt;
&lt;br /&gt;
*Single Target--Spell targets a single character, NPC, or monster.&lt;br /&gt;
*Caster Effect--Spell only effects the character that casted it.&lt;br /&gt;
*Passive--Spell only effects the character, is constant and never needs to be casted.&lt;br /&gt;
*Area of Effect--Spell targets an area of the ground.&lt;br /&gt;
*Tile Effect--Like area of effect, but only targets a single tile.&lt;br /&gt;
*Character-Centered Area of Effect--Spell targets the area surrounding the caster.&lt;br /&gt;
*Summon--Spell summons a creature to aid the caster.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
*Fire Bolt: Single Target. Does small amount of fire damage.&lt;br /&gt;
*Body Heat: Passive. Grants resistance to fire and water.&lt;br /&gt;
*Immolate: Single Target. Sets an enemy on fire, doing damage over time.&lt;br /&gt;
*Burning Rage: Single Target. Enhances a targetâ€™s Attack Power for a duration.&lt;br /&gt;
*Blazing Weapon: Single Target. Ignites a playerâ€™s weapon, changing its damage to the fire type for a duration.&lt;br /&gt;
*Fireblast: Single Target. Does more damage than Firebolt, and deals splash damage.&lt;br /&gt;
*Burning Heart: Caster Effect. Enhances casterâ€™s magic power for a duration.&lt;br /&gt;
*Embrace of Fire: Single Target. Changes the targetâ€™s property to fire.&lt;br /&gt;
*Magma Geyser: Tile Effect. Creates a pillar of fire on a square, doing fire damage.&lt;br /&gt;
*Sunstroke: Area of Effect. Super-heats an area, stunning monsters within.&lt;br /&gt;
*Ground Zero: Caster-Centered Area of Effect. The area around the caster becomes an inferno, damaging all enemies in the  effect.&lt;br /&gt;
*Requiem Blaze (combines with Temporal Disruption): Area of Effect. Causes monsters in the targeted area to erupt into  flames upon death, dealing fire damage equal to 1/3 their total HP (rounded down) to adjacent enemies.&lt;br /&gt;
*Epyriâ€™s Fury: Area of Effect. Creates an inferno in the target area, dealing massive fire damage to enemies within.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
*Ice Bolt: Single Target. Does a small amount of water damage.&lt;br /&gt;
*Heal: Single Target. Heals the target.&lt;br /&gt;
*Dilution: Passive. Gives resistance to poison and shortens poison duration.&lt;br /&gt;
*Become like Water: Single Target. Enhances a targetâ€™s Evasion for a duration.&lt;br /&gt;
*Gift of Genki: Single Target. Heals the target for a large amount, but uses some of the casterâ€™s health.&lt;br /&gt;
*Icy Weapon: Single Target. Freezes a playerâ€™s weapon, changing its damage to the water type for a duration.&lt;br /&gt;
*Freeze: Single Target. Encases the target in ice, doing some damage. Target cannot act until attacked or effect ends.&lt;br /&gt;
*Serene Heart: Caster Effect. Enhances casterâ€™s magic armor for a duration.&lt;br /&gt;
*Embrace of Water: Single Target. Changes the targetâ€™s property to water.&lt;br /&gt;
*Cleanse: Single Target. Remove negative status effects from the target.&lt;br /&gt;
*Riverâ€™s Flow: Caster-Centered Area of Effect. Enhances mana recovery rate of allies around caster. Caster is unaffected.&lt;br /&gt;
*Glacial Thaw (combines with Antimatter Shot): Area of Effect. All allies within the area regain health at a moderate pace.&lt;br /&gt;
*Mereneâ€™s Mercy: Single Target. Raises fallen ally with full health.&lt;br /&gt;
&lt;br /&gt;
== Earth ==&lt;br /&gt;
&lt;br /&gt;
*Rock Sling: Single Target. Does a small amount of earth damage.&lt;br /&gt;
*Stoic: Passive. Gives resistance to stun effects.&lt;br /&gt;
*Stone Skin: Single Target. Enhances the targetâ€™s armor for a duration.&lt;br /&gt;
*Granite Shield: Tile Effect. Creates a shield of stone in front of the player, absorbing physical damage.&lt;br /&gt;
*Crystalline Weapon: Single Target. Infuses a playerâ€™s weapon with mineral energy, changing its damage to the earth type  for a duration.&lt;br /&gt;
