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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pauan</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=Pauan"/>
	<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/wiki/Special:Contributions/Pauan"/>
	<updated>2026-05-06T02:07:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Talk:Geography&amp;diff=12876</id>
		<title>Talk:Geography</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Talk:Geography&amp;diff=12876"/>
		<updated>2009-07-31T08:58:54Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Discussion about using a higher-quality version of the map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s a higher-quality version here:&lt;br /&gt;
&lt;br /&gt;
http://wiki.themanaworld.org/index.php/Image:WorldmapDevelopment.png&lt;br /&gt;
&lt;br /&gt;
Why aren&#039;t we using it?&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Pauan&amp;diff=12862</id>
		<title>User:Pauan</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Pauan&amp;diff=12862"/>
		<updated>2009-07-28T09:06:49Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Updated my page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Bokusouchi-avi 001.png|thumb|My Avatar]] &amp;lt;p&amp;gt;I haven&#039;t really been active lately. I still keep track of some things, but I&#039;m not doing any real work. It&#039;s less a matter of me &amp;quot;not doing TMW artwork&amp;quot; and more a matter of me &amp;quot;not doing any artwork at all&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Emotions.png|Emoticons based on Modanung&#039;s set.&lt;br /&gt;
Image:WorldmapDevelopment.png|Development of the world map.&lt;br /&gt;
Image:Head-rangerhat.png|Just a leather Ranger hat I made.&lt;br /&gt;
Image:Head-antlerhat.png|Based on the Rudolf Slime.&lt;br /&gt;
Image:Head-christmastreehat.png|It was Rotonen&#039;s idea!!&lt;br /&gt;
Image:Head-santabeardhat.png|Based on the Santa hat.&lt;br /&gt;
Image:Generic-redstocking.png|This was Bear&#039;s idea.&lt;br /&gt;
Image:PHY_Sword4.png|Sword grid.&lt;br /&gt;
Image:PHY_Axe2.png|Axe grid.&lt;br /&gt;
Image:PHY_Javelin2.png|Javelin grid.&lt;br /&gt;
Image:PHY_Spear.png|Spear grid.&lt;br /&gt;
Image:PHY_Whip2.png|Whip grid.&lt;br /&gt;
Image:PHY_Dagger2.png|Dagger grid.&lt;br /&gt;
Image:PHY_Staff2.png|Staff grid.&lt;br /&gt;
Image:PHY_Bow2.png|Bow grid.&lt;br /&gt;
Image:PHY_CrossBow2.png|Crossbow grid.&lt;br /&gt;
Image:PHY_Thrown.png|Thrown grid.&lt;br /&gt;
Image:ManaWorldMap.jpg|Canceled Mana Worldmap by Pauan&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Time_system&amp;diff=8296</id>
		<title>Archive:Time system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Time_system&amp;diff=8296"/>
		<updated>2007-12-23T08:36:33Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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== Time system ==&lt;br /&gt;
&lt;br /&gt;
How long is a day in the Mana World, relative to a day in Earth time? Or does time pass in this world at all? These questions are to be answered later on...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Forum topics:&#039;&#039;&#039;&lt;br /&gt;
*http://forums.themanaworld.org/viewtopic.php?t=502&lt;br /&gt;
*http://forums.themanaworld.org/viewtopic.php?t=1434&lt;br /&gt;
&lt;br /&gt;
== Day/night system ==&lt;br /&gt;
Day and night system would allow the game to have a day state and a nocturnal state.&lt;br /&gt;
Giving the possibility to add multiple monster spawn sets. All point mentioned below are merely possible effects.&lt;br /&gt;
&lt;br /&gt;
Day would..&lt;br /&gt;
* Enable light mapping&lt;br /&gt;
* Enable Day time animals to appear&lt;br /&gt;
* Open all shops&lt;br /&gt;
* Give light magic more power&lt;br /&gt;
* Enable diurnal NPCs to appear&lt;br /&gt;
&lt;br /&gt;
Night would..&lt;br /&gt;
* Enable nocturnal animals to appear&lt;br /&gt;
* Make ghosts appear? (what kind of ghosts? creatures or playerghosts?)&lt;br /&gt;
* Allow players to commit burglary&lt;br /&gt;
* Make magic and fire look even cooler&lt;br /&gt;
* Maybe give access to places hidden in daylight (doors that show only in moonlight)&lt;br /&gt;
* Be the perfect time for a secret clan meeting&lt;br /&gt;
* Make darkness magic more powerful&lt;br /&gt;
* Enable nocturnal NPCs to appear&lt;br /&gt;
* Enable player to do moonshining (illegal distillery) on the mountains and sell the bottles during day&lt;br /&gt;
* Mining or recollecting of magic stones and flowers (which glow in the dark)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:The_town_in_the_hole&amp;diff=8295</id>
		<title>Archive:The town in the hole</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:The_town_in_the_hole&amp;diff=8295"/>
		<updated>2007-12-23T08:35:10Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(working title)&lt;br /&gt;
&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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&lt;br /&gt;
Forum Discussion:&lt;br /&gt;
http://forums.themanaworld.org/viewtopic.php?t=1913&lt;br /&gt;
&lt;br /&gt;
==Concept by Crush and Dabe==&lt;br /&gt;
&lt;br /&gt;
The town in the hole is an open pit mining colony of [[Tulimshar]]. It used to be a gemstone mine. The miners worked hard in the burning sun of the desert for centuries. They dug caves into the walls of the hole to hide from the heat. These caves became the homes of the miners.&lt;br /&gt;
&lt;br /&gt;
When they got deep enough to reach ground water they couldn&#039;t go any deeper and the mining had to be stopped. But with a source of water it became an important trading post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pajarico&#039;s idea==&lt;br /&gt;
&lt;br /&gt;
Near [[Tulimshar]] once was a great lake. This lake was watered by (this is a placeholder suggest number) 5 rivers, each one came from the far away mountains, each mountain hosted a kingdom. To strangle the (now) desert people, those kingdoms blocked the water path and made dams only for their use. As time passed, the desertification raised and the crops lowered. With enough time, the people was surrounded by hostility, famine and sand.&lt;br /&gt;
When this got to a limit, the inhabitants of the desert were surprised finding out that under the dried water of the big lake was a big hole (it communicated the water: mountains-&amp;gt;lake-&amp;gt;rivers). With the new desert around them and the temperature and lack of water rising more and more, many people emigrated into the cave, a place with better temperature and some water (some minor subterranean rivers couldn&#039;t be blocked, they managed to exploit them). &lt;br /&gt;
&lt;br /&gt;
I suggest this organization:&lt;br /&gt;
* &#039;&#039;&#039;Cave in&#039;&#039;&#039;: Rich classes live in here. Have water for themselves and pump some for the surface.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings of the entrance&#039;&#039;&#039;: Here live the middle and poor classes. Crops are in here. They lift down some of the food for the inhabitants of the cave (Note: cave people could have some species of their own like mushrooms, roots, larvae, earth worm, etc). Has a lot of green areas (crops and some trees) and because of this the temperature is lower than the rest of the desert. That&#039;s why medium classes, who can&#039;t afford a house in the cave (or are not allowed to have one), live here. Most poor people are farmers or farm workers.&lt;br /&gt;
* &#039;&#039;&#039;A bit far from the entrance&#039;&#039;&#039;: Bad life conditions: hot, dry and scarce food. Mostly poor people who works by their own or in a farm.&lt;br /&gt;
&lt;br /&gt;
===Things to do===&lt;br /&gt;
* I don&#039;t know why the kingdoms started blocking the rivers. I&#039;ve two unelaborated ideas:&lt;br /&gt;
** 1. The desert people has some special item that&#039;s is very worthy and the surroundings kingdoms tried to lower the purchase price cutting the water down.&lt;br /&gt;
** 2. Maybe the kingdoms needed it (the water) because they rivers were partially blocked far from their territory. I want to think that there is a bigger (more evil) kingdom upstream...&lt;br /&gt;
&lt;br /&gt;
* I have yet to explain how the inside people survive without sunlight. Even with water and food people would keep dying from this...&lt;br /&gt;
&lt;br /&gt;
--[[User:Pajarico|Pajarico]] 23:22, 9 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Deserttown.png&lt;br /&gt;
Image:Villageunderthesandartwork.jpg&lt;br /&gt;
Image:Temple6kf.jpg&lt;br /&gt;
Image:Underground city.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Teleportation&amp;diff=8294</id>
		<title>Archive:Teleportation</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Teleportation&amp;diff=8294"/>
		<updated>2007-12-23T08:33:38Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
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}}&lt;br /&gt;
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&lt;br /&gt;
==The Leylines==&lt;br /&gt;
The mana isn&#039;t a homogeneous force field. Although the mana can be found everywhere in a density high enough to support life and cast spells, there are places where the mana is concentrated higher than usual. There are concentrated streams of mana energy running across the whole land. Mana energy flows through these streams over the whole continent. Whenever there is a lack of mana energy somewhere, for example when a human casts a spell, then mana energy from all around the world travels along these streams to that place to even out the imbalance of mana energy. These streams are called &amp;quot;leylines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Geomancers==&lt;br /&gt;
Most of what we know about the leylines is thanks to a dynasty of researchers calling themselves the Geomancers. The geomancers spent generations to cartograph the leylines and to research their nature. They created stone monuments of varying sizes and shapes along the leylines to mark their position and to make research on them. Some of these monuments allow the geomancers to gauge the density and speed of the mana streams or to extract mana from or inject mana into the streams. Many well known magicians criticized the geomancers for these experiments because they were afraid that they would disturb the balance of mana what could have unforeseen consequences.&lt;br /&gt;
&lt;br /&gt;
The geomancers usually wear clothes in brown and green colors and plain brown leather caps. Their distinctive mark is the dowsing rod which is used to detect leylines and other metaphysical phenomenons and which they always carry with them although many geomancers do it merely for traditional reasons. The rod is usually attached to the belt when not used.&lt;br /&gt;
&lt;br /&gt;
==Practical use of the leylines==&lt;br /&gt;
Although the research of the leylines was merely theoretical for centuries, lately geomancers found various ways to make practical use of the leylines. the most interesting use they found is the possibility for humans to travel along the leylines from one place to another in seconds. in this process the person and everything it carries with it is converted into pure mana energy using a special stone monument the geomancers call &amp;quot;gateway&amp;quot;. then the person is injected into the mana stream and extracted out of it at another gateway. although some magicians state that the process may have unforeseen risks and could lead to late effects when done too often, the geomancer state that it is perfectly save.&lt;br /&gt;
&lt;br /&gt;
The geomancer offer this service for a small amount of money to everyone.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Skill_system_GUI_notes&amp;diff=8293</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=8293"/>
		<updated>2007-12-23T08:26:29Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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&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;br /&gt;
:Or you could use circles for everything (better consistency). &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 09:26, 23 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PvP_Games&amp;diff=8292</id>
		<title>Archive:PvP Games</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PvP_Games&amp;diff=8292"/>
		<updated>2007-12-23T08:23:09Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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&lt;br /&gt;
TMW should have some PvP minigame types.&lt;br /&gt;
This is a great way of competition and killing time and above that a whole lot of fun.&lt;br /&gt;
With every game players are able to place bets. Bets for money, items, pets, women or maybe even realestate if they feel really lucky. Most games can also be played just for fun, but involving bets makes it more exciting.&lt;br /&gt;
All games need at least 2 players to be played. Some could be played with up to 4 players.&lt;br /&gt;
&lt;br /&gt;
Add your own ideas for games we could implement if you miss something or come up with an idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Out-in-the-field games==&lt;br /&gt;
These games can be played almost anywhere by challenging another player. After starting a game players automatically sit facing eachother with one tile in between them. In the middle lies the playing field where the cards are played, the dice are thrown or where the board is placed. Players walking by can magnify the playing field and follow the game. Ofcourse in case of a cardgame they cannot see the hand of the players if this is part of the rules.&lt;br /&gt;
&lt;br /&gt;
===Cardgames===&lt;br /&gt;
Players that have a pack of the same sort of cards can challenge one another to play a game of cards.&lt;br /&gt;
We could use a standard pack of cards and implement existing games.&lt;br /&gt;
&lt;br /&gt;
We could also (maybe aside from the normal pack) have a pack of cards we designed ourselves. Maybe a bit like Magic the Gathering?&lt;br /&gt;
&lt;br /&gt;
===Dicegames===&lt;br /&gt;
If one player has a set of dice he can challenge another player to play dice with him. Dicegames are merely based on luck.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
* http://boardgames.about.com/cs/dicegames/tp/dice-games.htm&lt;br /&gt;
* http://www.realbeer.com/fun/games/dice.php&lt;br /&gt;
&lt;br /&gt;
===Combination games===&lt;br /&gt;
&lt;br /&gt;
Combination games involve both dice and classic cards. Both players should carry a pack of cards and one player needs a pack of dice.&lt;br /&gt;
&lt;br /&gt;
===Boardgames===&lt;br /&gt;
&lt;br /&gt;
To play board games one player needs to carry a board game with him.&lt;br /&gt;
Some examples are:&lt;br /&gt;
* Go&lt;br /&gt;
* Gomoku&lt;br /&gt;
* Backgammon&lt;br /&gt;
* Chess&lt;br /&gt;
* Draughts&lt;br /&gt;
* Connect6&lt;br /&gt;
* Hnefatafl (Anglo-Norse Boardgame: http://en.wikipedia.org/wiki/Tafl_games)&lt;br /&gt;
* Reversi&lt;br /&gt;
&lt;br /&gt;
We could ofcourse also design our own boardgame. Also every region could have his very own boardgame. This would be designed by us, may it be based on an exsisting game. Every region would have an NPC called &amp;quot;[name] the [game] master&amp;quot; that can teach you about the boardgame. He is so masterfull he can play the game simultanious against a whole bunch of players. So they can all sit around and learn the game. If you win a best-out-of-three competition from the master you get a rulebook. You can buy the boardgame at the local (general) store.&lt;br /&gt;
&lt;br /&gt;
==Place-bound games==&lt;br /&gt;
These games can only be played at places where the facilities allow them to be played.&lt;br /&gt;
&lt;br /&gt;
===Darts===&lt;br /&gt;
In some inns there should be a dartboard (maybe our own version) so players could play darts. Throwing darts should take place in a special window. The player controls a cursor (with keyboard or mouse) and their dexterity influences their accuracy. There are two ways to do this:&lt;br /&gt;
The first way is to let the cursor sway around the spot where the player aims. The amount it sways and the speed with which it sways decrease with the dexterity&#039;s increase.&lt;br /&gt;
The other way is to have a stable cursor but have the dart fly in a slightly random direction. The randomness should decrease with the dexterity&#039;s increase. There is a circle around the target that shows the area in which the dart could end up.&lt;br /&gt;
&lt;br /&gt;
The first way leaves the player with more influence on the actual direction of the dart eventhough a low dexterity makes it harder to hit the spot he wants. He sees where the dart will hit the board before he presses the button, it&#039;s all about timing and reflexes. Whereas the other way the player should just be lucky with where the dart hits the board.&lt;br /&gt;
Players should be able to add a handicap for themselves if they want to make it a fair game. Setting your handicap to 10 should decrease your dexterity with 10 during the game.&lt;br /&gt;
 &lt;br /&gt;
:i think any game of skill is not a good idea in an online game because it would be too easy to program a perfect playing bot which plays for you. --[[User:Crush|Crush]] 20:51, 16 Sep 2005 (CEST)&lt;br /&gt;
::What are you suggesting? Luck-based games only? Don&#039;t you agree that would suck fried peanuts? You will always keep bots, and they should be deleted. We should just make it hard to write bots. [[User:Modanung|Modanung]] 00:50, 17 Sep 2005 (CEST)&lt;br /&gt;
:::how about strategy games like chess variants? Or card games that have a luck component and a strategical component? --[[User:Crush|Crush]] 03:19, 13 March 2006 (CET)&lt;br /&gt;
::::Well people could write a chess bot as well, right? And pure chance games are boring, if there&#039;s nothing else. Besides, if you know someone is a bot/cheater you won&#039;t play darts with him. [[User:Modanung|Modanung]] 18:15, 13 March 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
===Ringfights===&lt;br /&gt;
Ringfights take place in an arena or at a fightclub. Any place with something that looks like a boxing-ring will do.&lt;br /&gt;
In a ringfight two players fight eachother without any equipment or items. Players are not allowed (and not able) to use any form of magic either. So it is hand-to-hand combat only. The goal is to knock-out the other player. Knocking a player out is easiest if your strength is high and your opponents vitality low. You can try to block or evade attacks. Both need good timing. Blocking an attack is most effective whith a lot of strength, but still makes you lose some health. The higher your strength, the less health you lose when hit while blocking. Evading doesn&#039;t always succeed. The chance to evade an attack increases with your dexterity. If you evade an attack you recieve no damage at all.&lt;br /&gt;
If a player loses a match he is placed outside the arena with 1/4 of his maximum health. Even losers get some treatment after the match.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Player_estate_system&amp;diff=8291</id>
		<title>Archive:Player estate system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Player_estate_system&amp;diff=8291"/>
		<updated>2007-12-23T08:19:52Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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== General idea ==&lt;br /&gt;
&lt;br /&gt;
A player estate system allows player characters to own certain properties and things on their own. Basically, they can have houses, castles, furniture, etc. A la Animal Crossing or the Sims.&lt;br /&gt;
&lt;br /&gt;
Player estates also have a very important function. When players die, they respawn in their homes. Players are also given a special item called a &amp;quot;Hearth Amulet&amp;quot;, which can teleport them back to their estates instantly. The Hearth Amulet creates a portal in the home where the player can return to the point which he teleported to the house from. (This doesn&#039;t work inside dungeons). This portal vanishes when used, or if the player respawns.&lt;br /&gt;
&lt;br /&gt;
Players begin with a modest shack, empty, except for the atrium, where they respawn upon death by default. Throughout their quests, the players can collect enough money to have local architects improve their home by adding new rooms or changing and upgrading room design. The players can also collect interactive objects from the world and use them to decorate their homes (ovens, couches, tables, etc.). These items would provide both aesthetic and functional uses.&lt;br /&gt;
&lt;br /&gt;
Also, players could invite other Player characters to visit their homes. Visiting PCs do not get permission to use or move the hosts items, and the host can designate some places as off limits.&lt;br /&gt;
&lt;br /&gt;
Players who can enter a specific PC&#039;s home are based on the settings in his friend list. There are 3 levels of permission these users can have (set by the home owner)&lt;br /&gt;
* Guest (normal friends. They cannot modify the estate or use anything there. They cannot enter the property when the owner is away.)&lt;br /&gt;
* Friend (close friends. They can use objects and tools in the estate, but cannot enter when there are no family members or when the owner is away.)&lt;br /&gt;
* Family (basically has all the power of the owner, except that they can&#039;t change the status of other visitors. All members of their friend lists get guest type access to the estate)&lt;br /&gt;
&lt;br /&gt;
When a player wants to add a new room to his home, he can visit the NPC architect&#039;s guild and ask for a new room. The following things need to be specified for each room:&lt;br /&gt;
&lt;br /&gt;
* Type&lt;br /&gt;
* Decor (style of wallpaper and flooring, etc. These can also be changed later though a different NPC at the guild.)&lt;br /&gt;
* Position (Where it sits in relationship to other rooms)&lt;br /&gt;
* Room name (appears at the bottom of the screen)&lt;br /&gt;
&lt;br /&gt;
Other things can be added on later, such as locks on the doors, hallways, stairways, etc. I&#039;ll list them when I come up with them. The different types of rooms each have a different function, as outlined below.&lt;br /&gt;
&lt;br /&gt;
Houses can have multiple floors, as well as basements. There are also rooms that go outside the house, such as a corral and kennel for pets, a garden for growing produce for crafting, and other things.&lt;br /&gt;
&lt;br /&gt;
The cost of adding each room increases exponentially, much like XP gain, making it hard to build a house overly large.&lt;br /&gt;
&lt;br /&gt;
Guilds wishing to build their headquarters also expand in this way, though their rates for building are a bit different. (It&#039;s easier for guilds to build a huge headquarters than individual players, so the cost increase rate is lower).&lt;br /&gt;
&lt;br /&gt;
Player Estates also come equipped with mailboxes, so that players can easily send mail and items to and from one another.&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
&lt;br /&gt;
Each room serves a purpose. some are more aesthetic than others, while some have almost an exclusive use.&lt;br /&gt;
&lt;br /&gt;