*Steady Heart: Caster Effect. Removes all slowing effects from caster and makes caster immune to slowing effects for a short time.&lt;br /&gt;
*Root: Single Target. Stone Encases the feet of the enemy, immobilizing it.&lt;br /&gt;
*Embrace of Earth: Single Target. Targetâ€™s property becomes earth property.&lt;br /&gt;
*Toxin: Single Target. Poisons a foe by chance.&lt;br /&gt;
*Mud: Area of Effect. Makes the ground in an area muddy, slowing the movement of enemies within.&lt;br /&gt;
*Quake: Caster-Cetered Area of Effect. Causes an earthquake under the caster, knocking enemies backwards as well as doing some damage.&lt;br /&gt;
*Solid Ground (combines with Shadow Strike): Area of Effect. Nullifies area of effect spells targeting target area.&lt;br /&gt;
*Geonâ€™s Resolve: Single Target. A target playerâ€™s armor and magic defense are greatly increased for a duration.&lt;br /&gt;
&lt;br /&gt;
== Air ==&lt;br /&gt;
&lt;br /&gt;
*Lightning Bolt: Single Target. Does a small amount of air damage.&lt;br /&gt;
*Swift: Passive. Speeds up the character, increasing chance to dodge.&lt;br /&gt;
*Gust: Single Target. Blows the enemy back.&lt;br /&gt;
*Zephyr Focus: Single Target. Enhances target playerâ€™s Accuracy for a duration.&lt;br /&gt;
*Electrified Weapon: Single Target. Charges a playerâ€™s weapon, changing its damage to air type for a duration.&lt;br /&gt;
*Capricious Heart: Caster Effect. Increases the casterâ€™s Reflex for a duration.&lt;br /&gt;
*Static: Caster-Centered Area of Effect. Does air damage to enemies surrounding caster. Embrace of Air: Single Target. Targetâ€™s property becomes air property.&lt;br /&gt;
*Steal Breath: Single Target. Causes silence by chance.&lt;br /&gt;
*Chain Lightning: Single Target. Air damage against multiple enemies.&lt;br /&gt;
*Thunderstorm: Area of Effect. Creates a lightning storm in the target area that does significant air damage to enemies.&lt;br /&gt;
*Entrapping Gale (combines with Photon Ray): Area of Effect. Nothing (allies or enemies) can leave the area for a duration. Anything can enter the area as normal.&lt;br /&gt;
*Izurialâ€™s Mischief: Caster Effect. Summons a tornado around the caster for a duration, causing heavy damage to any adjacent enemies. The caster is still capable of movement.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
&lt;br /&gt;
*Photon Ray: Single Target. Does a small amount of light damage.&lt;br /&gt;
*Aurora Beam: Single Target. Heals the target.&lt;br /&gt;
*Illumination: Passive. Caster gains resistance to blindness.&lt;br /&gt;
*Prismatic Ward: Single Target. Provides limited protection from all elements to target for a duration.&lt;br /&gt;
*Purify: Single Target. Cures negative status effects.&lt;br /&gt;
*Lucent Weapon: Single Target. Changes a player&#039;s weapon to deal light damage for a duration.&lt;br /&gt;
*Brilliant Flash: Single Target. Causes target to be blind by chance.&lt;br /&gt;
*Aurora Wave: Area of Effect. Heals allies in a target area.&lt;br /&gt;
*Embrace of Light: Single Target. Target&#039;s property becomes light property.&lt;br /&gt;
*Resurrect: Single Target. Returns target to life with 25% health.&lt;br /&gt;
*Righteous Heart: Caster Effect. Caster becomes immune to damage for a duration.&lt;br /&gt;
*Sacred Ground (combines with Lightning Bolt): Area of Effect. Everything inside the target area is immune to status effects.&lt;br /&gt;
*Lumine&#039;s Hope: Caster Effect. Caster becomes immune to status effects and damage to them is reduced 50% for a duration.&lt;br /&gt;
&lt;br /&gt;
== Dark ==&lt;br /&gt;
&lt;br /&gt;
*Shadow Strike: Single Target. Does a small amount of dark damage.&lt;br /&gt;
*Shadow&#039;s Whispers: Passive. Player gains resistance to silence.&lt;br /&gt;
*Depression: Single Target. Target deals less damage for a duration.&lt;br /&gt;
*Stolen Vitality: Single Target. Damages a target and restores a small amount of health to the caster.&lt;br /&gt;
*Lightless Weapon: Single Target. Changes a player&#039;s weapon to deal dark damage for a duration.&lt;br /&gt;
*Morbid Heart: Caster Effect. Any opponent touched by caster during a duration loses some defense skill for a duration.&lt;br /&gt;
*Grasping Shadow: Single Target. A shadow hand grabs the target, dealing moderate damage and causing paralysis by percentage.&lt;br /&gt;
*Embrace of Darkness: Single Target. Target&#039;s property becomes dark property.&lt;br /&gt;
*Form of the Shadows: Single Target. Target becomes ethereal, and can neither deal nor take physical damage for a duration, but takes spell damage normally. Can be cast on self.&lt;br /&gt;
*Clouded Mind: Single Target. Caster becomes invisible to target for a duration.&lt;br /&gt;
*Spite: Single Target. Caster loses a percentage of health to deal massive damage to target.&lt;br /&gt;
*Pitch Black (combines with Rock Sling): Area of Effect. All enemies within the target area take increased damage from dark spells.&lt;br /&gt;
*Tenebrae&#039;s Miasma: Summon. Summons spirits of the darkness to fight for you.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
*Temporal Disruption: Single Target. Deals a small amount of time damage.&lt;br /&gt;
*Slow: Single Target. Causes target&#039;s moving/attacking speed to decrease for a duration.&lt;br /&gt;
*Sands of the Hourglass: Passive. Player gains resistance to slow.&lt;br /&gt;
*Accelerate: Single Target. Causes target&#039;s moving/attacking speed to increase for a duration.&lt;br /&gt;
*Temporal Weapon: Single Target. Changes a player&#039;s weapon to deal time damage for a duration.&lt;br /&gt;
*Theft of Time: Single Target. &amp;quot;Ages&amp;quot; the target, causing stat reductions for a duration.&lt;br /&gt;
*Ticks of a Second: Single Target. Every time target ally attacks during a duration, they also perform a second fast attack immediately thereafter.&lt;br /&gt;
*Embrace of Time: Single Target. Target&#039;s property becomes time property.&lt;br /&gt;
*Wrinkle in Time: Summon. Summons a perfect duplicate of target that engages the target for a duration. Does not work on bosses.&lt;br /&gt;
*Time Sink: Area of Effect. Causes all enemies in an area to receive slow status effect by a percentage.&lt;br /&gt;
*Temporal Armor: Caster Effect. Causes the next three hits taken by the caster to be immediately undone, and stuns the attacker for a short duration.&lt;br /&gt;
*Temporal Shifting (combines with Fire Bolt): Area of Effect. Enemies within the target area have lower resistance to time spell effects.&lt;br /&gt;
*Chronos&#039;s Mirth: Caster-Centered Area of Effect. All damage dealt to player or allies within an area is reflected back to the attacker, and caster gains the double hit from Ticks of a Second for a duration.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
&lt;br /&gt;
*Antimatter Shot: Single Target. Deals a small amount of space damage.&lt;br /&gt;
*Molecular stability: Passive. Grants caster resistance to time and space effects.&lt;br /&gt;
*Dimensional Warp: Summon. Summons an extra-dimensional being to fight for you.&lt;br /&gt;
*Teleport: Caster Effect. Teleports caster to selected square.&lt;br /&gt;
*Void Weapon: Single Target. Changes a player&#039;s weapon to deal space damage for a duration.&lt;br /&gt;
*Chaotic Void: Single Target. Attempts to inflict a random status effect.&lt;br /&gt;
*Wormhole: Single Target. Teleports the target a very short distance; if the target is a monster, one item or piece of equipment in their inventory is consumed. If the target is a player, one equipped item is unequipped.&lt;br /&gt;
*Embrace of Space: Single Target. Target&#039;s property becomes space property.&lt;br /&gt;