* Atrium - The entryway, and by default, the only room in the house. The Atrium contains a &amp;quot;Soul Pillar&amp;quot;, where the player can respawn when he dies. Also, the Atrium contains a hearth, which contains a portal to the place where the player teleported to the house from.&lt;br /&gt;
* Bedroom - In the bedroom, players can rest and recover lost health and mana points quickly, similar to inns in most RPGs.&lt;br /&gt;
* Gate Room - The gate room contains 3 additional hearths, and comes with 3 additional &amp;quot;Gate Hearthstones&amp;quot;. These gates persist even after death, and serve as quick links to various places in the world.&lt;br /&gt;
* Greenhouse - Facilitates gardening.&lt;br /&gt;
* Kennel - A place for the player&#039;s pets. A kennel can be upgraded to house up to 3 pets.&lt;br /&gt;
* Library/Gallery - A large room for showing off things collected by the player. It has alot of storage space for small items.&lt;br /&gt;
* Basement - A large, open room. Excellent for storing big items.&lt;br /&gt;
* Dojo - A training room. Training equipment can be kept and used in these facilities.&lt;br /&gt;
* Den - A sitting and socializing room. Mainly aesthetic, it comes with equipment for playing several minigames.&lt;br /&gt;
* Kitchen - Facilites suitable for cooking crafts.&lt;br /&gt;
* Laboratory - Facilities suitable for alchemy crafts.&lt;br /&gt;
* Forge - Facilities suitable for metalworking crafts.&lt;br /&gt;
* Woodshop - Facilities suitable for woodworking crafts.&lt;br /&gt;
* Sewing Room - Facilities suitable for tailoring crafts.&lt;br /&gt;
* Studio - Facilities suitable for artistic crafts.&lt;br /&gt;
* Jewelery - Facilities suitable for jewelling crafts.&lt;br /&gt;
* Synthesis Chamber - Facilities for synthesizing crafts.&lt;br /&gt;
* Arena - Facilitates at-home PvP action with your friends.&lt;br /&gt;
* Drink Bar - Complete with a counter and stools. Annexes well to the den. Some cooking functionality is included, but it is mostly aesthetic.&lt;br /&gt;
* Guest Room - An extra bedroom. Guests can use this the same way as a player can use his own bedroom.&lt;br /&gt;
* Guest Hearth Room - Having this room allows another player to visit the home at any time by using an item called a &amp;quot;Guest Invitation&amp;quot;. The item called &amp;quot;Guest Invitation&amp;quot; can be generated by the hearthstone in this room as many times as the owner wishes. It has no trade value.&lt;br /&gt;
* Corral - necessary for training pets.&lt;br /&gt;
&lt;br /&gt;
Aesthetic rooms exist for looks and some storage, but they serve no real purpose.&lt;br /&gt;
&lt;br /&gt;
* Summoning Chamber - A room with a dark, occult look to it. Aesthetic.&lt;br /&gt;
* Cathedral - A pearly room, complete with altar and confessional. Aesthetic.&lt;br /&gt;
* Tranquil Garden - An open-air, Japanese styled garden. Aesthetic.&lt;br /&gt;
* Graveyard - A misty, somber graveyard. Aesthetic.&lt;br /&gt;
* Toy Room - Filled with random things to play with. Aesthetic.&lt;br /&gt;
* Balcony - A great place to watch stars, sunsets, and sunrises. Aesthetic.&lt;br /&gt;
* Astronomy Tower - A tower with a space-like design. Very aethereal feeling. Aesthetic.&lt;br /&gt;
* Clock Tower - A tower with a bery mechanical feel to it. Aesthetic.&lt;br /&gt;
* Glass Tower - A tower that seems almost mystical. Aesthetic.&lt;br /&gt;
* Jail - A prison room, complete with lockable doors. Aesthetic.&lt;br /&gt;
* Hedge Maze - Everyone likes a hedge maze. Aesthetic.&lt;br /&gt;
* Mirror Room - Add some fun to your house. Aesthetic.&lt;br /&gt;
* Entryway - Provides an additional doorway to your home. Aesthetic.&lt;br /&gt;
* Control Room - For those evil-overlord types. Aesthetic.&lt;br /&gt;
* Throne Room - For those with big egos. Aesthetic.&lt;br /&gt;
* Prayer Closet - Available in various styles for the religously-diverse public. Aesthetic.&lt;br /&gt;
* Treasure Room - A room full of treasure, and maybe even a curse. Aesthetic.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Picto-language&amp;diff=8290</id>
		<title>Archive:Picto-language</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Picto-language&amp;diff=8290"/>
		<updated>2007-12-23T08:17:00Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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== What&#039;s a Picto-language ==&lt;br /&gt;
&lt;br /&gt;
In short a picto-language is a language not composed of abstract symbols but of more easily recognisable pictographs such as is used in rebuses.&lt;br /&gt;
Hieroglyphs would be a good example of a picto-language, though one that through evolution uses a lot of abstract symbolism as well, making it hard to guess the meaning from the symbols only. For a game I would suggest a more simple, childlike, form of pictographs without abstract symbols , replacing them with clearer ones.&lt;br /&gt;
&lt;br /&gt;
== Why a Picto-language ==&lt;br /&gt;
&lt;br /&gt;
The idea of a picto-language is to have an in-game language for:&lt;br /&gt;
&lt;br /&gt;
* Hints that are not given by NPC. (like how to open a massive door without a key, in a particular dungeon)&lt;br /&gt;
* Secrets. (scattered graffiti may point to some mighty interesting secrets)&lt;br /&gt;
* Easter Egg Text. (Text left by the makers, such as funny remarks or jokes, but transcribed to a picto-language)&lt;br /&gt;
&lt;br /&gt;
== What should a Picto-language be like ==&lt;br /&gt;
&lt;br /&gt;
Pictographs for a picto-language should be:&lt;br /&gt;
&lt;br /&gt;
* easily discernible so they can be recognised in the background graphics.&lt;br /&gt;
* stylish. This sounds unimportant, but it is. A scruffy looking picto-language such as my examples wouldn&#039;t do.&lt;br /&gt;
* have multiple interpretations. A picto-language should leave room for mis-interpretation, which makes it more challenging to decipher one correctly.&lt;br /&gt;
* tested for comprehensibility. Ie: sentences should be tested out, those who&#039;s meaning are easily understood constitute easy hints or secrets. Those that are vague and very ambiguous would constitute hard hints, or real secrets.&lt;br /&gt;
&lt;br /&gt;
Ideally the pictographs should be coloured in. This makes them stand out more against a already richly coloured background. Just having the outlines would make them hard to read, not unlike tmw 0.0.13&#039;s float text over a brick floor.&lt;br /&gt;
&lt;br /&gt;
== Picto-language examples ==&lt;br /&gt;
&lt;br /&gt;
Here follows a quick example (in both colour and monochrome), including 2 sentences I leave to readers to decipher. &lt;br /&gt;
&lt;br /&gt;
=== Coloured example: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Picto-language-colour.png]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White example: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Picto-language.png]]&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Pet_monster_system&amp;diff=8289</id>
		<title>Archive:Pet monster system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Pet_monster_system&amp;diff=8289"/>
		<updated>2007-12-23T08:13:43Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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== Pet system basics ==&lt;br /&gt;
&lt;br /&gt;
The basic part of pet system is for a player to be able to own a monster as a pet, special monster or just a wild one. When one catches a pet, that person is responsible for...&lt;br /&gt;
* Feeding the pet&lt;br /&gt;
* Keeping it happy&lt;br /&gt;
* Naming the pet?&lt;br /&gt;
&lt;br /&gt;
Depending on how the game goes... the catching system isn&#039;t thought of yet.&lt;br /&gt;
&lt;br /&gt;
== More advanced system ==&lt;br /&gt;
&lt;br /&gt;
The advanced part is for a player to use his/her pet in battles, performances, and the formulas for their hunger...&lt;br /&gt;
These include how they Fight, if they can use skills, how long they can go before going hungry.&lt;br /&gt;
&lt;br /&gt;
* Hunger level?&lt;br /&gt;
* Pet monster level up?&lt;br /&gt;
* Battle&lt;br /&gt;
* Performances&lt;br /&gt;
&lt;br /&gt;
== Text from old wiki ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Pet Monster System&#039;&#039;&#039; allows players to adopt and train one or more of the non-sentient creatures which roams the world and raise it as their own. Pet Monsters have stats of their own, and grow the same way player characters do.&lt;br /&gt;
&lt;br /&gt;
These creatures are loyal to their masters as long as they are kept properly. Proper monster training involves&lt;br /&gt;
&lt;br /&gt;
* Feeding&lt;br /&gt;
* Pampering (toys and treats, etc.)&lt;br /&gt;
* Walking (taking them into the field)&lt;br /&gt;
&lt;br /&gt;
In time, monsters can grow to be dependable and useful. Some jobs may even specialize in monster management. A player can start training monsters once he builds a kennel in his player estate. Monsters can be captured in the field with certain baits or traps and a little luck.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Personalizing_items&amp;diff=8288</id>
		<title>Archive:Personalizing items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Personalizing_items&amp;diff=8288"/>
		<updated>2007-12-23T08:13:09Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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== The personal touch ==&lt;br /&gt;
&lt;br /&gt;
Players like that personal touch in their games. Knowing that their character is their creation alone and that it is totally unique is an important part of online gaming. This could be in the form of new items, images for items, music, writing, or other things, but this is focusing on images for the time being because that&#039;s what I&#039;ve thought about the most. Feel free to add on.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Allow players to make their character, if not unique, at least &amp;quot;theirs&amp;quot; in some way. Allow players to change the world by adding new material to it. Improve the quality of things in the game by letting users submit new and/or improved things.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;to be continued&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Goals ==&lt;br /&gt;
&lt;br /&gt;
Allow players to add new types of content to the game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;to be continued&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Issues that Need Addressing + Potential Solutions ==&lt;br /&gt;
&lt;br /&gt;
=== Getting the content to all users, so that all users can see it properly ===&lt;br /&gt;
* it seems that the main issue here is bandwidth; sending images for each player with custom equipment seems prohibitively costly in terms of resources.&lt;br /&gt;
** This could be solved by distributing the custom content with the releases and letting players pick which content they use (mix and match sword pieces for example). The result would be less uniqueness (not so good), but much less load as we would only need to sent something like &amp;quot;blade 25, guard 47, hilt 12&amp;quot; instead of three images.&lt;br /&gt;
* the other issue would be who to send the information to. Sending it to all users when someone logs in would be O(n^2), which may or may not be an issue. Sending it to just people who are on the same screen as the person would be much &amp;quot;cheaper&amp;quot; but probably harder to implement.&lt;br /&gt;
&lt;br /&gt;
=== Ensuring that the content is not obscene or offensive ===&lt;br /&gt;
* If the solution proposed for 1) is chosen, censoring offensive content could be done as part of the release process (as could filtering out low quality stuff. Otherwise the release could get weighted down with huge numbers of poorly made images).&lt;br /&gt;
&lt;br /&gt;
=== Ensuring that the submission process doesn&#039;t get overloaded ===&lt;br /&gt;
* Some sort of &amp;quot;community review&amp;quot; process could be set up with people able to vote on submissions&lt;br /&gt;
* Limit the number of submissions per release to something manageable&lt;br /&gt;
&lt;br /&gt;
=== Storing content ===&lt;br /&gt;
* This is both server space and either download size (content included in release) or network traffic (content sent over network)&lt;br /&gt;
* Could be addressed by limiting the number of custom images per release (probably a good idea anyway, to avoid making users wade through piles or awful images. The worst ones would get filtered out as better ones became available)&lt;br /&gt;
&lt;br /&gt;
=== Letting users access custom content ===&lt;br /&gt;
* To allow for more uniqueness, while giving users a good way to access custom content, an &amp;quot;item builder&amp;quot; system was proposed. A (rather poor) mockup of a sword builder is below&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;http://home.comcast.net/~Catfish_Man/SwordBuilder.png&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_old_wiki&amp;diff=8287</id>
		<title>Archive:PVP proposal from old wiki</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_old_wiki&amp;diff=8287"/>
		<updated>2007-12-23T08:10:47Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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== Player versus Player combat, our model ==&lt;br /&gt;
&lt;br /&gt;
Players can fight each other at any time. Killing players outside of specific zones, however, results in a criminal status penalty. Enough criminal penalties cause the player to get a bounty put up in the local bounty office, and eventually even all bounty offices, if his infamy grows. Players can choose an option that prevents them from attacking other players who have not attacked them first, in order to keep them from accidentally fighting one another.&lt;br /&gt;
&lt;br /&gt;
Also, when the player dies, and his bounties are collected, his criminal status is reduced to a lower level, and eventually disappears. There is no criminal status penalty for killing players with criminal bounties.&lt;br /&gt;
&lt;br /&gt;
Sactioned PvP combat (where criminal penalties don&#039;t apply), occurs in several places:&lt;br /&gt;
&lt;br /&gt;
# In scheduled Kingdom raids. Players of one kingdom are allowed to freely attack players currently in the other kingdom (and vice-versa) without incurring any penalty. Certain rewards apply for killing a number of the kingdom&#039;s enemies.&lt;br /&gt;
# In public arenas. Players wager items and money upon the outcomes of these matches. The loss or gain of material possessions is the only penalty or reward in these matches.&lt;br /&gt;
# In guild sponsored events. The guilds determine the benefits or penalties of these matches. Criminal penalties don&#039;t apply here.&lt;br /&gt;
&lt;br /&gt;
== PvP for Fun and Profit ==&lt;br /&gt;
&lt;br /&gt;
When you defeat another player in combat, you obtain an item called &amp;quot;Soul of {player defeated}&amp;quot;. This item is useful as a trophy, for some crafting, or for trading as a bounty. Players with criminal status, or which have bounties placed on them may have a price waiting for the one who holds their souls.&lt;br /&gt;
&lt;br /&gt;
In an arena setting, players also get whatever items have been wagered over the fight.&lt;br /&gt;
&lt;br /&gt;
In a kingdom-led battle, the rewards are a bit less tangible. The rate of exchange for the player&#039;s nation&#039;s currency goes up if a raid is successful. Generic items of the raided country&#039;s specialty type are also suddenly cheaper in the winning country. These rewards benefit the country as a whole.&lt;br /&gt;
&lt;br /&gt;
== Some other Models ==&lt;br /&gt;
&lt;br /&gt;
PVP or &#039;&#039;&#039;Player versus Player&#039;&#039;&#039; systems allow two player characters to fight under certain conditions. There are several models for these systems below, and we will be selecting one or more in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open PvP&#039;&#039;&#039; - Combat can take place anywhere, anytime. Killing players may have certain penalties, including criminal status, loss of fame, etc. Zones like towns are declared &#039;safe&#039; from player attacks. However, unless otherwise stated, an area is available for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restricted PvP&#039;&#039;&#039; - Combat can only take place in specific zones known as &amp;quot;Arenas&amp;quot; or &amp;quot;Battlefields&amp;quot;. Attacking other players is not penalized in this mode (in fact, it is usually rewarded), since a player entering hostile terrain is supposed to either know the risks or actually be interested in fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selective PvP&#039;&#039;&#039; - Players can challenge on another anywhere, anytime. However, if the challanged player declines the invitation, he cannot be attacked. Only players in a challege may fight with one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdom PvP&#039;&#039;&#039; - Players may fight with each other anywhere, as long as the opposing players have different political affiliations. This is a variation on Open PvP rules.&lt;br /&gt;
&lt;br /&gt;
== Some notes ==&lt;br /&gt;
&lt;br /&gt;
[[User:BjÃ¸rn|BjÃ¸rn]]: A note on fighting in Arenas. I think a special death penalty could count here. A fight in an Arena could have predetermined reward for winning and penalty for losing. Getting killed in an Arena would penalize you with this, instead of getting killed regularly, probably having to respawn in town with 1 health and loosing some xp/gold (don&#039;t think this has been decided yet). After either suffering the Arena penalty or the reward, you would exit the Arena from the front door. This would make it much more inviting to enter a challenge with somebody or against another team.&lt;br /&gt;
&lt;br /&gt;
Also, to prevent people from gaining too much from Arena fights, the reward for winning should not come out of thin air. Probably this can be a way for betting items or gold between players.&lt;br /&gt;
&lt;br /&gt;
Finally, because this would effectively make the Arena a rather safe place to fight in, the amount of experience that is gained while fighting in an Arena should then be none or severely reduced.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Military_and_police&amp;diff=8285</id>
		<title>Archive:Military and police</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Military_and_police&amp;diff=8285"/>
		<updated>2007-12-23T08:04:10Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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Military forces are a constant on real-world nations. This page discuss how to implement that in our fictional in-game world.&lt;br /&gt;
&lt;br /&gt;
== Suggestions ==&lt;br /&gt;
* Every major city should have different army/guards depending of type of land, culture, and some other features.&lt;br /&gt;
* Every army have different uniforms.&lt;br /&gt;
* Every unit type have uniform depending of purpose.&lt;br /&gt;
* I&#039;m still thinking about &amp;quot;international&amp;quot; units, something like NATO. but that is irrational IMO.&lt;br /&gt;
&lt;br /&gt;
--[[User:Irukard|Irukard]]&lt;br /&gt;
&lt;br /&gt;
* I think of at least two corps: police and military, the first would operate at cities while the other would operate nation-wide.&lt;br /&gt;
** Police would allow you to have a paid office with a delimited work horary and holidays. On your work hours you must be an efficient policeman and every unlawful action commited while working could (and must) be punishable. The rest of the time is theirs and the player can do whatever he or she wants: be in a guild, roam, have a second employment..., or even be a delinquent.&lt;br /&gt;
** The military is vastly different. The player joins it under the constraint of being always available in case of war. While in its free time a small wage is given. While on duty the soldier has to attend to orders which could lead him to death. Ignoring such orders could face him a war cabinet resulting in severe punishment. The money earned is very small but the advantage is that the player can loot the enemies territories and bodies. Military can call you upon any other country.&lt;br /&gt;
&lt;br /&gt;
--[[User:Pajarico|Pajarico]] 10:09, 23 July 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
There should be four corps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;National police&#039;&#039;&#039; : They work in the whole kingdom, they win a lot of money and do all the investigations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Local police:&#039;&#039;&#039; They work in one only town, they are closer to people, but win less money than national police and have less equipment however they are the first ones in putting somebody in jail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Army:&#039;&#039;&#039; They fight at war. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military police&#039;&#039;&#039;: They operate nation-wide and win a lot of money they can arrest someone without explanations, they arrest spies at war and do investigations they also arrest the deserters, you have to be a soldier with a lot of experience to became military police.&lt;br /&gt;
&lt;br /&gt;
--[[User:HABARI|HABARI]] 18:37, 29 October 2006&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sample work ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Soldiers.png|{{Image:Soldiers.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system_GUI_notes&amp;diff=8284</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=8284"/>
		<updated>2007-12-23T08:01:28Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ringmenucontrols.jpg|thumb|256px|{{Image:Ringmenucontrols.jpg}}]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Magic menu.png|frame|right|{{Image:Magic menu.png}}]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ringmenutwoversions.jpg|thumb|256px|{{Image:Ringmenutwoversions.jpg}}]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RingMenu.jpg|thumb|{{Image:RingMenu.jpg}}]]&lt;br /&gt;
&lt;br /&gt;
Ok, [[User:Kyokai|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. This was adapted from the design given to me by [[User:BjÃ¸rn|BjÃ¸rn]], visible to the right. 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>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Improvement_of_the_collision_layer_system&amp;diff=8283</id>
		<title>Development:Improvement of the collision layer system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Improvement_of_the_collision_layer_system&amp;diff=8283"/>
		<updated>2007-12-23T07:56:52Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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&lt;div&gt;{{Category_programming}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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At the moment the collision layer system only differs between blocked and not blocked tiles. This system lacks a lot of posibilities that could add a lot to the game. I am going to elaborate on those problems and what additional features could solve them.&lt;br /&gt;
&lt;br /&gt;
== The Archer Problem ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Collision_demo_1_bad.png]]&lt;br /&gt;
&lt;br /&gt;