*Singularity charge: Single target. Does heavy damage to target enemy.&lt;br /&gt;
*Void Dance: Caster-Centered Area of Effect. Emits five orbs of nothingness from random directions from caster, each doing heavy damage.&lt;br /&gt;
*Pulsar: Single target. Does damage and bounces a la chain lightning&lt;br /&gt;
*Black Hole (combines with Ice Bolt): Area of effect. Does damage to all enemies in target area.&lt;br /&gt;
*Teless&#039; Eclipse: Caster effect. Warps caster to alternate dimension where they can move around with impunity, invisible to others.&lt;br /&gt;
&lt;br /&gt;
== Life/Mana ==&lt;br /&gt;
&lt;br /&gt;
*Gate: Character Effect. Teleports the character to their estate.&lt;br /&gt;
*Portal: Tile Effect. Creates a portal to a chosen friendly town. The character must have previously been in the chosen town. Closes after five uses.&lt;br /&gt;
*Living Armor: Character Effect. The character&#039;s maximum life is increased for a duration.&lt;br /&gt;
*Essence of the Hero: Single Target. Target ally gains a small boost to stats and becomes able to receive the Mana Weapon spell effect.&lt;br /&gt;
*Mana Weapon: Single Target. Target ally&#039;s weapon&#039;s base damage is doubled, and it ignores enemy armor and resistances. Only targets under the effect of Essence of the Hero are effected by this spell. (requires reagents)&lt;br /&gt;
&lt;br /&gt;
== Combined spells (all are area of effect) ==&lt;br /&gt;
&lt;br /&gt;
*Requiem Blaze + Temporal Disruption --&amp;gt; Clinging Magma: Attempts to cast slow on all opponents within the area, and casts immolate on the area continually for a duration.&lt;br /&gt;
*Glacial Thaw + Antimatter Shot --&amp;gt; Starlight Rain: Fully restores health and mana of all allies within the area. Does not effect the caster of Glacial Thaw.&lt;br /&gt;
*Solid Ground + Shadow Strike --&amp;gt; Blighted Land: No spells of any kind can be cast from within the target area.&lt;br /&gt;
*Entrapping Gale + Photon Ray --&amp;gt; Brilliant Vortex: Forces all enemies in the area out, attempting to blind them whenever they are forced out.&lt;br /&gt;
*Sacred Ground + Lightning Bolt --&amp;gt; Consecrated Ground: Deals unbelievable damage to any undead in the area.&lt;br /&gt;
*Pitch Black + Rock Sling --&amp;gt; Obsidian Grasp: Attempts to paralyze all opponents in the area, and drains their mana over time.&lt;br /&gt;
*Temporal Shifting + Fire Bolt --&amp;gt; Blazing Drive: All allies in the area gain the double strike from Ticks of a Second, and  some fire damage is added to their attacks.&lt;br /&gt;
*Black Hole + Ice bolt --&amp;gt; Frozen Vacuum: Casts freeze on all opponents in the area as well as dealing significant damage.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=153</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=153"/>
		<updated>2005-05-23T14:02:50Z</updated>

		<summary type="html">&lt;p&gt;Mra: ported page from old wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Music&amp;diff=173</id>
		<title>Development:Music</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Music&amp;diff=173"/>
		<updated>2005-05-23T13:00:17Z</updated>

		<summary type="html">&lt;p&gt;Mra: Ported over from old Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background music ==&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/BattleForTheKingdom.mp3 Battle for the Kindom (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/DarknessOverture.mp3 Darkness Overture (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/DarknessOverturePart2.mp3 Darkness Overture part2 (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