The archer on this picture is separated from the enemies. He shouldn&#039;t be able to hit the right enemy with an arrow because there is a cavewall in the way he can&#039;t shoot through. But there is no reason why he shouldn&#039;t be able to shoot an arrow over the unwalkable pond to hit the left enemy. To give mappers the possibility to mark areas that are blocking movement but not ranged attacks I suggest the &amp;quot;Not walkable but shootable&amp;quot; tile.&lt;br /&gt;
&lt;br /&gt;
[[Image:Collision_demo_1_good.png]]&lt;br /&gt;
&lt;br /&gt;
== The Fence Problem ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Collision_demo_2.png|right]]&lt;br /&gt;
Take a look at this picture. The fence is clearly a barrier. The players wouldn&#039;t expect to be able to walk through it. The only way to make this would be to place the fence in the center of the tile and mark this tile as blocked. But the fence is not wide enough that the players would expect it to block a whole tile. There would be a lot of unused space on both sides of the fence. &lt;br /&gt;
&lt;br /&gt;
To solve this problem i came up with the idea of the &amp;quot;horizontal barrier&amp;quot; tile and the &amp;quot;vertical barrier&amp;quot; tile. A tile marked with the &amp;quot;vertical barrier&amp;quot; tile is walkable, but it can not be entered from or left to the tile right of it. The horizontal barrier tile means the same for the tile under it. There is also a &amp;quot;horizontal and vertical barrier&amp;quot; tile for corners. All three tiles exist in a shootable (blue) and a not shootable (red) version.&lt;br /&gt;
&lt;br /&gt;
[[image:Collision_demo_2_2.png]]&lt;br /&gt;
&lt;br /&gt;
== The Monster Problem ==&lt;br /&gt;
&lt;br /&gt;
Another important collision tile type we need is a tile that blocks only monsters. This would come in handy to prevent narrow passages and bridges to get clogged with monsters. Another good example this could be used for are portal areas, like the cave entrance. The entrance of the cave from the inside is crowded with red slimes and black scorpions sometimes as it is now.&lt;br /&gt;
I don&#039;t think these tiles should block the creatures in a normal way. They should block them as long as they haven&#039;t been attacked. The monsters should follow players who hit them. So basically these tiles should not be picked as a target for roaming monsters:&lt;br /&gt;
&lt;br /&gt;
[[Image:Nomonsters.png]]&lt;br /&gt;
&lt;br /&gt;
== Stairs ==&lt;br /&gt;
[[Image:Stairdemo.png|right]]&lt;br /&gt;
Another problem of the current walkmap concept is that it is impossible to create believeable stairs or ramps. take a look at this picture. when walking up the stairs only pressing the right arrow key the player would expect that his character follows the green line and not the red line. but this would be impossible with the current tile concept. As a solution i suggest the stairs tiles:&lt;br /&gt;
[[Image:Stairtiles.png|right]]&lt;br /&gt;
The horizontal stair tiles have the following meanings:&lt;br /&gt;
* horizontal movement upstairs is converted into diagonal movement up und slowed down.&lt;br /&gt;
* horizontal movement downstairs is converted into diagonal movement down.&lt;br /&gt;
&lt;br /&gt;
Another nice addition would be vertical stairs that do not affect movement directions but affect the vertical walkspeed .&lt;br /&gt;
&lt;br /&gt;
The upper and lower row mark the end of the stairs. they represent the necessary &amp;quot;diagonal block&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:We could also have a stair walking animation for the player character, like in SoM and Zelda (right?).  [[User:Modanung|Modanung]] 14:23, 12 May 2006 (CEST)&lt;br /&gt;
::Even more animation phases? i think we should keep the animation phases to a minimum. with every added animation phase the number of equipment sprites increases exponentialy. --[[User:Crush|Crush]] 12:19, 13 May 2006 (CEST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
I am aware that this features are not possible with the current server software. But i think that the implementation of the above features into the route finding of the new server software would be a valuable addition to the game.&lt;br /&gt;
&lt;br /&gt;
Here the complete modified collision tileset:&lt;br /&gt;
&lt;br /&gt;
[[Image:New_collision.png]]&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_upgradability&amp;diff=8282</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=8282"/>
		<updated>2007-12-23T07:51:20Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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&lt;br /&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>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=8281</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=8281"/>
		<updated>2007-12-23T07:50:25Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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&lt;br /&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 ([[generic items]]).&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;
Just an idea: HP +10% as a bonus. That way even a high-level Player has a benefit of an armor +xHP.&lt;br /&gt;
Think of a really super vital Player that gets this &amp;quot;powerful&amp;quot; armor that adds 80HP.... Well not really powerful for him. Now a ~new Player with 40 HP would think of it as powerful :)&lt;br /&gt;
&lt;br /&gt;
Maybe not the right playe but I think healing items should recover %(percentage) too.&lt;br /&gt;
That seems to be more reasonable to me. That way there would be a dynamical power behind those items.&lt;br /&gt;
If someone has 1000 HP should he eat 10 times the amount of a 100 HP player?&lt;br /&gt;
I know it&#039;s based on vit now, but it seems more related to HP for me...&lt;br /&gt;
:I don&#039;t think this is a good idea. The nice thing about &amp;quot;outgrowing&amp;quot; your equipment and potions is that you will have to look for better ones. When a minor healing potion of +20 HP isn&#039;t enough, you&#039;ll just have to look for a better potion. When it&#039;d heal 10%, you can keep using such cheapass potions forever. So same with armor bonus, you will grow stronger but the armor shouldn&#039;t scale, instead part of growing stronger means finding better armor. --[[User:BjÃ¸rn|BjÃ¸rn]] 13:28, 30 Jul 2005 (CEST)&lt;br /&gt;
----&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;
=== 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>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_Coloring_System&amp;diff=8280</id>
		<title>Archive:Equipment Coloring System</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_Coloring_System&amp;diff=8280"/>
		<updated>2007-12-23T07:46:16Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_programming}}&lt;br /&gt;
{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be possible to dye every piece of visible equipment to change its appearance and make the outfit of the wearer more unique. The graphic engine can display this by changing the hue of the equipment sprite. Although this allows a lot of different color variants without having to keep a lot in mind when creating the sprites. Pure grey tones should be avoided because hue shifting has no effect on them at all - besides that every graphic should look ok with changed hue (just maybe not very realistic). This system makes it a bit complicated to give a piece of equipment a specific color because you would have to know what color it had before. How about making a virtue of necessity and integrate this into the dyeing concept?&lt;br /&gt;
&lt;br /&gt;
My idea is to put a magical substance into the game named &amp;quot;kobold powder&amp;quot; that has the ability to change the color of items. Because of its magical nature the outcome needn&#039;t look as realistic as it would be expected when using normal dyes for coloring items:&lt;br /&gt;
&lt;br /&gt;
{|border = 1&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Kobold Powder&lt;br /&gt;
|Mysterious substance that slightly changes the color of everything it comes into contact with. &lt;br /&gt;
|Changes the hue of an equipment piece randomly by 5Â°-15Â°.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Kobold Powder&lt;br /&gt;
|Mysterious substance that significantly changes the color of everything it comes into contact with.&lt;br /&gt;
|Changes the hue of an equipment piece randomly by 30Â°-90Â°&lt;br /&gt;
|-&lt;br /&gt;
|Kobold Powder Detergent&lt;br /&gt;
|Cleaning agent that removes the effect of kobold powder from an item.&lt;br /&gt;
|Changes the hue of an equipment piece back to normal.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple lesser and stronger kobold powders can be used on the same item to change its color even more. While the detergent should be buyable in every well-sorted alchemy shop the lesser and stronger kobold powder should only be obtainable from monsters and especially the stronger one should not be dropped too often so that heavily dyed equipment becomes a prestige good.&lt;br /&gt;
&lt;br /&gt;
Dyeing items shouldn&#039;t have any effect on the gameplay.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_economy_system&amp;diff=8279</id>
		<title>Archive:Dynamic economy system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_economy_system&amp;diff=8279"/>
		<updated>2007-12-23T07:44:32Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trading among players ==&lt;br /&gt;
&lt;br /&gt;
In addition to trading with merchant NPCs, the players will be able to trade amongst themselves in different ways. The idea is that this can be more attractive than trading with an NPC. This not only makes the economy more dynamic but is also increases interaction between players, making the game more fun. See also the [http://en.wikipedia.org/wiki/Player-run_economy Wikipedia article on a player-run economy].&lt;br /&gt;
&lt;br /&gt;
=== Direct trade ===&lt;br /&gt;
&lt;br /&gt;
Any player will be able to request a [[direct trade]] with another player. This can be used to directly exchange any items carried in their inventory as well as currency. After the stuff that&#039;s being traded is specified, both players will have to push a confirm button to complete the transaction. Whenever there is a change, any confirmation is canceled. Whenever both players have confirmed, the transaction takes place.&lt;br /&gt;
&lt;br /&gt;
Because one of the players could change something and quickly confirm between the time the other player sent his confirmation and the arrival of this confirmation, we&#039;ll either have to add a &amp;quot;revision&amp;quot; ID to the confirmation or make the confirmation a two-stage process as seems to be done in Ragnarok Online. I think I would prefer using revision IDs.&lt;br /&gt;
&lt;br /&gt;
=== Marketplace ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image:Marketplace graph.png|250px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost every city will have a [[marketplace]]. Player will be able to buy and sell common items here like ingredients and food, but the availability and buy/sell price will be determined dynamically. Any item you can buy at the market will first have to be sold to the market. The buy and sell prices will depend on how many are available. To keep this under control each item will have a minimum and maximum value.&lt;br /&gt;
&lt;br /&gt;
The marketplace cannot be used for selling most of your equipment, you&#039;d have to go to a more specialized store for that and these prices will be probably be far less economy driven, if at all.&lt;br /&gt;
&lt;br /&gt;
To the right you can see a graph showing the idea behind the prices on the marketplace. The two dashed lines are the minimum and maximum item prices, which are used by regular shops. The green area shows the difference in buy/sell prices at the market, and how these prices change with availability (the amount of items of that type present at the market). The formula might be written down as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;buy\_price = \frac{1}{\frac{availability}{X} + 1} \times (max - min) + min&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;sell\_price = \frac{3}{4} \times buy\_price&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that I didn&#039;t try to plot this graph yet so it&#039;s likely that I&#039;ve made an error somewhere or that this is not the desired graph. Also, the value of X will still need to be determined. X is supposed to be the availability at which the item has lost about half its value (not entirely true because of minimum price).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note also that the difference between buy and sell price is much smaller at the market than at a regular store. This is intentional, yet maybe this difference is still too small, we could use a factor 2 for example.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Putting your items on display (name of service?) ===&lt;br /&gt;
&lt;br /&gt;
Some cities will have a place where you can, for a small fee, put your items on display. This means leaving your item there with a price tag and hoping another player will come along and buy it. You can then return to collect your money, retrieve your item or set another price. The idea is that players will try to sell the more rare items for more money than they&#039;d get from selling it at a store, but cheaper than the price you&#039;d pay for buying it at a store. Some items here may not be available from regular stores at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that it would be annoying for players to have to keep returning to check whether an item sold. To solve this we could provide the players with a [[mailbox]] where they&#039;ll receive notices about such a sell taking place. A mailbox would be available at their local post office, but would also come with their [[Player estate system|real estate]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Auction house ===&lt;br /&gt;
&lt;br /&gt;
The [[auction house]] is where you can drop items that you&#039;d like to be auctioned, setting a starting price and a time for which the auction will run. Players can visit the auction house to see what&#039;s being auctioned and place bids. When the auction period for a certain item is over, and at least one bid has been placed, the highest bidder has the exclusive right to pick up his item (and pay the bid) during the cause of 24 hours. If after this period the bidder still hasn&#039;t returned to check whether he got the item, the seller of the item is free to pick up his item too. If the highest bidder did return, the seller will still need to return to the auction house to pick up his money.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Similarly to the service described above, the auction house could offer to send notices about bids and the status of the deal, allowing the player to keep track of stuff from a central place and not travel needlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player-run store ===&lt;br /&gt;
&lt;br /&gt;
Players with high enough merchant skill and the necessary equipment can start a small &amp;quot;shop&amp;quot; anywhere, except explicitly disallowed places, like most indoor places but also some areas of a city. They will be able to specify things they will buy and things they will sell, and at which prices. The idea is that they can then trade with multiple other players at the same and without the need for further interaction, but the merchant won&#039;t be able to do much while being a shop (for example it is not possible to walk at the same time). Their inventory will be limited like that of any other player.&lt;br /&gt;
&lt;br /&gt;
Players with very high trading skill and enough money could even buy a real store in a town. For this they will also need to hire an NPC that handles the selling/buying process, which will cost them a daily fee. The job of the player would then be to keep the shop&#039;s inventory interesting for the customers and to set the buy/sell prices on the items. If the fortune of the merchant is no longer sufficient to pay the wage of the NPC for a certain amount of time, the shop will automatically go bankrupt and become available for buying again. Customers will be able to leave messages for the merchant, which will be delivered to his mailbox when available.&lt;br /&gt;
&lt;br /&gt;
== Currency of the world ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dynamic Economy System&#039;&#039;&#039; allows the trade and currency values of the world to be altered by the present state of politics. Each kingdom has a currency, as well as a rank in overall prosperity. The rank in prosperity determines the price of items inside that city, as well as the trade value of that nation&#039;s currency.&lt;br /&gt;
&lt;br /&gt;
 1st - 25% item cost, 400% currency value in other countries&lt;br /&gt;
 2nd - 50% item cost, 200% currency value in other countries&lt;br /&gt;
 3rd - 100% item cost, 100% currency value in other countries&lt;br /&gt;
 4th - 150% item cost, 75% currency value in other countries&lt;br /&gt;
 5th - 200% item cost, 50% currency value in other countries&lt;br /&gt;
 6th - 300% item cost, 20% currency value in other countries&lt;br /&gt;
&lt;br /&gt;
Also, item types are divided into certain categories. The more items of one category a merchant in the city buys, the lower items of that type will cost (within certain limits) Likewise, the more of a kind are bought, the more items of the type cost.&lt;br /&gt;
&lt;br /&gt;
Note: only generic items are affected by this system. Rare items are made by players and can be gotten from the auction system.&lt;br /&gt;
&lt;br /&gt;
See [[Currencies]]&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_Quests&amp;diff=8278</id>
		<title>Archive:Dynamic Quests</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_Quests&amp;diff=8278"/>
		<updated>2007-12-23T07:43:04Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic quests are quests that are randomly generated. Any number of players can accept a random quest but only one player can solve it and claim the reward. So dynamic quests are a competitive race against other players.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
Quest givers for dynamic quests will spawn randomly at specific locations (bars, city plazas, shops...). They should hand out the quest with a quest description to anyone who speaks to them until someone solved the quest. From that on they don&#039;t give the quest anymore but they stay there to give the one who solved the quest his reward. When they gave the reward to the one who solved the quest they disappear.&lt;br /&gt;
&lt;br /&gt;
Quests can also time out after a few hours when no one solves them.&lt;br /&gt;
&lt;br /&gt;
==Kill the monster==&lt;br /&gt;
&#039;&#039;&amp;quot;Help! A huge spider roams the forest to the north. I am afraid it will kill me when i go there to collect herbs. Isn&#039;t there a hero who can defeat the beast?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special monster is created on a near map. The monster is more powerful than a normal monster. When it dies the player who dealt the most damage to it counts as the quest winner. The quest failed for all other people who have taken the quest. &amp;quot;Kill the monster&amp;quot; quests can theoretically be won by someone who hasn&#039;t even taken the quest but ran into the monster randomly. In that case the player has to search for the quest giver to claim the quest reward. &lt;br /&gt;
&lt;br /&gt;
The killing of the quest monster itself shouldn&#039;t be rewarded with much exp or items. The real reward should be given by the quest giver. The reason for this is to make killing of quest monsters without knowing where the quest giver is unattractive so that most people prefer not to kill a quest monster when they run into one randomly and leave it to the people who have taken the quest.&lt;br /&gt;
&lt;br /&gt;
Variant: There might be not one but a group of monsters that have to be killed. In that case the quest is solved by the one who kills the most of them.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
&#039;&#039;&amp;quot;Your country needs you! The trolls have mobilized an army and are camping one mile to the north. We have to eleminate them before they attack the city. Everyone who helps to deal with this thread will be rewarded.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large number of agressive monsters is spawned on a nearby map where they usually don&#039;t spawn. The players have to go and eleminate all of them. After all monsters have been eleminated everyone who killed at least one of the monsters receives a small reward. The top 5 (10? 20?) players who kill the most monsters receive a special reward for valor in battle.&lt;br /&gt;
&lt;br /&gt;
Possible plots are:&lt;br /&gt;
*An invasion of an army of intelligent creatures&lt;br /&gt;
*Undeads that raised for unknown reasons&lt;br /&gt;
*Magical beings summoned by an insane wizard or a magical phenomenon&lt;br /&gt;
&lt;br /&gt;
==Find item==&lt;br /&gt;
&#039;&#039;&amp;quot;I have lost my precious ring in the forest to the southwest when running away from the evil mushrooms living there. Can you please look for it? It is a family heirloom and it is very important to me.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the quest giver spawns a random item appears on a nearby map. The item is only visible and can only be picked up by players that have accepted the quest from the quest giver (other people who don&#039;t look for the item won&#039;t notice it). When a player picked the item up the quest is failed for all other people because they can&#039;t finish it anymore (Alternative to make it more competive: The one who picked up the item can be attacked and killed by the other questers and when he is killed the item can be looted from him).&lt;br /&gt;
&lt;br /&gt;
The player who has completed the quest might either give the quest item to the quest giver or sell the item to an npc. The npc might pay more for the item than the quest reward is worth. But when the player sells the item, he might become the target of a headhunt quest.&lt;br /&gt;
&lt;br /&gt;
Variant 1: The item might be carried by a monster that looted/swallowed it. So the quest does effectively result in a kill the monster quest.&lt;br /&gt;
&lt;br /&gt;
Variant 2: Instead of the item the player might find a clue pointing to an npc who has taken the item. The consequence is an additional errant quest that has to be solved.&lt;br /&gt;
&lt;br /&gt;
==Errand==&lt;br /&gt;
&#039;&#039;&amp;quot;Weapon Merchant: Damn, my last delivery of swords is late again. Could you maybe go to Tulimshar and ask the blacksmith why he hasn&#039;t delivered them yet?&amp;quot; ... Blacksmith: &amp;quot;Sorry, the swords have been stolen by a bandit. He is hiding somewhere in the desert to the southwest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The quest giver will ask the players to bring him an item or an information from another npc. Sometimes the other npc will give the information or item for free, sometimes the npc asks the player to solve another quest for him. The quest is solved as soon as the player got the quest item, solved one of the subquests so that other players can&#039;t complete the main quest or told the quest giver the desired information.&lt;br /&gt;
&lt;br /&gt;
==Selling Opportunity==&lt;br /&gt;
&#039;&#039;&amp;quot;I heard the winter will be very cold this year. But i am too busy to collect firewood myself. Can you help me out? I will pay yo 10 Gold for each log. I still need 137 logs to get through the winter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The quest giver will offer a unusual high price for a certain common item, but he will make clear that he will only buy up to a specific amount (sometimes only one). The players now have to collect the item and sell it to the npc before someone else does and the npc doesn&#039;t buy anymore.&lt;br /&gt;
&lt;br /&gt;
Variant: Reverse dutch auction. When the quest giver requests only one item, he/she might start with a very low price and increase it over the time until someone sells the desired item to him/her.&lt;br /&gt;
&lt;br /&gt;
Suggestion: Perhaps some NPCs that every once a week or something like that ask for a random amount (with a top, of course) of a random item, for a random (though limited) price? A bit hard to get the right balance, but it seems a good idea.&lt;br /&gt;
&lt;br /&gt;
==PvP Quest: Sabotage==&lt;br /&gt;
&#039;&#039;&amp;quot;There is a golden dragon who is laying eggs on the mountain to the west. Everyone knows that golden dragons are an endangered species and don&#039;t attack anyone when they aren&#039;t attacked. But the king is afraid and wants to send adventurers to kill it. Please! Someone must stop them!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes there might be NPCs that want that a quest for another NPC is not completed. In that case they hire people to stop people from completing the quest. People who are doing a sabotage quest are able to attack the people who are doing the normal quest and vice versa. Saboteurs and questers should be marked for other saboteurs and questers so everyone knows who is friend and who is enemy. The saboteurs are successful when the normal quest times out. When this occurs the quest reward is divided between all people who have taken the sabotage quest and attacked at least one quester.&lt;br /&gt;
&lt;br /&gt;
When taking a quest with a corresponding sabotage quest the player should be warned that people might try to kill him. Quests with a sabotage quest should time out faster than other quest because otherwise it would be almost impossible to prevent people from solving it and the sabotage quest should not be given to players when more than half of the timeout time has passed. Otherwise people might take the quest just before it timed out and claim their reward without doing anything.&lt;br /&gt;
&lt;br /&gt;
It should not be possible to take a quest and the quest to sabotage it at the same time.&lt;br /&gt;
&lt;br /&gt;
==PvP Quest: Bounty Hunt==&lt;br /&gt;
&#039;&#039;&amp;quot;-=DarkWizard=- is a traitor and a thief! He promised that he would bring me my precious ring. But now i found out that he just sold it! Go and pay him a lesson and i will reward you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounty Hunt quests are usually triggered when a player fails a quest in a way the quest giver doesn&#039;t like (like selling the quest item he should have taken to the quest giver). When a headhunter quest is generated the targeted player should receive a message so that he knows that he has to be careful.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;target&amp;quot; is marked for the &amp;quot;bounty hunters&amp;quot; who are doing the quest. The target can attack the bounty hunter to defend itself, but the bounty hunters aren&#039;t marked, so the target doesn&#039;t know who its enemies are.&lt;br /&gt;
&lt;br /&gt;
When the target is killed by a bounty hunter (last hit counts) the quest is solved by the one who did the last hit and the target is save again.&lt;br /&gt;
&lt;br /&gt;
Bounty Hunt quests only time out when the target character is in the game and outside of a pvp protection zone. Otherwise he would be able to log out or hide in a protection zone until the quest timed out to avoid being killed.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Casino_system&amp;diff=8276</id>
		<title>Archive:Casino system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Casino_system&amp;diff=8276"/>
		<updated>2007-12-23T07:35:28Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
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&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a brief explanation for the Casinos of The Mana World.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Casino Coin(s), Coin Bag, Gambler License&lt;br /&gt;
&lt;br /&gt;
At level 30, players are enabled to do a quest to acquire their Gambling License. (Undecided)&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Undecided&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Slots, Card Games, Dice, others&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
When a players reach level 30, they will be able to acquire a Gamblers License.  Once acquired, they may buy a Coin Bag for a small fee.  If they refuse to buy one, they may not use the Machine games, such as Slots.  When they have a Coin Bag, they can go to the counter and talk to the Clerk NPC to trade money for Casino Coins.  When traded for, they appear as items.  When they play the slots, the slot NPC will delete amount of their bet from their inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; I bet 1 Coin, so the NPC deletes the 1 coin from my inventory.  Then the NPC will choose 3 random numbers.  If any 3 numbers match each other, the player wins.&lt;br /&gt;
&lt;br /&gt;
When players win, they receive double the amount of the bet.  Also, if a selected number is acquired from the slots, the player may get a special prize.  For example, if the player got 7,7,7 and 777 was the special prize choice, the player would instead receive a special coin to redeem for a prize at the Clerk Counter.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
=== Observations ===&lt;br /&gt;
&#039;&#039;&#039;Good Points:&#039;&#039;&#039;&lt;br /&gt;
This would effectively circulate the economy.&lt;br /&gt;
#Players would continually diminish the gold supply for the off chance that they would receive an exclusive special item.&lt;br /&gt;
#Players would trade items/money for Casino Coins from the outside.&lt;br /&gt;
#Players would use their money to buy Casino Coins, providing players something to look forward to at lower levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Points:&#039;&#039;&#039;&lt;br /&gt;
#Players may use the Casino Coins to their advantage by buying from NPCs then selling them for higher prices outside the casino.&lt;br /&gt;
#Players would waste excess amounts of time by gambling endlessly.&lt;br /&gt;
--[[User:Ogre|Ogre]] 21:41, 19 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Discussion ===&lt;br /&gt;
:&#039;&#039;I&#039;m not sure of how well the &amp;quot;Good Points&amp;quot; and &amp;quot;Bad Points&amp;quot; are articulated.  I will think about this later.  I added a section for Luck.&#039;&#039; --[[User:Ogre|Ogre]] 21:41, 19 October 2007 (CEST)&lt;br /&gt;
::&#039;&#039;I removed the section about Luck because a Luck attribute isn&#039;t intended in the new [[Attributes|Attribute system]]&#039;&#039; --[[User:Crush|Crush]] 18:30, 20 October 2007 (CEST)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=8275</id>
		<title>Archive:Bounties</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=8275"/>
		<updated>2007-12-23T07:33:58Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added reply/comment/proposal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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== &#039;&#039;&#039;Bounty System&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The bounty office serves several purposes to the citizens of TMW, and exists in all major cities and in several smaller outposts. In the bounty office, players can do several things.&lt;br /&gt;
&lt;br /&gt;
* Place bounties&lt;br /&gt;
* Look up bounties&lt;br /&gt;
* Claim bounties&lt;br /&gt;
&lt;br /&gt;
When placing a bounty, the player sets the item he is looking for and the quantity of that item. If the bounty is on a player, the item is &amp;quot;Soul of {Player Name}&amp;quot;. The player must also pay a certain amount of currency along with that bounty. This currency is given to players at the time they appear with the bounty item(s). Bounties expire after a certain length of time, and the money placed upon them is returned to the player via mail.&lt;br /&gt;
&lt;br /&gt;
Bounties are automatically set on the &amp;quot;Soul of...&amp;quot; items of players with criminal status. Small-time criminals are wanted only in their local offices, yet notorious players may be wanted throughout the world. These default bounties persist until the bounty is filled, or over a certain length of time (each month between criminal incidents would reduce the criminal status by a bit).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Questions&#039;&#039;&#039;==&lt;br /&gt;
Is this for NPC&#039;s only or can we put bounties on players as well?&lt;br /&gt;
Also how long will a bounty be good for, and how does it all fall into place?&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
:I am guessing it is on players... after all note the text &#039;&#039;&amp;quot;If the bounty is on a &#039;&#039;&#039;player,&#039;&#039;&#039;&amp;quot;&#039;&#039; Also, if we did implement this, I would suggest a &#039;per-&#039; fee. For instance, it costs &#039;&#039;&#039;500 gold per week&#039;&#039;&#039; for a bounty. The player then specifies how long they want the bounty to last. Also, I don&#039;t think the &amp;quot;soul of&amp;quot; item should be take up space in the players inventory. It could also easily be replaced with something else, like a badge or ticket. Either way, if it &#039;&#039;did&#039;&#039; take up space, and the person&#039;s inventory is full, they can&#039;t have a bounty placed on them. &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:33, 23 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Weapons&amp;diff=8274</id>
		<title>Archive:Weapons</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Weapons&amp;diff=8274"/>
		<updated>2007-12-23T07:20:04Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
|&lt;br /&gt;
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Here is a list of ideas for weapon categories and what advantages and disadvantages they could have. this article is written in coherence with the articles [[Realtime action combat protocol]] and [[Stat system 2]]. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Damage&amp;quot; rating is on a relative scale from 1 through 10, 1 being the weakest and 10 being the strongest.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Delay&amp;quot; rating is the time between the player pushes the attack button and the character performs the attack and also the time until the character can attack again. (Could also be used for how fast the &amp;quot;charge bar&amp;quot; fills up.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Attacks&amp;quot; are examples for special attacks that could be performed with the weapon. They aren&#039;t meant as complete lists. There is room for many more ideas here of course.&lt;br /&gt;
&lt;br /&gt;
Legend for the diagrams:&lt;br /&gt;
[[Image:Legend.png]]&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
[[Image:PHY_Sword4.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Damage: 8&lt;br /&gt;
Delay: Medium&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swords are very easy to handle weapons because they got a quite large damage zone. This makes it possible to hit multiple enemies with one strike.&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Lunge: A powerful stab with an extended range that hits only forward&lt;br /&gt;
* Whirlwind Strike: A powerful attack that hits all tiles around the character.&lt;br /&gt;
* Impale: The character jumps up and lands on the tile in front of him ramming his sword into the unfortunate enemy that stands there. This attack is very powerful but needs careful timing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Axe ===&lt;br /&gt;
[[Image:PHY_Axe2.png]] [[Image:PHY_Axe-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Damage: 10&lt;br /&gt;
Delay: Medium&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Axes are more powerful than swords but their major drawback is that they have a very small damage zone making it harder to hit enemies and almost impossible to hit more than one enemy.&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Smash: A poweful attack inflicting splash damage (hits the enemies around the target)&lt;br /&gt;
* Grand Strike: An attack with the same attack zone as a sword&lt;br /&gt;
* Rush: The character sprints forward hitting the first enemy in line with a very powerful strike. When the character hits a wall instead of an enemy he bounces back and is stunned for a short period of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
[[Image:PHY Javelin2.png]] [[Image:PHY Javelin-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 8&lt;br /&gt;
Delay: High&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Polearms (like lances or halberds) have a very large range for a melee weapon. This makes it possible to keep enemies at a distance and attack over small obstacles. The price for this ability is a rather slow attack speed.&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Leverage: The character swirls around his weapon a bit before he attacks. the attack is more powerful due to the extra leverage, but is difficult to time.&lt;br /&gt;
* Cry of Death: Increases the damage dealt by shifting all tiles one damage higher. (75% becomes 100%, 50% becomes 75%, etc.) The downside is that the maximun range of the weapon is reduced by one.&lt;br /&gt;
* Scale of Requital: Increases the maximun range of the weapon by one, but also reduces the minimun range by two. Should only be used in desperate measure due to the long delay afterwards.&lt;br /&gt;
&lt;br /&gt;
==== Sub-weapons: ====&lt;br /&gt;
===== Scythe: =====&lt;br /&gt;
[[Image:PHY_Scythe.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: ?&lt;br /&gt;
Delay: Low&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Javelin ===&lt;br /&gt;
[[Image:PHY Spear.png]] [[Image:PHY Spear-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 9&lt;br /&gt;
Delay: Medium&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spears have the ability to be used as both melee weapons (thrusting), and long-range weapons (throwing), both dealing large damage. The downside is that the range is limited to four directions and that the delay is rather high. Javelins also deal less damage when they are thrown.&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Throw: The character throws his weapon giving it an even greater range (we should assume that the weapon is &amp;quot;magically teleported back&amp;quot; to the user immediately. otherwise this skill would become rather expensive)&lt;br /&gt;
* Desperate Measures: The character swirls the Javelin around in a circle with low-range yet deals a lot of damage. Should be used only as a last resort, seeing as how there is a long delay afterwards.&lt;br /&gt;
* Frenzy Stab: A short range attack that hits multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Whip ===&lt;br /&gt;
[[Image:PHY Whip2.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 6&lt;br /&gt;
Delay: Low&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whips have longer range than polearms, but are unable to be used in close-combat. To compensate, they are given more speed.&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Backslash: Uses the whip twice for double damage.&lt;br /&gt;
* Backhand: Attack with greater force. Needs careful timing seeing as how there is a delay afterwards.&lt;br /&gt;
* Overhead Slice: Swing the whip over your head to hit all the enemies surrounding your character.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dagger ===&lt;br /&gt;
[[Image:PHY_Dagger2.png]] [[Image:PHY Dagger-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 2&lt;br /&gt;
Delay: Low&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Daggers don&#039;t do much damage and have a very small attack zone. But they have a very short delay between attacks. So they can hit enemies much more often than other weapons. The dagger is also one of the two weapons that can attack an enemy on the same spot you are standing on.&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Raid: The character sprints forward hitting all enemies he passes.&lt;br /&gt;
* Backstab: The character jumps over the enemy in front of him and attacks him from behind dealing much damage.&lt;br /&gt;
* Frenzy Stab: The dagger version of the polearm skill with the same name. Hits the enemy with even more but less powerful hits.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Staff ===&lt;br /&gt;
[[Image:PHY_Staff2.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 2&lt;br /&gt;
Delay: Medium&lt;br /&gt;
&lt;br /&gt;
some can cause random status effects&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jo and Bo are wooden staffs used for fighting. Some rare staffs contain magical powers inside of them. Getting smashed over the head with a staff filled with magic power can have some rather weird consequences. The more powerful the magic abilities of the staff the more often the enemy will be randomly stunned, pushed away, poisoned, petrified, healed, teleported, turned into a frog or become the victim of other weird effects. For that reason even powerful warriors resort to using staffs as melee weapons in some cases.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fist ===&lt;br /&gt;
[[Image:PHY_Dagger2.png]] [[Image:PHY Dagger-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 1&lt;br /&gt;
Delay: Very-Low&lt;br /&gt;
&lt;br /&gt;
weapon damage is only appled to some hits&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fist fighting includes attacking with bare hands but also with claws, brass knuckles, fist knives or similar weapons. When attacking this way the character will attack with a fast combination of kicks, punches, elbow thrusts and headbutts. The damage bonus of the weapon is only applied to the right hand punches making it much less important than other weapons. Fists are also one of the two weapons that can attack an enemy on the same spot you are standing on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Attacks:&lt;br /&gt;
* Roundhouse Kick: Attacks all enemies around the character.&lt;br /&gt;
* High Kick: Powerful attack that pushes the enemy back.&lt;br /&gt;
* Uppercut: Powerful attack that uses the weapons damage bonus&lt;br /&gt;
* Shoulder Throw: Throws the enemy over the shoulder. This surprising attack doesn&#039;t do much attack and stuns the enemy for a short period of time. Doesn&#039;t work against large enemies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons do not have a damage zone like melee weapons have, because they fly forward and hit the first target they collide with. Ranged weapons should maybe have some kind of &amp;quot;target cursor&amp;quot; to allow them to be shot in any direction and not only in straight 90Â° angels based on the direction the player is facing.&lt;br /&gt;
&lt;br /&gt;
=== Bow ===&lt;br /&gt;
[[Image:PHY_Bow2.png]] [[Image:PHY_Bow-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 4&lt;br /&gt;
Delay: Medium&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bows are the average ranged weapon with average damage and attack speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbow ===&lt;br /&gt;
[[Image:PHY_CrossBow2.png]] [[Image:PHY_CrossBow-C.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 6&lt;br /&gt;
Delay: High&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crossbows are heavier than bows and take much longer to reload. But on the other hand they do much more damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thrown Weapons ===&lt;br /&gt;
[[Image:PHY_Thrown.png]]&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 7&lt;br /&gt;
Delay: Low&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thrown weapons like throwing knives, javelines, darts, or shuriken can be used very quickly and they do quite good damage. But they are also expensive, even considering that the character has only to buy the ammunition and no weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boomerang ===&lt;br /&gt;
IN PENDING: Undecided whether to include or not.&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage: 3&lt;br /&gt;
Delay: Low&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The boomerang, strictly a thrown weapon too, has some rather unusual propertys. When it exceeded its range or hit an enemy, it comes straight back to its user. It seems to know magically where the user is (explanation: the character planned his next moves and threw the boomerang so that it comes back to the point where he wants to go). On its way back it damages all enemies it passes. So a skilled player can hit multiple enemies with one attack.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
The ranged weapons deal less damage at close range, which is incorrect.  A ranged weapon deals greater damage at close or point-blank range, because it has the greatest momentum at the moment it is fired.  As it travels, the projectile loses that initial momentum, meaning it deals less damage with distance. --[[User:Falcata|Bobby Jim]] 00:53, 15 November 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
:You are quite correct. It would make gameplay... more difficult, but yes it would be more realistic. I should consider changing that, and thank you for pointing that out! &amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 05:29, 4 March 2007 (CET)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
:P.S. Even though the bow itself may be more powerful at a closer range, the human shooting it would have a harder time aiming properly at a closer range. Yes, the chances of hitting are higher, but the chances of hitting the opponents most vital areas is decreased due to the lack of accuracy at very close range. I will adjust accordingly.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Help:Wiki_Guidelines&amp;diff=8273</id>
		<title>Help:Wiki Guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Help:Wiki_Guidelines&amp;diff=8273"/>
		<updated>2007-12-23T07:17:11Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Vote added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Crush}}&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
This article is to bring a little bit more order into the wiki.&lt;br /&gt;
&lt;br /&gt;
==The purpose of the wiki==&lt;br /&gt;
The wiki is meant to publish:&lt;br /&gt;
*Ideas about various aspects of the game&lt;br /&gt;
*Design documents and roadmaps&lt;br /&gt;
*Design guidelines&lt;br /&gt;
*References for current and potential developers&lt;br /&gt;