== Login ==&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/Ivano(de)Jeanette1.mp3 Ivano de Jeanette (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/Ivano(de)Jeanette.ogg Ivano de Jeanette (as ogg by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/sGo.mp3 Let&#039;s Go (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/LightOfDarkness.mp3 Light of Darkness (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/TheWorry(BattleTheme).mp3 The Worry (Battle Theme) (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/TimeInversion(loop2).mp3 Time Inversion (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
*[http://themanaworld.sourceforge.net/upload/ToTheEndOfTime.mp3 To the End of Time (by Ting Si Hao)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*[http://maci.ath.cx/pub/tmw/magick/ Magick&#039;s Submissions]&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Guidelines&amp;diff=275</id>
		<title>Development:Guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Guidelines&amp;diff=275"/>
		<updated>2005-05-23T12:45:29Z</updated>

		<summary type="html">&lt;p&gt;Mra: ported Guidelines page over from old wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== In general ==&lt;br /&gt;
*Don&#039;t be afraid to show us your unfinished pieces, we are there to guide and help you through the process.&lt;br /&gt;
*If possible, hang around the #tmwart channel on freenode 24/7.&lt;br /&gt;
*When you&#039;re available / doing work on tmw related stuff, please contact me on the previously mentioned channel.&lt;br /&gt;
*We&#039;re soon going to have a centralized repository for all the art related stuff where we&#039;re going to archive all of your versions: so you can just start to contribute there without the need to track down a dev. The details on the repository and the preferred version numbering are coming soon. EDIT(20050419): Ask me for details, it&#039;s up now.&lt;br /&gt;
*Preferred formats: .png and .ogg&lt;br /&gt;
&lt;br /&gt;
== Concerning conceptual art ==&lt;br /&gt;
*You can always come up with new ideas to present to the team. Actually that&#039;s preferred and we like that.&lt;br /&gt;
*With conceptual art you might want to define important places, capture the generic athmosphere, look and color scheme of a certain place or define the looks of an important npc.&lt;br /&gt;
&lt;br /&gt;
== Concerning tiles ==&lt;br /&gt;
*We REALLY need a LOT of these, so if you think you can do ANYTHING, please give it a shot.&lt;br /&gt;
*Especially on these actively seek out our attention so we can assign new tasks to you. The fact that we won&#039;t contact you personally every day doesn&#039;t mean we don&#039;t need your efforts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Rotonen&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=58</id>
		<title>Development:Developers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=58"/>
		<updated>2005-05-23T09:51:17Z</updated>

		<summary type="html">&lt;p&gt;Mra: added Mra&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Aacheron&lt;br /&gt;
* [[User:BjÃ¸rn | BjÃ¸rn Lindeijer]]&lt;br /&gt;
* Chetic&lt;br /&gt;
* ElvenProgrammer&lt;br /&gt;
* Irukard&lt;br /&gt;
* Kyokai&lt;br /&gt;
* maci&lt;br /&gt;
* MaesterPixel&lt;br /&gt;
* Magick&lt;br /&gt;
* [[User:Mra | Mra]]&lt;br /&gt;
* [[User:Nym | Nym]]&lt;br /&gt;
* Rotonen&lt;br /&gt;
* Sull&lt;br /&gt;
* Talaroc&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Mra&amp;diff=2002</id>
		<title>User:Mra</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Mra&amp;diff=2002"/>
		<updated>2005-05-22T23:42:55Z</updated>

		<summary type="html">&lt;p&gt;Mra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mra ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Real name:&#039;&#039;&#039; Jan-Fabian Humann&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mail:&#039;&#039;&#039; malastare AT users DOT sourceforge DOT net&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Developer&lt;/div&gt;</summary>
		<author><name>Mra</name></author>
	</entry>
</feed>