*Help documents for players&lt;br /&gt;
&lt;br /&gt;
==Commenting articles==&lt;br /&gt;
Discussion pages are usually meant for discussing articles, but the nature of our project makes this rather unfeasible. Putting comments right on the article page where they are much more prominent is much more productive for the development of a topic. But the habit of some people to write comments &#039;&#039;&#039;directly&#039;&#039;&#039; into the text is not a very good method because it harms the readability of the article a lot.&lt;br /&gt;
&lt;br /&gt;
So comments about articles should not be written into the article itself but collected as another subsection labeled &amp;lt;nowiki&amp;gt;==Comments==&amp;lt;/nowiki&amp;gt; at the end of the article.&lt;br /&gt;
&lt;br /&gt;
Every comment &#039;&#039;&#039;has&#039;&#039;&#039; to be signed and dated. You can automatically add your username and the present time and date by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Comment on comments should be indented so that the discussion structure is visible. You can indent a paragraph by adding &#039;:&#039; in front of it. &lt;br /&gt;
&lt;br /&gt;
Example for a discussion&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
I like the color blue&lt;br /&gt;
:I don&#039;t like blue. I would prefer red.&lt;br /&gt;
::Red? No, that is too aggressive.&lt;br /&gt;
:How about green?&lt;br /&gt;
::Green would be an alternative.&lt;br /&gt;
:::No, green sucks. Blue is the only alternative.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
results in:&lt;br /&gt;
&lt;br /&gt;
I like the color blue&lt;br /&gt;
:I don&#039;t like blue. I would prefer red.&lt;br /&gt;
::Red? No, that is too aggressive.&lt;br /&gt;
:How about green?&lt;br /&gt;
::Green would be an alternative.&lt;br /&gt;
:::No, green sucks. Blue is the only alternative.&lt;br /&gt;
&lt;br /&gt;
==Using the approval and disapproval template==&lt;br /&gt;
The approval and disapproval template is a general barometer of the acceptance of a certain idea in the tmw community. Everyone is allowed to put himself either in the list of approving people or opposing people. &lt;br /&gt;
&lt;br /&gt;
When you add yourself to the list of approvers or opposers you should also explain your reasons for approving or disapproving the article in the comments.&lt;br /&gt;
&lt;br /&gt;
Note that this isn&#039;t a democratic voting. The list of supporters and opposers of a proposal is only a suggestion to the people who are in charge of implementing the proposal. It is up to the development team how they value the opinion of each person.&lt;br /&gt;
&lt;br /&gt;
Example for an opinion template:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Supporter1}}&lt;br /&gt;
{{Pro|Supporter2}}&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Opposer1}}&lt;br /&gt;
{{Contra|Opposer2}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
When someone is added to the list of approvers or opposers of an article by using the &amp;lt;nowiki&amp;gt;{{Pro|X}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{Contra|X}}&amp;lt;/nowiki&amp;gt; template, the article is automatically added to the category &amp;quot;Approved by X&amp;quot; or &amp;quot;Opposed by X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that all supporters are listed between the first and second pipe, while all opposers are listed after the second pipe. This is important because otherwise you will be listed on the wrong side of the table no matter if you use the &amp;lt;nowiki&amp;gt;{{Contra|}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{Pro|}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
==Internal links==&lt;br /&gt;
Internal links are important for the easy navigation of the wiki. Whenever you reference another article you should link to it.&lt;br /&gt;
&lt;br /&gt;
When you create an article that is a counter proposal to another article, you should create a link to the article you are opposing and also put a link on the linked article back to your article at an appropriate place.&lt;br /&gt;
&lt;br /&gt;
When you create a proposal that is based on another proposal (like an article about a [[Races|race]] that fits into the [[backstory]]) you should also link back to the article you are based on and also create a link in the base article itself.&lt;br /&gt;
&lt;br /&gt;
Also feel free to create links to [[Female hairset development|articles, that do not exist yet, but should exist in your opinion]], to encourage someone to create them.&lt;br /&gt;
&lt;br /&gt;
==Using status templates==&lt;br /&gt;
Status templates show how serious the article is treated by the development team. Every article should start with one of the following templates:&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{Status_red}}&amp;lt;/nowiki&amp;gt; indicates that the contents of the article are a proposal made by someone and that the development hasn&#039;t discussed about using the proposal yet.&lt;br /&gt;
&lt;br /&gt;
It should be added to every new article you write. The only cases in which you may start an article with another template are:&lt;br /&gt;
*You document something that is a consensus in the whole development time for a long time.&lt;br /&gt;
*You document something that has already been implemented without writing a wiki article about it.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{Status_yellow}}&amp;lt;/nowiki&amp;gt; indicates that the developer that is in charge of the mentioned aspect of the game as decided that the proposal mentioned will be done in the game as described. The template should only be placed by the developer in charge or after getting his/her permission to place it in the article.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{Status_green}}&amp;lt;/nowiki&amp;gt; indicates that the aspects mentioned in the article are already in the game. Articles that explain how different aspects of the game work, style guidelines (when they are ratified) or tutorials fall into this category, too.&lt;br /&gt;
&lt;br /&gt;
===Outdated===&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{Status_outdated}}&amp;lt;/nowiki&amp;gt; article indicates that the article is either a status green article that is no longer correct or a status red or yellow article that has been rendered depreciated by a contradicting developers decision.&lt;br /&gt;
&lt;br /&gt;
===Under Construction===&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{Status_construction|*}}&amp;lt;/nowiki&amp;gt; template explains that the current article is in development. It has to contain a notice how to take part in the development of the article. Replace the asterix in the example above with a description how to contact the developers.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Status_construction|come to the IRC channel #tmwart on irc.freenode.net}}&lt;br /&gt;
{{Status_construction|visit the following forum thread [link]}}&lt;br /&gt;
{{Status_construction|Add your opinion to the comment section}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Andrew_Harrison&amp;diff=8272</id>
		<title>Archive:PVP proposal from Andrew Harrison</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Andrew_Harrison&amp;diff=8272"/>
		<updated>2007-12-23T07:16:18Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added a proposal (in the comments section).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Crush}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In my opinion Player vs. Player (PvP) is one of the most enjoyable parts of playing an MMORPG. Massive battles between warring player-factions lead to intense intrigue and some of the most vicious power-leveling ever witnessed by man. Implementations of PvP vary amazingly, from not-without-permission to &amp;quot;after you get out of the first city, if you die start a new character.&amp;quot; Variations on PvP implementations abound, but I have found in my gaming career one system which seems to give the most choice to the player, and a reward for the daring. &lt;br /&gt;
&lt;br /&gt;
==White, grey and black areas==&lt;br /&gt;
All maps (or more preferably tiles, but take your pick) are designated one of the levels of pvp. To differentiate from the implementation that I have seen, I will call them white, grey, and black. &lt;br /&gt;
&lt;br /&gt;
===White areas===&lt;br /&gt;
In a white area, no PvP is allowed without consent. White areas are not necessarily confined to cities; approximately 1/2 to 2/3&#039;s of the world should consist of white area, adjusted to taste. &lt;br /&gt;
&lt;br /&gt;
===Grey areas===&lt;br /&gt;
In grey areas, PvP is allowed, but with the following modification: if you die as the result of a player-inficted attack, you are simply transported to the beginning of the area with 1/10th (or whatever) health. PvP in grey areas gives you the ability to assert dominance over a given zone, and allows for fun matches between players with a relatively low chance of losing anything (although dying to aggressive monsters because a player brought you to the brink of the abyss is not unheard of or even that uncommon). Grey areas award players 1.5x the amount of experience that players would generally receive for a monster of given strength in a white area, and equipment drops from killing monsters should be adjusted to give a slight reward as well. That being said, a player should be able to play and enjoy the game without ever entering grey/black areas.&lt;br /&gt;
&lt;br /&gt;
===Black areas===&lt;br /&gt;
Black areas require a players confirmation before entering, in the form of a dialog box explaining the risks and asking if the player is sure if they would like to enter. Once within black PvP areas, the character is open to attack from any player (although it would make sense to do something like party-lock players so that they could not be attacked by their friends, nor backstabbed. Depends on how you want PvP to go). When a player dies in black areas, all or some equipment is discarded and available for looting, and a level (or levels, depending on experience scales and such) are lost. That player is put somewhere distinct (nearest town, perhaps?) and left to lick his/her wounds. Black PvP is not for the faint of heart. For those that choose to brave black PvP, a 2.0x modifier is applied to experience (against the white PvP equivalent) and the highest power equipment should be concentrated in black PvP areas (not overwhelmingly powerful, but say a good 5-10% on top of the white/grey&#039;s best equipment.&lt;br /&gt;
&lt;br /&gt;
==Short QA:==&lt;br /&gt;
&lt;br /&gt;
;Doesn&#039;t that system lead itself to abuse of black PvP?: Possibly, but that is the risk you take when you click &amp;quot;I will enter black PvP.&amp;quot; Black PvP is a choice, and should not create any landlocked areas that aren&#039;t in direct correlation with improved gains. To the brave go the biggest prizes, and such.&lt;br /&gt;
&lt;br /&gt;
;What if I don&#039;t want to go to grey PvP to level up, but all my friends are leveling up faster than me? I like to power-level, not PvP: Refer to previous question in regards to being brave and biggest prizes. &lt;br /&gt;
&lt;br /&gt;
;Why don&#039;t you lose things in grey PvP?: Grey PvP should generally consist of goodnatured fun, or territorial harassment. No lasting effect should come from grey PvP, to maintain balance and promote player competition. &lt;br /&gt;
&lt;br /&gt;
;Why can players move easily from black PvP to grey/white PvP? Doesn&#039;t that let them get away after killing me?:Yes, yes it does. You lost the fight, and they got the spoils. Maybe one day you will catch them in black PvP unprotected.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
I rather like &amp;lt;b&amp;gt;both&amp;lt;/b&amp;gt; your proposals. [http://wiki.themanaworld.org/index.php/PVP_proposal_from_Crush] Why not try and mix them a bit? An alternative idea is to have each person change their preferences to indicate white, gray, or black: then a small indicator will show up near/on the player. For instance, you could set your character up as &amp;quot;gray&amp;quot; and it will follow the gray set of rules. Likewise you can set it up to &amp;quot;black,&amp;quot; etc. You could then easily use Crush&#039;s proposal for all &amp;quot;white&amp;quot; characters. What about guilds or parties? Simple: ignore individual rules. If you join a guild and it goes to war with another guild, it will ignore your personal settings when fighting the enemy guild. Likewise for party vs. party (if implemented). &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:16, 23 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=8271</id>
		<title>Archive:PVP proposal from Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=8271"/>
		<updated>2007-12-23T07:04:22Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added vote and comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|Crush}}&lt;br /&gt;
{{Pro|Yosuhara}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea of PvP combat is to restrict PVP to personal duels and combat between guilds. Guilds can declare war on each other and then the members of the guilds can fight against each other whenever and wherever they want except in towns. To make pvp more attractive i propose a honor point concept.&lt;br /&gt;
&lt;br /&gt;
The reason I favor this system is that i want to give players the possibility to stay completely out of pvp when they want while giving people who enjoy pvp a competitious and rewarding atmosphere. By focusing on guild vs. guild pvp i want to encourage team oriented pvp combat while avoiding unfair fights party vs. single players, avoid ganking (acting friendly until the other player is occupied, then attacking him. When someone is in an enemy guild you know you can&#039;t trust him) and give the players a group they identify with so that they know what they are fighting for.&lt;br /&gt;
&lt;br /&gt;
==Personal duels==&lt;br /&gt;
When you want to fight someone, you can challenge him to a duel. He can then decide if he wants to fight you or not. When he doesn&#039;t it counts as an automatic win for you. When you win a duel against an opponent who is equally strong or stronger than you level-wise you gain some honor points. When you lose against a lower enemy you lose some honor point. When you win against a weaker enemy or lose against a stronger enemy (like it should be expected) nothing happens.&lt;br /&gt;
&lt;br /&gt;
==Guild war and peace==&lt;br /&gt;
Every guildleader can declare war on other guilds. When he does so the members of both guilds receive a warning. About an hour after the guildleader declares war pvp is enabled between members of the two guilds everywhere except towns. The leaders of both guilds can offer peace at any time. When the offer is accepted pvp is immediately disabled between both guilds. Every kill of a member of an enemy guild gives an honor point for every guildmember and every death of a guildmember by the hands of an enemy guildmember means the lose of an honor point for every guildmember. &lt;br /&gt;
&lt;br /&gt;
The idea is that when you are in a (wrong) guild you have the thrill of being attackable everywhere, but you know exactly who your enemies are. And when attacked by an overwhelming force you also know who to ask for help (that guys who lose honor points when they let you die). It also brings the interesting aspects of diplomacy (avoiding making the wrong enemies, threat other guilds with declaration of war, form alliances) and strategic warfare (keep members of enemy guilds away from key resources to weaken them) into the game. &lt;br /&gt;
&lt;br /&gt;
When you are fed up with being attacked everywhere because your guild pissed off all the big pvp guilds you can still leave the guild and become a guildless player again.&lt;br /&gt;
&lt;br /&gt;
==Honor points==&lt;br /&gt;
Collecting honor points in pvp combat should give both the individual character advantages as it gives the guild advantages when it got members with many honor points.&lt;br /&gt;
&lt;br /&gt;
Players could have the following advantages when they collect enough honor points:&lt;br /&gt;
*A good position on a public scoreboard&lt;br /&gt;
*Access to special quests&lt;br /&gt;
*Access to prestige equipment&lt;br /&gt;
*Advances when dealing with npcs&lt;br /&gt;
*Of course they will be more popular in guilds because the guilds honor points are the sum of the honor points of their members.&lt;br /&gt;
&lt;br /&gt;
Guilds could have the following advantages when the sum of the honor points of their members is high:&lt;br /&gt;
*A good position on a guild scoreboard&lt;br /&gt;
*The right to have a guild emblem&lt;br /&gt;
*Access to guild equipment (like shields or capes with the guild emblem visible)&lt;br /&gt;
*More organizational guild features&lt;br /&gt;
**Giving guild members special tasks like recruiter, treasurer etc. that give them some privileges of the guild leader&lt;br /&gt;
**higher member limit&lt;br /&gt;
**creating private chat channels in which other people can be invited&lt;br /&gt;
**option to form sub guilds &lt;br /&gt;
**etc.&lt;br /&gt;
*Access to a private guild headquarter ranging from a little meeting hut to a huge castle (on an instanced map).&lt;br /&gt;
*Permission to attack other guilds headquarters.&lt;br /&gt;
&lt;br /&gt;
==Guild Headquarter Raid==&lt;br /&gt;
Another idea to make guild wars more interesting. This idea is loosely inspired by the guild war system of Ragnarok Online.&lt;br /&gt;
&lt;br /&gt;
===General idea===&lt;br /&gt;
The idea is that guilds can attempt to invade the guild headquarter (HQ) of an enemy guild and steal their guild flag to humiliate the guild and steal a lot of honor points from them. In contrary to the ragnarok online guild wars system this can be done at any time. The attacking guild will usually outnumber the defending guild because they will usually planed the attack in advance and arranged that as many people as possible take part while the defending guild is caught by surprise and there will usually only a few people be online that are scattered all over the world. So the defending guild has some big tactical advantages.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
To attack a HQ the attacking guild has to schedule the raid at an npc. Now both guilds get a message and have a half hour to prepare for combat. The attacking guild meets on a special map while the defending guild meets in their HQ. After the half hour preparation time the attacking guildmembers are teleported onto the map of the HQ. The position of the attacking guild should be a random area outside of the HQ. Random to avoid spawn camping of the defending guild.&lt;br /&gt;
&lt;br /&gt;
===Setup and goal===&lt;br /&gt;
While a smaller HQ got a simple layout and is difficult to defend, a large HQ should have a much more complex layout with many points that give the defending guild a tactical advantage. But all HQs got two important rooms. &lt;br /&gt;
&lt;br /&gt;
The first is a spawn room. It should be close to the entrances. When the defenders die they respawn in this room a few seconds later. Attackers can not enter the spawn room nor can they attack the defenders that are in it. &lt;br /&gt;
&lt;br /&gt;
The second is the flag room which is usually in a position that is hard to reach for the attackers but easy to reach from the spawn room. In the flag room is the flag of the defending guild which they have to protect. The flag is basically an item that can only be picked up by the attacking team and is dropped when the character who got it dies.&lt;br /&gt;
&lt;br /&gt;
The mission of the attacking guild is to get into the flag room, take the flag and bring the flag out of the HQ. Guildmembers that die respawn at their usual spawn location in the normal game world and have no chance to get back into the combat.&lt;br /&gt;
&lt;br /&gt;
The mission of the defending guild is to eliminate all attackers before they can bring the guild out of the HQ. When they die they respawn after some seconds in the spawn room.&lt;br /&gt;
&lt;br /&gt;
When one of the guilds reaches their goal a lot of honor points from the loser are transfered to the winner. The result could be that the defenders have to move into a smaller HQ or that the attackers lose the right to attack again.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
The preferred strategy of the defenders should be to take out the attackers one by one so that they can use their ability to respawn to their advantage. The attackers should try to stay together and rush into the flag room as fast as possible to make use of their superiority. Besieging the spawn room to prevent the defenders from recapturing key positions while a task force captures the flag can also be a successful strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
This rules quite suites me, but i don&#039;t agree that player should automatically win, when his oponent refuse to accept challenge... What if he&#039;s busy, or he just don&#039;t want to fight? Should the challenger take advantage of this? --[[User:Yosuhara|Yosuhara]] 15:18, 21 September 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I agree with Yosuhara. Why not have a third option, &amp;quot;declined&amp;quot;? If a player refuses your challenge it will add 1 to the &amp;quot;declined&amp;quot; option. This way you can easily see how many fights the person has undertaken while also providing an accurate assessment. Also, how will you calculate who won? Obviously it will be determined by who dies, but what about monsters, etc.? Perhaps while two players are dueling they cannot be targeted by ANY outside forces (monsters, friends, etc.)? This keeps things fair and prevents people from ganging up on others (except in party vs. party of course). &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:04, 23 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Andrew_Harrison&amp;diff=8270</id>
		<title>Archive:PVP proposal from Andrew Harrison</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Andrew_Harrison&amp;diff=8270"/>
		<updated>2007-12-23T06:39:27Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added my vote.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Crush}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In my opinion Player vs. Player (PvP) is one of the most enjoyable parts of playing an MMORPG. Massive battles between warring player-factions lead to intense intrigue and some of the most vicious power-leveling ever witnessed by man. Implementations of PvP vary amazingly, from not-without-permission to &amp;quot;after you get out of the first city, if you die start a new character.&amp;quot; Variations on PvP implementations abound, but I have found in my gaming career one system which seems to give the most choice to the player, and a reward for the daring. &lt;br /&gt;
&lt;br /&gt;
==White, grey and black areas==&lt;br /&gt;
All maps (or more preferably tiles, but take your pick) are designated one of the levels of pvp. To differentiate from the implementation that I have seen, I will call them white, grey, and black. &lt;br /&gt;
&lt;br /&gt;
===White areas===&lt;br /&gt;
In a white area, no PvP is allowed without consent. White areas are not necessarily confined to cities; approximately 1/2 to 2/3&#039;s of the world should consist of white area, adjusted to taste. &lt;br /&gt;
&lt;br /&gt;
===Grey areas===&lt;br /&gt;
In grey areas, PvP is allowed, but with the following modification: if you die as the result of a player-inficted attack, you are simply transported to the beginning of the area with 1/10th (or whatever) health. PvP in grey areas gives you the ability to assert dominance over a given zone, and allows for fun matches between players with a relatively low chance of losing anything (although dying to aggressive monsters because a player brought you to the brink of the abyss is not unheard of or even that uncommon). Grey areas award players 1.5x the amount of experience that players would generally receive for a monster of given strength in a white area, and equipment drops from killing monsters should be adjusted to give a slight reward as well. That being said, a player should be able to play and enjoy the game without ever entering grey/black areas.&lt;br /&gt;
&lt;br /&gt;
===Black areas===&lt;br /&gt;
Black areas require a players confirmation before entering, in the form of a dialog box explaining the risks and asking if the player is sure if they would like to enter. Once within black PvP areas, the character is open to attack from any player (although it would make sense to do something like party-lock players so that they could not be attacked by their friends, nor backstabbed. Depends on how you want PvP to go). When a player dies in black areas, all or some equipment is discarded and available for looting, and a level (or levels, depending on experience scales and such) are lost. That player is put somewhere distinct (nearest town, perhaps?) and left to lick his/her wounds. Black PvP is not for the faint of heart. For those that choose to brave black PvP, a 2.0x modifier is applied to experience (against the white PvP equivalent) and the highest power equipment should be concentrated in black PvP areas (not overwhelmingly powerful, but say a good 5-10% on top of the white/grey&#039;s best equipment.&lt;br /&gt;
&lt;br /&gt;
==Short QA:==&lt;br /&gt;
&lt;br /&gt;
;Doesn&#039;t that system lead itself to abuse of black PvP?: Possibly, but that is the risk you take when you click &amp;quot;I will enter black PvP.&amp;quot; Black PvP is a choice, and should not create any landlocked areas that aren&#039;t in direct correlation with improved gains. To the brave go the biggest prizes, and such.&lt;br /&gt;
&lt;br /&gt;
;What if I don&#039;t want to go to grey PvP to level up, but all my friends are leveling up faster than me? I like to power-level, not PvP: Refer to previous question in regards to being brave and biggest prizes. &lt;br /&gt;
&lt;br /&gt;
;Why don&#039;t you lose things in grey PvP?: Grey PvP should generally consist of goodnatured fun, or territorial harassment. No lasting effect should come from grey PvP, to maintain balance and promote player competition. &lt;br /&gt;
&lt;br /&gt;
;Why can players move easily from black PvP to grey/white PvP? Doesn&#039;t that let them get away after killing me?:Yes, yes it does. You lost the fight, and they got the spoils. Maybe one day you will catch them in black PvP unprotected.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Realtime_action_combat_protocol&amp;diff=8269</id>
		<title>Archive:Realtime action combat protocol</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Realtime_action_combat_protocol&amp;diff=8269"/>
		<updated>2007-12-23T06:34:52Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added &amp;quot;voting&amp;quot; banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_programming}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had some thoughts about an action combat system similar to the combat system of squaresofts mana series and if it could be implemented in an online rpg. I would like to share those thoughts with you. &lt;br /&gt;
&lt;br /&gt;
An adaption of the secret of mana series requires a realtime action combat system that requires the player to position his character and initiate an attack when an enemy is in the attack zone. &lt;br /&gt;
&lt;br /&gt;
Unfortunately most mmorpgs abstain from such an approach because the unreliable connection over the internet makes it difficult to implement such a system and keep it playable under circumstances like high latency and packet loss. &lt;br /&gt;
&lt;br /&gt;
These are my thoughts how it could be implemented anyway. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
# The server keeps a journal of the movement of every being &lt;br /&gt;
# The netcode measures the latency of every client constantly (one posibility to do so would be to give each package in both directions a time stamp in ms since connection was established). From now on i will call the measured latency time of every player &amp;quot;L&amp;quot;. &lt;br /&gt;
# When the client sends a &amp;quot;my character attacked&amp;quot; packet, the server looks up in the journal of every monster if it was in the damage zone L ago. Then damage is calculated and damage report packages are being sent to the clients. (The damage zone should also be relative to the clients position L ago although a position change in the last L is unlikely when the player characters can&#039;t move and attack at the same time) &lt;br /&gt;
# When a monster attacks, the server sends a &amp;quot;monster X attacked&amp;quot; package and waits L for every client (And maybe some more time depending on the swing speed of the monster) before the server calculates if that clients character is in the damage zone or not and if yes how much damage he got. Then the server sends damage report packages about the damage of that character to all clients. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
&lt;br /&gt;
*Realtime action combat in an online rpg. None of the boring click&amp;amp;watch combat systems mmorpgs are known for. &lt;br /&gt;
*Because the server compensates the latency players with high latency haven&#039;t got such a big disadvantage like in other action oriented online games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Possible disadvantages ==&lt;br /&gt;
&lt;br /&gt;
*Although the collision detection of attacks would be believeable to the player he would receive a notification about successful hits some time after he hit the enemy or got hit (maybe the client software could compensate this by prediction). For that reason i would not suggest to let the movement options of the client depend on if a hit was successful or not and if he got hit or not. Otherwise the game could become asynchronous. &lt;br /&gt;
*There is the risk of implausible situations when attacks change the position of beings. From the viewpoint of some clients monsters could be hit by other players which are out of range or his attack could miss because a monster was pushed out of the damage zone after he hit it (but before damage is shown). &lt;br /&gt;
*When multiple players with different latencys fight the same monster it could be unclear to the players who made the first and who the last hit. &lt;br /&gt;
*To reduce network traffic and server load i would suggest to use a combat style with few but strong hits (similar to secret of mana 1) and not one with frequent but weak hits (like ragnarok online for example). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cheat posibilities ==&lt;br /&gt;
&lt;br /&gt;
*The client software could try to manipulate the measured latency to gain advantages. &lt;br /&gt;
&lt;br /&gt;
:When the client can trick the server into believing that his latency is much higher than it really is the player would have much more time to dodge attacks. An automatic dodge bot would also be possible. The player could also hit enemies that already left the attack range. Basically the cheater would be able to &amp;quot;look into the future&amp;quot; from his point of view. I believe that a maximum possible latency while calculating hits (this is necessary anyway to limit the length of the movement journals) could minimize the use of such a hack. &lt;br /&gt;
&lt;br /&gt;
:Fooling the server into believing in a lower latency would mean the opposite. The cheater would be able to hit enemies earlier than other players. That could give him a slight advantage in some situations. &lt;br /&gt;
&lt;br /&gt;
:In the end it would be the best for the cheater to change his latency over and over again to his advantage. An advanced hack could even keep a journal of all beings movement, too. In case of an attack (from or against the player) the hack could search for a scenario in the past that is most beneficial for the player and manipulate the latency to trick the server into picking that scenario to calculate damage. The method of measuring the latency should be responsible to make this as difficult as possible. The most convenient way would be to use the average of all latency measurements over the last few seconds for all calculations (were unusual high or low values should be ignored). &lt;br /&gt;
&lt;br /&gt;
*I think i needn&#039;t point out that a constant server sided plausibility check of the packages from the clients is necessary to detect most cheats. But i would like to point it out nevertheless, because blind faith in the correct protocol implementation of the client program opens the door for many onlinegaming hacks.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=8099</id>
		<title>Player Groups</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=8099"/>
		<updated>2007-11-06T10:50:14Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Pfsha! Like as if my guild would be inactive... :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
Please, try not to be chaotic when editing, try to keep the format, and don&#039;t create derived articles for your guilds. Here you have enough space to make your guilds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This list is currently full of entries of inactive guilds. To make sure that only active guilds are represented here I am going to remove all inactive guilds from it soon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To sort out which guilds are still active und which guilds are dead I added an invisible comment &#039;&#039;&amp;lt;nowiki&amp;gt;&amp;lt;!-- inactive --&amp;gt;&amp;lt;/nowiki&amp;gt;&#039;&#039; at the beginning of each guild paragraph. When your guild is still active then please edit the paragraph and remove this comment. In two weeks I will remove all guild paragraphs that still have the comment in them. When you forget to remove the comment and your guild paragraph gets deleted you can of course restore it from the page history.&#039;&#039;&#039; --[[User:Crush|Crush]] 21:58, 2 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
== The Ranger Outfit ==&lt;br /&gt;
Info: Join the guild of Rangers and learn to use powerful long-range weapons to take down your adversaries!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leader:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Pauan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Ranger Creed:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;R&amp;lt;/b&amp;gt;&amp;lt;i&amp;gt;ecognizing that I volunteered as a Ranger, fully knowing the hazards of my chosen profession, I will always endeavor to uphold the prestige, honor, and high esprit de corps of the Rangers.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;A&amp;lt;/b&amp;gt;&amp;lt;i&amp;gt;cknowledging the fact that a Ranger is a more elite soldier who arrives at the cutting edge of battle by land, sea, or air, I accept the fact that as a Ranger my country expects me to move farther, faster and fight harder than any other soldier.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;N&amp;lt;/b&amp;gt;&amp;lt;i&amp;gt;ever shall I fail my comrades. I will always keep myself mentally alert, physically strong and morally straight and I will shoulder more than my share of the task whatever it may be. One-hundred-percent and then some.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;G&amp;lt;/b&amp;gt;&amp;lt;i&amp;gt;allantly will I show the world that I am a specially selected and well-trained soldier. My courtesy to superior officers, neatness of dress and care of equipment shall set the example for others to follow.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;&amp;lt;i&amp;gt;nergetically will I meet the enemies of my country. I shall defeat them on the field of battle for I am better trained and will fight with all my might. Surrender is not a Ranger word. I will never leave a fallen comrade to fall into the hands of the enemy and under no circumstances will I ever embarrass my country.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;R&amp;lt;/b&amp;gt;&amp;lt;i&amp;gt;eadily will I display the intestinal fortitude required to fight on to the Ranger objective and complete the mission though I be the lone survivor.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Members:&amp;lt;/b&amp;gt; (Just edit your name in)&lt;br /&gt;
* sixpointnine/Pawn&lt;br /&gt;
* 3Man &#039;&#039;(Temp)&#039;&#039;&lt;br /&gt;
* Chaos Ranger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alliances:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Guardian Guild.&lt;br /&gt;
&lt;br /&gt;
== The Elders Council ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
The first created guild on The Mana World. You must have been playing for at least 4 versions of The Mana World in order to join. PM Magick to register.&lt;br /&gt;
* Leader-Magick&lt;br /&gt;
&lt;br /&gt;
== MUG (Macintosh Users Guild) ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
* Leader: TencheDesign (Not Tenche anymore)&lt;br /&gt;
* Lafaboune-G5&lt;br /&gt;
* godHead-G5&lt;br /&gt;
* Pudri-G4&lt;br /&gt;
* Criptos - G4&lt;br /&gt;
* Trucker-G3&lt;br /&gt;
* torterra-G3&lt;br /&gt;
&lt;br /&gt;
== Grey Mana ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
Announcing the new clan &amp;quot;Grey Mana&amp;quot;. Its members so far are:&lt;br /&gt;
* Leader: Dfert (soon to be DeathJoker but it will still be me)&lt;br /&gt;
* Moi1392-Knight&lt;br /&gt;
* Vally8-Knight&lt;br /&gt;
* Edix-knight&lt;br /&gt;
* Sanjd-Ranger&lt;br /&gt;
* Pete-Marksman&lt;br /&gt;
* Medicated-Wonderer&lt;br /&gt;
* Vince Armoire-Knight&lt;br /&gt;
* Yanl-Barbarian&lt;br /&gt;
* Shouto-Swordsmen&lt;br /&gt;
&lt;br /&gt;
There are a number of brave men that the Grey Mana will give our respect to: Gorch, the entire MUG guild and any of the admins.&lt;br /&gt;
&lt;br /&gt;
The perks of this clan are: inter guild loans and the support of anyone in the guild.&lt;br /&gt;
&lt;br /&gt;
Ther Rules of conduct are:&lt;br /&gt;
* Any guild member must be respectfull to ANY person as long as they do not disrespect the clan or its members. OR is a member of an opposing clan (none yet).&lt;br /&gt;
* There will be no tolerence to member that refuse to help other clan member.&lt;br /&gt;
* We Will remain peacefull unless our services are requested and a reward is offerded.&lt;br /&gt;
&lt;br /&gt;
Would love to join the Grey Mana Name- Haggar Level- 25 send me a message if im able to.&lt;br /&gt;
&lt;br /&gt;
== The Guild of Hevvle and Pebble ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
The founding members of this clan are on a journey of experience and enlightenment.&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
Hevvle&lt;br /&gt;
Pebble&lt;br /&gt;
&lt;br /&gt;
=== How to join ===&lt;br /&gt;
This guild is not currently looking for any new members.&lt;br /&gt;
&lt;br /&gt;
== Teh Masonaries ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
* Leaders: Teh Akroh and Deviexx&lt;br /&gt;
&lt;br /&gt;
== The Mana Warriors ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Our duty is to protect the Mana World from evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
we have decided to move all the information about us to our web-site.&lt;br /&gt;
IN JAMBOS YOU HAVE A SUGESTING PAGE&lt;br /&gt;
&lt;br /&gt;
Official web page: http://manawarriors.wiki.mailxmail.com&amp;lt;br&amp;gt;&lt;br /&gt;
After that visit a second page about our clan (in 3 languages: English, Spanish and German): http://Jambo.wiki.mailxmail.com&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;IM SELLING THE CLAN!!!!!!!!!!!!!!!!!!!!! (MANA WARRIOrs)&#039;&#039;&#039;===&lt;br /&gt;
yes , just speak with Habari or jambo in game and offer him 10,000GP+++ (or 1000 casino coins)&lt;br /&gt;
and you will be the new owner and leader of this guild , its name its motto and its web...&lt;br /&gt;
&lt;br /&gt;
== The Mercenary Clan ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
This is a guild for Mercenary. It is founded by Kiba. If you wish to hire mercenaries, please speak to Kiba in game.&lt;br /&gt;
er word, treat other as you could like to be treated. You will also have to be honorable in battle.&lt;br /&gt;
#We will pledge complete loyalty to our clan. This means upholding the reputation of the clan, so you will have to be loyal to the client who hired us.&lt;br /&gt;
er word, treat other as you could like to be treated. You will also have to be honorable in battle.&lt;br /&gt;
#We will pledge complete loyalty to our clan. This means upholding the reputation of the clan, so you will have to be loyal to the client who hired us.&lt;br /&gt;
&lt;br /&gt;
=== How to join ===&lt;br /&gt;
&lt;br /&gt;
Speak to someone in the clan and ask to join. You will need someone to sponsor you. After this, you will need to perfrom the oath ceremony with Kiba in which you promise aboslute loyalty to the clan.&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
&lt;br /&gt;
#Kiba - Founding leader&lt;br /&gt;
#erek - first member of the clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Clan of Metal and Mana ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
Details coming soon!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guardians Guild ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
Find out everything you need to know at our forums at: [http://z8.invisionfree.com/Guardiansguild/index.php? http://z8.invisionfree.com/Guardiansguild/index.php?]&lt;br /&gt;
&lt;br /&gt;
==The Mana Dragons==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
A new guild that will help out others &lt;br /&gt;
and train with others &lt;br /&gt;
&lt;br /&gt;
===Training places===&lt;br /&gt;
Best training place is the the ice caves of the &lt;br /&gt;
snow town for lvs 10-29&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More will be added here&lt;br /&gt;
&lt;br /&gt;
===What to wield===&lt;br /&gt;
*Headband&lt;br /&gt;
*Shirt (any kind)&lt;br /&gt;
*Pants(any kind)&lt;br /&gt;
*Sword, dagger, knife.&lt;br /&gt;
&lt;br /&gt;
===Members===&lt;br /&gt;
michael4399 - Leader&lt;br /&gt;
&lt;br /&gt;
brandon2280 - sub leader &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to join===&lt;br /&gt;
&lt;br /&gt;
Be chosen by talent scouts or just ask to join anyone already within the clan.&lt;br /&gt;
&lt;br /&gt;
===Hiring===&lt;br /&gt;
&lt;br /&gt;
You can also hire the mana dragons for battles helping to train and/or lots of things&lt;br /&gt;
&lt;br /&gt;
== The Gros Connards ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
=== Members ===&lt;br /&gt;
&lt;br /&gt;
* Gros connard&lt;br /&gt;
* Mike&lt;br /&gt;
* Gamb&lt;br /&gt;
* Miloche&lt;br /&gt;
* Label55&lt;br /&gt;
* Pinguin&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== THE MAFIA CLAN ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
To join you have to  kill a black scorpion in front of a member (Red scorpion if lvl&amp;lt;20)&lt;br /&gt;
and pay 20 casino coins to jambo.&lt;br /&gt;
&lt;br /&gt;
If you dont have money you can pay it later by paying 5 casino coins more(you can do this all the time you are at the clan).&lt;br /&gt;
&lt;br /&gt;
THERE CAN ONLY BE UP TO 10 or 15 MEMBERS .&lt;br /&gt;
&lt;br /&gt;
If you want to be in the list youl be in a waiting list you can pay money to jambo to be ahead of the waiting list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;people in waiting list.     people leaving the clan&#039;&#039;&#039;&lt;br /&gt;
none                          none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
....RULES.... &lt;br /&gt;
If you are very rich and they ask you for litle money you must give it to him.&lt;br /&gt;
&lt;br /&gt;
If you ask jambo for any object she will be pleased on givin it or selling it  on a lower price to you.&lt;br /&gt;
&lt;br /&gt;
any member must be help other members at all time.&lt;br /&gt;
&lt;br /&gt;
you will have to do misions (if you dont want to you can always pay 3 casino coins.&lt;br /&gt;
if you fail them or don&#039;t follow the rules (with no reason) you will have to be killed 10 times in the casino by the clan members that are playing at that moment,only  the big bosses of the mafia can put missions or other members if they have permision,you can always leave the clan by paying from 700 to 130  casino coins. &lt;br /&gt;
                                STATUS&lt;br /&gt;
                                Big Boss &lt;br /&gt;
                                Small Boss&lt;br /&gt;
                                Body Guard (pass 13 missions)&lt;br /&gt;
                                yakeza  (pass 6 missions)&lt;br /&gt;
                                Sargent (pass 3 missions)&lt;br /&gt;
                                Newbie  (your status when you join)&lt;br /&gt;
to go up on status you have to pass missions&lt;br /&gt;
           &lt;br /&gt;
         &lt;br /&gt;
                                MEMBERS&lt;br /&gt;
                                1JAMBO  (Big Boss)&lt;br /&gt;
                                2HABARY (Small Boss)&lt;br /&gt;
                                3KIJ     (yakeza)&lt;br /&gt;
                                4HABTY    (Newbie)&lt;br /&gt;
                                5FILIPEE   (newbie)&lt;br /&gt;
                                6GALATA     (newbie)&lt;br /&gt;
                                7UZUMAKI NARUTO (newbie+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground Dragonhunters ==&lt;br /&gt;
&amp;lt;!-- inactive --&amp;gt;&lt;br /&gt;
Note: we speak german and english.&lt;br /&gt;
===We do NOT hunt &amp;quot;Dragon&amp;quot;-clans===&lt;br /&gt;
===To join you have to ask nonchip===&lt;br /&gt;
and pay 1 000 GP.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
All members have to help other members IF THEY ASK FOR HELP!&lt;br /&gt;
There are 6 ranks:&lt;br /&gt;
                                Dragon Master (no chance to become DragonMaster)&lt;br /&gt;
                                Master (pay 1 000 000 GP)&lt;br /&gt;
                                Elite Guard (pay 100 000 GP + complete a quest)&lt;br /&gt;
                                Guard (pay 100 000 GP)&lt;br /&gt;
                                Elite Hunter (pay 10 000 GP + complete a quest)&lt;br /&gt;
                                Good Hunter (pay 10 000)&lt;br /&gt;
                                Hunter (pay 5 000 GP)&lt;br /&gt;
                                Newbie (you are on this rank when you join)&lt;br /&gt;
if you want to get on the next rank, ask nonchip&lt;br /&gt;
&lt;br /&gt;
===MEMBERS===&lt;br /&gt;
====Dragon Masters====&lt;br /&gt;
                                nonchip&lt;br /&gt;
                                Holle&lt;br /&gt;
====Masters====&lt;br /&gt;
                                none&lt;br /&gt;
====Elite Guards====&lt;br /&gt;
                                none&lt;br /&gt;
====Guards====&lt;br /&gt;
                                none&lt;br /&gt;
====Elite Hunters====&lt;br /&gt;
                                none&lt;br /&gt;
====Good Hunters====&lt;br /&gt;
                                none&lt;br /&gt;
====Newbies====&lt;br /&gt;
                                none&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Project_description&amp;diff=7117</id>
		<title>Project description</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Project_description&amp;diff=7117"/>
		<updated>2007-07-10T22:31:56Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Reverted spam by JofMxg.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mana World is a project that tries to create a free and open source MMORPG game with the looks of &amp;quot;old-fashioned&amp;quot; 2D RPG games such as those released for the SNES / Super Famicom in the early 90&#039;s. The game itself will be free to download and will also have no monthly fee.&lt;br /&gt;
&lt;br /&gt;
The Mana World aims to be a unique place for people to interact by not only fighting but also forming a community, a microcosm inside the game. Although the game is dynamic and does not have a linear story, it should include background story such as countries, tribes, culture, climate, etc. Quests should lead to other quests. Quests should also encourage forming groups/parties so as to promote the community feel.&lt;br /&gt;
&lt;br /&gt;
Additionally, the developers care about cross compilable source code and efficient resource management in order to make the game playable on as many platforms and operating systems as possible. Low end hardware such as x86 PIIs or G3 PPCs should be the minimum requirement.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Nym&amp;diff=7115</id>
		<title>User:Nym</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Nym&amp;diff=7115"/>
		<updated>2007-07-10T18:03:48Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Reverted spam by AqwVui.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Aaron Marks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Australia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Student (studying I.T.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email:&#039;&#039;&#039; nymacro * gmail * com&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Working on:&#039;&#039;&#039; Server mainly, various fixes and updates to client.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://satgnu.freesw.de/nym/ Homepage]&lt;br /&gt;
&lt;br /&gt;
[http://www.nongnu.org/gpack/ GPack Package Manager]&lt;br /&gt;
&lt;br /&gt;
[http://gusanos.sourceforge.net/ Gusanos]&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Logging&amp;diff=7114</id>
		<title>Archive:Logging</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Logging&amp;diff=7114"/>
		<updated>2007-07-10T18:03:22Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Reverted spam by LliDr2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_programming}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
== Log levels ==&lt;br /&gt;
&lt;br /&gt;
Proposition for log level usage:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;FATAL&#039;&#039;&#039; - Extremely serious error, the program can&#039;t continue execution&lt;br /&gt;
# &#039;&#039;&#039;ERROR&#039;&#039;&#039; - A serious error occured, but program keeps running&lt;br /&gt;
# &#039;&#039;&#039;WARN&#039;&#039;&#039; - Something weird was detected, but it does not harm further program execution&lt;br /&gt;
# &#039;&#039;&#039;INFO&#039;&#039;&#039; - Important events (e.g. new connection established)&lt;br /&gt;
# &#039;&#039;&#039;DEBUG&#039;&#039;&#039; - Intermediate results that could be useful while debugging&lt;br /&gt;
# &#039;&#039;&#039;TRACE&#039;&#039;&#039; - Parameter values, method start etc.&lt;br /&gt;
&lt;br /&gt;
TRACE and FATAL are probably rarely used, while DEBUG and INFO are rather common. In releases we should probably default to log level 4, while we could ask users who are having problems to set it to 5 or 6.&lt;br /&gt;
&lt;br /&gt;
It would probably be a good idea to code a log tab into the chat dialog or a log area in the debug window. This could have a different level by default, for example level 3 for releases. This way users would be better aware of the slightly more serious problems occuring while they play.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Talk:Creatures&amp;diff=7072</id>
		<title>Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Talk:Creatures&amp;diff=7072"/>
		<updated>2007-07-05T17:44:51Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Looking good so far Dave. :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments from users: ==&lt;br /&gt;
&lt;br /&gt;
Looking great so far. Quite exciting, watching everything slowly come together. -- [[User:Pauan|Pauan]] 19:44, 5 July 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
==IRC log from September 10th 2006==&lt;br /&gt;
This is the discussion about races that has been initialized by [[User:Dabe|Dabe]]s article [[World backstory]] (irrelevant side discussions omitted):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[15:36] Crush__: dabe just posted a world creation story on the wiki. i really like it: http://wiki.themanaworld.org/index.php/World_backstory&lt;br /&gt;
[15:50] b_lindeijer: Crush__: Yeah, I like it too.&lt;br /&gt;
[15:50] Crush__: What i like especially is that the truth about the creation of the world is not known to the humans and that their believes are false. So we can create an epic quest line about finding out the truth about the nature of the world and its creation step by step.&lt;br /&gt;
[15:51] Crush__: this could be directly linked to the quest to develop magic skills. the player researches the nature of the elements to gain more powerful spells and during this process he finds out that everything he seemed to know about the world was false&lt;br /&gt;
[15:53] b_lindeijer: Yeah might be a nice idea. Seems complex to realize in practice though.&lt;br /&gt;
[15:55] Crush__: i imagine it that way:&lt;br /&gt;
[15:55] Crush__: there are a lot of mage npc&#039;s that give you a tutorial about magic in general and give you the first elemental spell&lt;br /&gt;
[15:56] Crush__: and then they tell you to visit the temple of the element to learn better spells&lt;br /&gt;
[15:56] Crush__: in the temple a priest tells you to do some quests&lt;br /&gt;
[15:56] Crush__: to gain better spells&lt;br /&gt;
[15:57] Crush__: during these quests you learn pieces after pieces about the history&lt;br /&gt;
[15:57] Crush__:  you learn about the ancient race of the specific element and eventually you even meet the spirit&lt;br /&gt;
[15:58] Crush__: when you met the spirits of all death elements or all life elements you culd do a quest to even meet the spirits of life and death in person&lt;br /&gt;
[15:58] Crush__: and thus learning the ultimate spells&lt;br /&gt;
[16:00] b_lindeijer: Alright.&lt;br /&gt;
[16:00] b_lindeijer: As I understood it though, the player will be able to choose any of the 10 races eventually.&lt;br /&gt;
[16:00] b_lindeijer: But most of this could still be done.&lt;br /&gt;
[16:00] silene: it&#039;s a bit sad that world history is restricted to mage players (or do we expect every player to use magic?)&lt;br /&gt;
[16:01] Crush__: i undersood it that the races are extinct and only humans exist as the offsprings of the races.&lt;br /&gt;
[16:01] b_lindeijer: There are the 8 races, the humans and the demons.&lt;br /&gt;
[16:01] Crush__: maybe fighter characters could learn special attacks instead&lt;br /&gt;
[16:02] b_lindeijer: Together they banish the gods.&lt;br /&gt;
[16:03] silene: at least that&#039;s what they believe, maybe the gods banished them in an isolated world&lt;br /&gt;
[16:03] b_lindeijer: Uh the backstory is what we should take as truth I think. :)&lt;br /&gt;
[16:04] ElvenProgrammer: you call it faith&lt;br /&gt;
[16:04] b_lindeijer: What man believes is described in &amp;quot;Man Rebuilds Civilization&amp;quot;.&lt;br /&gt;
[16:04] b_lindeijer: They don&#039;t really know that they banished the gods, actually.&lt;br /&gt;
[16:11] Crush__: well, maybe i just imagined to read that the old races are all extinct because i don&#039;t like the idea of batmen and turtlemen running around and like extinct races because they give some mystical flair to it&lt;br /&gt;
[16:12] Crush__: why isn&#039;t dabe here? he could clarify it.&lt;br /&gt;
[16:15] b_lindeijer: I actually know Dabe didn&#039;t mean the races to die, since he has also described attribute modifiers for each of these races.&lt;br /&gt;
[16:16] Crush__: where did he do this?&lt;br /&gt;
[16:16] b_lindeijer: Still, the story is open for criticism so if you want to suggest them to be extinct you can do that.&lt;br /&gt;
[16:16] Crush__: i&#039;m doing&lt;br /&gt;
[16:16] b_lindeijer: Not all his work is open for criticism yet, he publishes as he wishes.&lt;br /&gt;
[16:18] b_lindeijer: Would you prefer there to be no different races to choose from?&lt;br /&gt;
[16:19] Crush__: well, i think some of the races are quite unplayable&lt;br /&gt;
[16:19] b_lindeijer: The idea is that they&#039;re all rather alike. They&#039;ll all have to fit basically the same clothes, for example.&lt;br /&gt;
[16:20] Crush__: rather alike? to me it sounds as if some of the races are not even humanoid.&lt;br /&gt;
[16:21] Modanung: I&#039;m not sure if this is the latest version, but this is how I see them: http://i6.photobucket.com/albums/y203/Modanung/tmw_races.png&lt;br /&gt;
[16:22] Modanung: Space without the fuzzy effect though&lt;br /&gt;
[16:22] Modanung: And not sure about time yet either&lt;br /&gt;
[16:22] ElvenProgrammer: where did this one came out? impressive&lt;br /&gt;
[16:22] Modanung: (He basically has a clock slammed into his forehead)&lt;br /&gt;
[16:23] ElvenProgrammer: Modanung: i really love you&lt;br /&gt;
[16:24] Platyna: Modanung: Nice, but could we have some non spooky races too?&lt;br /&gt;
[16:24] b_lindeijer: Modanung: Yeah, the story describes the time race as being turtle-like. :)&lt;br /&gt;
[16:24] Platyna: For girls?&lt;br /&gt;
[16:24] Modanung: Platyna: There will be female variants&lt;br /&gt;
[16:24] Modanung: b_lindeijer: Hm ok&lt;br /&gt;
[16:24] Platyna: I don&#039;t want to look like a reptile...&lt;br /&gt;
[16:24] Platyna: Or a Frankenstein.&lt;br /&gt;
[16:24] Modanung: Platyna: Then don&#039;t be fire race&lt;br /&gt;
[16:24] Platyna: Modanung: Yes, but these races are spooky.&lt;br /&gt;
[16:24] ElvenProgrammer: Platyna: then choose human race&lt;br /&gt;
[16:25] Platyna: Great, o we will have a choice - look like a bad guy from Star Wars or to be a human?&lt;br /&gt;
[16:25] ElvenProgrammer: exactly&lt;br /&gt;
[16:25] Platyna: :(&lt;br /&gt;
[16:25] b_lindeijer: I really like them. I just don&#039;t get why they are all wearing exactly the same underwear.&lt;br /&gt;
[16:25] Crush__: there are some rather nice looking races between them&lt;br /&gt;
[16:26] Platyna: That red guy looks like our vice-prime minister Andrzej Lepper.&lt;br /&gt;
[16:26] Crush__: like the light race or the birdmen race&lt;br /&gt;
[16:26] ElvenProgrammer: yeah the one i like the less ;P&lt;br /&gt;
[16:26] ElvenProgrammer: or maybe least&lt;br /&gt;
[16:26] Modanung: b_lindeijer: You want water race to have seaweed pants and earth race to have no pants because they&#039;re blind anyway?&lt;br /&gt;
[16:27] Crush__: the underwear is quite secondary considering that it will be covered by the equipment most of the time&lt;br /&gt;
[16:27] b_lindeijer: I think none of them should wear underwear. :P&lt;br /&gt;
[16:28] b_lindeijer: Oh that Lepper seems like a friendly guy.&lt;br /&gt;
[16:28] Modanung: b_lindeijer: I don&#039;t think any of them should be scottish&lt;br /&gt;
[16:29] b_lindeijer: I just want to have the freedom to wear a slip without having a boxers showing through.&lt;br /&gt;
[16:30] Modanung: b_lindeijer: Then create a female character :)&lt;br /&gt;
[16:30] b_lindeijer: Oh this game has no room for creativity!&lt;br /&gt;
[16:30] Crush__: to get back about the elemental races topic&lt;br /&gt;
[16:30] Crush__: and their playability&lt;br /&gt;
[16:30] Modanung: Crush__: Please do :)&lt;br /&gt;
[16:31] Crush__: how about that the races are extinct but the quest is about reviewing them&lt;br /&gt;
[16:31] Crush__: so at the beginning everyone can only create human characters&lt;br /&gt;
[16:31] Modanung: I think they should be playable&lt;br /&gt;
[16:31] Crush__: and you unlock the ability to create non human characters&lt;br /&gt;
[16:31] ElvenProgrammer: i guess our players will have no time to play if we allow so much customization :P&lt;br /&gt;
[16:31] Crush__: by doing quests&lt;br /&gt;
[16:31] Crush__: so you basically have to earn the privilege to create non human characters&lt;br /&gt;
[16:32] m[a]tt: Modanung: cool@races oO i want the wingsone&lt;br /&gt;
[16:32] Crush__: so we make sure that most player characters will be human&lt;br /&gt;
[16:33] b_lindeijer: Alright, well I think it&#039;s an interesting idea anyway.&lt;br /&gt;
[16:36] Modanung: Yea, but it would mean humans would be the main race in all realms...&lt;br /&gt;
[16:37] Modanung: And only players could be different races&lt;br /&gt;
[16:44] b_lindeijer: I think it would be interesting to have each race to be rather prominent in his own realm, and that there could be hostilities between them.&lt;br /&gt;
[16:47] silene: hostilities between races or between realms (i would prefer it if it was hostilities between realms)&lt;br /&gt;
[16:48] Modanung: Agreed with both&lt;br /&gt;
[16:49] b_lindeijer: Both kind of hostilities could exist simultaneously, which can make things interesting.&lt;br /&gt;
[16:49] ElvenProgrammer: then let&#039;s work hard to make this happen&lt;br /&gt;
[16:51] silene: b_lindeijer: the one i&#039;m not really happy with is racial hostility, i wouldn&#039;t mind guild (or whatever) hostility, for example, to have two kinds of hostility&lt;br /&gt;
[16:52] Modanung: silene: What wrong with racial hostility? I mean not that I approve of racism. But it&#039;s as real as inter realm hostility.&lt;br /&gt;
[16:53] Modanung: silene: Expecially before modern times&lt;br /&gt;
[16:54] silene: Modanung: that&#039;s more of an ethic point of view, we won&#039;t have control over how old (as in influencable) people who play the game are; but this is not a strong point of view, i can live with racial hostility&lt;br /&gt;
[16:55] Modanung: silene: Ok... I think it&#039;s ok as long as we don&#039;t have real-world races or religions&lt;br /&gt;
[16:56] b_lindeijer: silene: Ah true, the combination I proposed might as well be region and guild based, since they are also rather independent of each other.&lt;br /&gt;
[16:57] b_lindeijer: Indeed region based hostility will have rather the same meaning as racial hostility, but well less explicitly so.&lt;br /&gt;
[17:25] Crush__: hostilities between races, hostilities between realms, hostilities between guilds, hostilities between organisations... isn&#039;t that a little bit too much conflict?&lt;br /&gt;
[17:26] b_lindeijer: Crush__: We discussed only two as far as I know.&lt;br /&gt;
[17:27] Crush__: two also lead to awkward situations. what is when someone is my enemy race but in the same realm like me? is he my friend or my enemy?&lt;br /&gt;
[17:27] b_lindeijer: Crush__: Yep, that&#039;s actually what makes it more interesting.&lt;br /&gt;
[17:28] Crush__: so you basically find a reason to attack anyone. pvp anarchy. hooray.&lt;br /&gt;
[17:28] b_lindeijer: Not really.&lt;br /&gt;
[17:29] Crush__: so how do you think that it will work in practice?&lt;br /&gt;
[17:29] b_lindeijer: So we were considering conflicts between regions and conflicts between guilds, as far as I  know.&lt;br /&gt;
[17:31] b_lindeijer: Other than that, what do I know about how it would work?&lt;br /&gt;
[17:33] Crush__: well, you all know my opinion about faction vs. faction pvp&lt;br /&gt;
[17:34] Modanung: b_lindeijer: Nope&lt;br /&gt;
[17:35] b_lindeijer: I can&#039;t really say I do. But well, there&#039;s just too many discussion going on about PvP systems since at least a year already, and as far as I know we&#039;re still not even close to implementing any of that.&lt;br /&gt;
[17:35] Crush__: well, then we should maybe go back to the races idea&lt;br /&gt;
[17:35] b_lindeijer: Let&#039;s first get PvP combat to work nicely in the first place, and then look into deciding how and where players can actually fight.&lt;br /&gt;
[17:35] b_lindeijer: That&#039;s not really part of either server or client development anyway.&lt;br /&gt;
[17:36] Modanung: I think racial conflict is more of a social thing... no big battle or something... just brawls and prejudice...&lt;br /&gt;
[17:36] Modanung: And maybe bonuses&lt;br /&gt;
[17:37] Modanung: Like the trait system we discussed&lt;br /&gt;
[17:37] Crush__: about my proposal earlier that the races are extinct or almost extinct and player have to reanimate them by making quests to gain the ability to create them...&lt;br /&gt;
[17:38] Crush__: it would mean that in the beginning all charachters will play humans but over the time more and more other race chars will appear&lt;br /&gt;
[17:38] Crush__: and in the end the humans will only be a minority&lt;br /&gt;
[17:38] Crush__: this has two big advantages&lt;br /&gt;
[17:38] Crush__: a) the players actions change the world&lt;br /&gt;
[17:39] Crush__: b) more complexity for advanced players, less complexity for beginners&lt;br /&gt;
[17:39] Modanung: Different races doesn&#039;t have to make things more complex&lt;br /&gt;
[17:39] b_lindeijer: What about the thing about the timespan of a player being maybe one week up to one month (some rare cases longer), and players joining continuously?&lt;br /&gt;
[17:40] b_lindeijer: How does that work with races distribution globally?&lt;br /&gt;
[17:40] silene: b_lindeijer: you mean that your character dies after one month?&lt;br /&gt;
[17:40] Crush__: lifespan? do you intend that player characters die after some time?&lt;br /&gt;
[17:40] b_lindeijer: No I mean I think most people get bored with the game after one month.&lt;br /&gt;
[17:40] Modanung: b_lindeijer: That&#039;s rare with MMORPGs :)&lt;br /&gt;
[17:40] b_lindeijer: Not with this one.&lt;br /&gt;
[17:41] silene: too bad, i thought it was actually a good idea :)&lt;br /&gt;
[17:41] b_lindeijer: At least not at the moment. But well we can all go blame that on the alpha status, sure.&lt;br /&gt;
[17:41] Modanung: b_lindeijer: Not even now&lt;br /&gt;
[17:41] Crush__: most people play mmorpgs for months or even years&lt;br /&gt;
[17:41] m[a]tt: silene: yeah. the beginning is the often the funniest part&lt;br /&gt;
[17:41] Modanung: b_lindeijer: We have adicts even now&lt;br /&gt;
[17:41] m[a]tt: b_lindeijer: yeah like me&lt;br /&gt;
[17:41] Modanung: Like m[a]tt&lt;br /&gt;
[17:42] b_lindeijer: Modanung: It&#039;s very easy to know that addicts are the rare cases I mentioned. You can probably count them on two hands, all addicts we gathered after two years.&lt;br /&gt;
[17:42] Modanung: And because it&#039;s free people won&#039;t stop for financial reasons&lt;br /&gt;
[17:43] Crush__: bjorn, the current game is boring as hell. i can&#039;t understand the people who are playing it anyway.&lt;br /&gt;
[17:43] b_lindeijer: While we have 18.000 accounts now on the server.&lt;br /&gt;
[17:43] b_lindeijer: Crush__: Indeed.&lt;br /&gt;
[17:43] Modanung: Of which maybe 100-200 can be called active&lt;br /&gt;
[17:44] m[a]tt: b_lindeijer: how many of then were active in the last motnhs?&lt;br /&gt;
[17:44] b_lindeijer: Modanung: I think that&#039;s a rather high estimate.&lt;br /&gt;
[17:44] b_lindeijer: m[a]tt: I don&#039;t know whether eAthena keeps those statistics.&lt;br /&gt;
[17:44] m[a]tt: oO no pixel based movement :/&lt;br /&gt;
[17:44] b_lindeijer: And I&#039;d have to parse this rather strange file...&lt;br /&gt;
[17:47] Crush__: about the global distribution of not human races: when only player characters are nonhuman they would be equally distributed over the whole world. even when they spawn at different locations. the only way to archive a concentration of races in different areas would be to make them so differently in gameplay that they are optimized for different level areas&lt;br /&gt;
[17:47] Crush__: but the question is: do we want that? isn&#039;t a multicultural mix more interesting?&lt;br /&gt;
[17:48] silene: Crush__: they don&#039;t have to be optimized, they could simply get better prices in store of their realms/races&lt;br /&gt;
[17:50] Modanung: Crush__: I think it would be interesting to have semi-multicultural realms&lt;br /&gt;
[17:50] Crush__: having common npc&#039;s of nonhuman races from the beginnig would be quite awkward when the races are meant to be extinct&lt;br /&gt;
[17:50] b_lindeijer: Also, they might heal most when eating their own kinds of food, which would be cheap and abundant in their own realm.&lt;br /&gt;
[17:50] Modanung: And the race you choose defines the place you start.&lt;br /&gt;
[17:51] Crush__: but how about that: immunity to weather effects in their region&lt;br /&gt;
[17:51] Modanung: I think Dabe also suggest better mobility&lt;br /&gt;
[17:51] Crush__: there could be weather effects that give a malus to everyone  but certain races are immune against them&lt;br /&gt;
[17:51] b_lindeijer: Dabe had the idea to reduce cost of moving in own region.&lt;br /&gt;
[17:52] Crush__: earth creatures are immune against sandstorms in the earth region, ice men against blizards in the ice region, fire men immune against fire storms in the fire region and so on&lt;br /&gt;
[17:52] m[a]tt: we could predefine that race a is a enemy of race b, players could try to change that...or not(like in gta with that respect point thingys)..&lt;br /&gt;
[17:55] Crush__: we got opposing elements so it would just be logical that the same applies to the races. like dark men and light men are enemies or water men and fire men.&lt;br /&gt;
[17:56] Crush__: i&#039;ll edit the races article to mention the races in the world backstory. i will also collect the ideas posted here and put them there as optional suggestions&lt;br /&gt;
[17:57] silene: i wouldn&#039;t mind better race names than &amp;quot;dark men&amp;quot;, &amp;quot;light men&amp;quot;, &amp;quot;fire men&amp;quot;, &amp;quot;water men&amp;quot;, etc :)&lt;br /&gt;
[18:12] Crush__: but we all agree on that the elemental races should have a bonus on using and defending against their element and a malus on using and defending against other elements.&lt;br /&gt;
[18:12] Crush__: don&#039;t we?&lt;br /&gt;
[18:15] b_lindeijer: Crush__: Yeah, I think we do.&lt;br /&gt;
[18:51] d4BE: Crush: about your idea for unlocking, I had a very similar idea that Rapier always shoots down (I tried to apply it to a MUD we were working on once) .. where you would grow as a user-level as well as on a character-level..&lt;br /&gt;
[18:51] d4BE: Your account would begin only allowing Humans and possibly Demons.. perhaps starting in different locations.. as you progressed, you would be allowed more character slots and more choices for races.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:GUI_development&amp;diff=7060</id>
		<title>Archive talk:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:GUI_development&amp;diff=7060"/>
		<updated>2007-07-04T05:51:18Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Yeeesh! I leave for a couple of weeks and look what I find! Well, all those spammy links are deleted now. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article seems to refer to the entire User Interfact (UI) not the Graphic UI (GUI) exclusively, as implied by the title. I suggest a move to [[User interface development]] or [[UI Development]] [[User:Metalcore|Metalcore]] 03:35, 10 November 2005 (CET)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Elements&amp;diff=6555</id>
		<title>Archive:Elements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Elements&amp;diff=6555"/>
		<updated>2007-05-19T11:02:13Z</updated>

		<summary type="html">&lt;p&gt;Pauan: /* Comments */ Added replies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_yellow}}&lt;br /&gt;
&lt;br /&gt;
Dabe and myself decided that there are 5 elements in the mana world.&lt;br /&gt;
*Earth&lt;br /&gt;
*Water&lt;br /&gt;
*Fire&lt;br /&gt;
*Air&lt;br /&gt;
*Null/Void/Mana/whatever&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each element has:&lt;br /&gt;
*Various strengths/weakness/personalities attached to the element&lt;br /&gt;
*Weapons that inflict damage with the property of the element&lt;br /&gt;
*A [[Magic system|magic discipline]] associated to it&lt;br /&gt;
*Creatures that have the property of the element&lt;br /&gt;
&lt;br /&gt;
Null is an exception in that it is the combination of the other four elements, and thus is an enigma.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects of the Elements==&lt;br /&gt;
{{Status_construction}}&lt;br /&gt;
If we use Dabe&#039;s new idea for the races, then it will require each elemental alignment to change the person&#039;s character.&lt;br /&gt;
&lt;br /&gt;
Earth, due to it&#039;s heaviness, would cause it&#039;s host to be unmovable, unwilling to change, and always sure of their actions, thus confident. Those aligned with earth tend also to be stubborn, physically strong and well balanced, due to their unmoving nature.&lt;br /&gt;
&lt;br /&gt;
Water, due to it&#039;s free-flowing nature, will also imbue this nature into it&#039;s aligned host. Plants and such like are included in this category for they are quick to change and grow. Water is associated heavily with a contentment with change and a willingness to &amp;quot;go with the flow.&amp;quot; It also includes a great deal of growth, but not much stability. Thus, one aligned with water will be flexible and adaptable but very easily swayed by emotion.&lt;br /&gt;
&lt;br /&gt;
Fire, due to it&#039;s destructive nature, will cause all those aligned to it a fierce temper. It also imbues a great deal of energy and motivation to it&#039;s host. Passionate, outgoing people are often characterized as being aligned with fire.&lt;br /&gt;
&lt;br /&gt;
Air, because of it&#039;s great freedom, allows the user to be even more free-flowing than water, also allowing tremendous intellect. Along with this great openness of nature is a feeling of elusiveness and compassion. Though those aligned with air may gain many benefits, they are unable to turn the course of the world. They are blown about by the smallest breeze without a care in the world. Thus, despite their amazing gifts, they are often unable to use them due to their evasiveness in changing the world.&lt;br /&gt;
&lt;br /&gt;
Null, seeing as how it is the absence and combination of all the other elements, is not choose-able as an element. Instead, it is a goal to work towards. Naturally the name implies a lack of emotion or thought. Acting without worrying for the consequences. Following your instincts rather than your logic. All these are characteristics of Null. Likewise, because of this emptiness of mind and heart, one aligned with this element cannot be easily swayed, yet is flexible, yet is powerful. This is the end-all element, the final goal for both warrior and mage alike. One who can attain an alignment with this element will gain much both physically, mentally, and magically; though the price to be paid is a great deal of time and energy.  Likewise, in order to obtain this element, the player must first obtain all four elements, then forsake them.&lt;br /&gt;
&lt;br /&gt;
==Elemental Effect==&lt;br /&gt;
{{Status_construction}}&lt;br /&gt;
Elemental-based skills / items / weapons effect (damage, cure, etc) targets based on elemental alignment.  Depending on the target&#039;s elemental alignment, the effect can be increased or reduced. &lt;br /&gt;
&lt;br /&gt;
The main elements deals 200% damage to the following element and 50% damage to itself. The sub-elements deal 150% damage to the following element and 75% to itself. This is because each sub-element is made up of two pure elements.&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Air &amp;gt; Water &amp;gt; Fire &amp;gt; Earth &amp;gt; Air, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning &amp;gt; Metal &amp;gt; Wood &amp;gt; Ice &amp;gt; Lightning, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Elements.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The exception to this is null, which is a combination of all the other four elements together.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
===Order of the elements===&lt;br /&gt;
May I suggest a slightly different order of the primary elements in the element circle?&lt;br /&gt;
*Fire is extinguished by Water&lt;br /&gt;
*Water is absorbed by Earth&lt;br /&gt;
*Earth is eroded by Air&lt;br /&gt;
*Air is consumed by Fire&lt;br /&gt;
For the damage factors I would suggest:&lt;br /&gt;
*200% damage on the element it destroys&lt;br /&gt;
*75% damage on itself&lt;br /&gt;
*50% damage on the element it is destroyed by&lt;br /&gt;
--[[User:Crush|Crush]] 16:44, 13 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Great idea, I think we should go for this one. Makes the most sense. &amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 13:02, 19 May 2007 (CEST)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combined elements===&lt;br /&gt;
The graphic above seems to be a bit misleading. I thought the combination would be as follows:&lt;br /&gt;
*Wind+Fire = Lightning&lt;br /&gt;
*Fire+Earth = Metal&lt;br /&gt;
*Earth+Water = Wood&lt;br /&gt;
*Water+Wind = Ice&lt;br /&gt;
--[[User:Crush|Crush]] 16:44, 13 May 2007 (CEST)&lt;br /&gt;
::I was under that impression as well. &amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 13:02, 19 May 2007 (CEST)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Rotonen&amp;diff=6528</id>
		<title>User talk:Rotonen</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Rotonen&amp;diff=6528"/>
		<updated>2007-05-09T07:13:14Z</updated>

		<summary type="html">&lt;p&gt;Pauan: :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;&#039;&#039;&#039;[[User:Dabe|Dabe]] 01:23, 9 May 2007 (CEST)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The first progress report was directed to your sourceforge address.  Sorry if this wasn&#039;t the email you intended for me to send to, but I forgot to ask.  I&#039;ll probably be on IRC most of the day tomorrow.  For an update, since it&#039;s been a while since I&#039;ve brought it up.. I&#039;m at GMT -6:00.. in that timezone, I usually find myself home from work by about 9-10 in the morning, though that schedule may soon be changing to something a bit more.. &amp;quot;normal&amp;quot;. (I&#039;ll let you know when it finally does) &lt;br /&gt;
&lt;br /&gt;
After that, I sometimes have another job.. but the schedule is sporadic, at best.  That will probably be a thing of the past even sooner.  (I&#039;m trying to get myself moved to another state.  I might be moving as soon as two weeks from now or at the latest, by the end of August.&lt;br /&gt;
&lt;br /&gt;
I will not be making a habit out of messing up your talk page, to leave you messages like this.  I just wanted to make sure you got my email without spamming all over #tmwart or some other unsuspecting channel.  ;)&lt;br /&gt;
&lt;br /&gt;
I will be making some sort of an attempt to get back on IRC more regularly, to have a closer dialog with you about generally all of the creative changes that are taking place.&lt;br /&gt;
&lt;br /&gt;
So just to recap, check your sourceforge address.. if it&#039;s not one of your regularly checked inboxes, that is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;THIS MESSAGE WILL DETONATE IN TEN SECONDS!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:o&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kerpoosh!&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Attributes&amp;diff=6522</id>
		<title>Archive talk:Attributes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Attributes&amp;diff=6522"/>
		<updated>2007-05-04T23:11:05Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added some comments of mine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Making every attribute important =&lt;br /&gt;
Bjorn Lindeijer suggested to make the system in a way that every character needs a bit of every attribute to be successful. As an example where this works he mentioned the Diablo series. But Diablo only uses four different attributes while we plan to use seven. &lt;br /&gt;
&lt;br /&gt;
Here are some thoughts about what every single attribute could do for 4 different stereotypical characters: Melee fighters, ranged fighters, magic users and crafters.&lt;br /&gt;
&lt;br /&gt;
== Melee Fighters ==&lt;br /&gt;
Melee fighters are warriors with heavy armor who attack the enemies in close combat. They take most of the damage to protect less tough characters.&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Attack Power and carrying their usually heavy equipment. &#039;&#039;&#039;should be required for every melee fighter&#039;&#039;&#039;&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Dodging attacks. &#039;&#039;&#039;Might be possible to substitute with enough vitality.&#039;&#039;&#039;&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
Hitting with attacks. &#039;&#039;&#039;should be required for every melee fighter&#039;&#039;&#039;&lt;br /&gt;
=== Vitality ===&lt;br /&gt;
Surviving attacks. &#039;&#039;&#039;Might be possible to substitute with enough agility.&#039;&#039;&#039;&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
What could a warrior need intelligence for? Maybe we could make some weapons require intelligence, where primitive weapons like maces and clubs require few intelligence while weapons that are more complicate to use like epees or whips require more intelligence. &#039;&#039;&#039;Would make intelligence optional for fighters&#039;&#039;&#039;&lt;br /&gt;
=== Willpower ===&lt;br /&gt;
We could use willpower not only for resisting magic like the attribute system reads but also for recovering faster after hits. A character with a low willpower might be knocked down by a strong hit and stay on the ground for a while, while a high willpower character is stunned less frequently and gets on its feet much faster. &#039;&#039;&#039;Might be a posibility to make willpower useful for melee fighters.&#039;&#039;&#039;&lt;br /&gt;
=== Charisma ===&lt;br /&gt;
Very few MMORPGs use a charisma score as the character interaction is mostly between players and players and not between players and NPCs. Maybe we could use the charisma attribute to limit the access to locations or quests. Characters might not be able to get into cities or get quests because they don&#039;t look trustworthy enough. &#039;&#039;&#039;When we use this extensively we could force every character to skill some charisma.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
In this system melee fighters can choose between low intelligence and using crude weapons (barbarian style) or high intelligence and using fine weapons (duellist style). I see no problem making both extremes and the middle road equally playable. But where I see a problem is finding a fair balance between agility and vitality that ensures that a mix of both is better than relying only on one.&lt;br /&gt;
&lt;br /&gt;
== Ranged fighters ==&lt;br /&gt;
Ranged fighters usually stay behind their party avoiding direct contact with the enemy while using long range physical weapons for attacking.&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Although most RPG systems don&#039;t use strength for determining the efficiency for ranged weapons I would suggest that we do so. When you are stronger you can throw things harder and put more force onto a bow string. When we don&#039;t the only thing that archers would need strength for would be for carrying amunition. &#039;&#039;&#039;Required when used for calculating attack power, otherwise hardly useful&#039;&#039;&#039;&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Ranged fighters will usually avoid getting hit by staying out of range. Especially when playing with a party. So we &#039;&#039;&#039;might need to find another reason why ranged fighters need agility.&#039;&#039;&#039;&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
Hitting accuracy should be very important for ranged fighters. &#039;&#039;&#039;We could add a range penalty for hitting targets so that dexterity is especially important for ranged fighters.&#039;&#039;&#039;&lt;br /&gt;
=== Vitality ===&lt;br /&gt;
Ranged fighters will usually avoid getting hit by staying out of range. Especially when playing with a party. So we &#039;&#039;&#039;might need to find another reason why ranged fighters need vitality.&#039;&#039;&#039;&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
We could use the same argument as for melee fighters. Ranged weapons usually require more thinking than melee weapons because operating a ranged weapon is usually more complicated than just whacking the enemy with it. So ranged weapons might require even more intelligence than melee weapons. An example for rather primitive ranged weapons would be slingshots. Ranged weapons that require more intelligence could be crossbows (because the mechanics require some technical understanding) or throwing knives (difficult to use). Doing so would make intelligence &#039;&#039;&#039;very important for ranged fighters&#039;&#039;&#039;&lt;br /&gt;
=== Willpower ===&lt;br /&gt;
&#039;&#039;&#039;I wouldn&#039;t know why ranged fighters should skill willpower.&#039;&#039;&#039;&lt;br /&gt;
=== Charisma ===&lt;br /&gt;
&#039;&#039;&#039;Same reason as for melee fighters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
Ranged fighters should need only 4 of the 7 attributes. I can&#039;t find a reason why ranged fighters should need any defensive stats (they will usually avoid close combat and attack from a distance).&lt;br /&gt;
&lt;br /&gt;
== Magic Users ==&lt;br /&gt;
Magic users are usually walking artillery guns who stay behind and attack the enemies with spells while others hold them off.&lt;br /&gt;
&lt;br /&gt;
=== Charisma, Willpower, Intelligence ===&lt;br /&gt;
[[User:Crush/Magic_System]] covers the attributes &#039;&#039;&#039;charisma (number of spells available at the same time), willpower (hit propability of status effect spells) and intelligence (efficiency of attack spells)&#039;&#039;&#039;.&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&#039;&#039;&#039;I wouldn&#039;t know what magic users could need strength for&#039;&#039;&#039; besides carrying their equipment and maybe magic tools and ingredients.&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Mages will usually avoid getting hit by staying out of range. Especially when playing with a party. So we &#039;&#039;&#039;might need to find another reason why mages need agility.&#039;&#039;&#039;&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
As mages won&#039;t attack physically they don&#039;t need hit propability. So we &#039;&#039;&#039;might need to find another reason why mages need dexterity.&#039;&#039;&#039;&lt;br /&gt;
=== Vitality ===&lt;br /&gt;
Mages will usually avoid getting hit by staying out of range. Especially when playing with a party. So we &#039;&#039;&#039;might need to find another reason why mages need vitality.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
Magic users only need those attributes that increase their magic abilities so that they inflict more damage. Maybe we could include one or two more attributes into the magic system (agility or dexterity could also affect cast time, for example) but I see no way to make all 7 attributes necessary for magic users.&lt;br /&gt;
&lt;br /&gt;
== Crafters ==&lt;br /&gt;
Crafters are characters that have no other purpose but crafting items while the necessary resources are bought from other players or collected by other characters of the same player.&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Might influence the success rate or material options for crafting disciplines that require a lot of physical power like forging. Harder materials might require a minimum strength because otherwise the character is too weak to form them and thus the character can&#039;t work with them. Thus strength would be &#039;&#039;&#039;required for certain crafting disciplines.&#039;&#039;&#039;&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Crafters don&#039;t fight and I wouldn&#039;t know a crafting discipline where agility is important. Maybe agility could used to affect the time the character needs for crafting something. But &#039;&#039;&#039;the importance of this is doubtful.&#039;&#039;&#039;&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
Might influence the success rate for almost every crafting discipline. Especially those that require fine motor skills like jewlery. Thus it would be &#039;&#039;&#039;required for certain crafting disciplines.&#039;&#039;&#039;&lt;br /&gt;
=== Vitality ===&lt;br /&gt;
Crafters don&#039;t fight and I wouldn&#039;t know a crafting discipline where vitality is important. The only reason to skill vitality I could think of would be to survive the negative results of critical failures in disciplines like alchemy. But even in this case vitality &#039;&#039;&#039;seems quite useless for a crafter in my opinion.&#039;&#039;&#039;&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
Might influence the success rates for crafting disciplines that require a lot of technical or scientific knowledge like mechanics or alchemy. Thus intelligence would be &#039;&#039;&#039;required for certain crafting disciplines.&#039;&#039;&#039;&lt;br /&gt;
=== Willpower ===&lt;br /&gt;
I wouldn&#039;t know a crafting discipline where willpower is important. I got &#039;&#039;&#039;no idea why crafters would need willpower.&#039;&#039;&#039;&lt;br /&gt;
=== Charisma ===&lt;br /&gt;
When we keep the logic from the magic system where spiritual forces are attracted by charismatic people the charisma could increase the success rate when doing magical enchantments. Thus charisma would be &#039;&#039;&#039;required for certain crafting disciplines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
I would suggest that the success rate of every crafting discipline depends on a different percentual combination of stats so you can use the attribute distribution to specialize your crafter on a certain area of crafting. Forging could be for example 75% strength, 25% dexterity; alchemy 60% intelligence, 40% dexterity or enchanting 50% charisma, 30% intelligence, 20% dexterity.&lt;br /&gt;
&lt;br /&gt;
But this still leaves willpower and vitality as attributes that are quite useless for crafters as I couldn&#039;t think of any kind of handcraft where this is important.&lt;br /&gt;
&lt;br /&gt;
== General conclusion ==&lt;br /&gt;
Although I tried hardly I don&#039;t see a way to make all 7 attributes equally useful for every kind of character. Almost every character direction has at least one attribute that is almost or completely useless for it. Most have even multiple useless attributes.&lt;br /&gt;
&lt;br /&gt;
== Comments from other users ==&lt;br /&gt;
&lt;br /&gt;
Alright, I glanced it over and I agree that making a &amp;quot;class&amp;quot; that allows for maxing of a single stat is silly. Naturally we want to avoid omni-characters, but at the same time a little bit of each attribute makes sense: a brute-force fighter is useless if he can&#039;t hit an enemy, or gets hit (low vitality). However, I would suggest putting Strength as a weapon requirement for archers, rather than using it for hit damage. You cannot pull back a powerful bow without strength, however once you have let go of the string, all the strength in the world won&#039;t help you. Strength is only needed to prepare the shot, the actual shot itself requires dexterity (accuracy). The more accurate an archer is, the more likely he is to hit a vital point, thus doing more damage. But without strength, he will be stuck to weak bows, due to his inability to pull back the bowstring.&lt;br /&gt;
&lt;br /&gt;
Likewise, I suggest strength as a requirement for craftsmen, with a low-percentage of change in the actual percentage. No matter how strong you are, if you lack dexterity you will mess up the item more than anything. As said, strength will only become applicable to skills requiring strength, however the strength itself won&#039;t affect how good the item is. Also, I would recommend a strength-cap, for instance, if you are working on fine-jewelry and you are strong, but lacking in dexterity, you will mess up the item more often. I suggest for the more delicate arts we apply an formula that makes sense. So if you want to forge swords and heavy weaponry, you will need more strength. If you want to forge arrows, jewelry, or other such delicate things, you will need less strength and more dexterity. Though this has already been covered, we might need more discussion on this matter.&lt;br /&gt;
&lt;br /&gt;
I would suggest agility affect how fast the person fights/casts spells. It shouldn&#039;t have a major effect, but it should have a speed increase overall I&#039;d say: less time for crafting, less delay on spells, less delay on hitting, etc. Also, if we keep the evasion-to-hp ratio balanced, we will create a need for both vitality and agility. For instance: if agility only adds a small chance of evading an attack, as opposed to increasing your HP by a moderate amount, we create a need for both. Agility for speed and evasion, and HP so as that you don&#039;t die in one hit. Naturally archers and mages will use more agility and less HP, whereas a fighter would use less agility and more HP, generally speaking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 01:11, 5 May 2007 (CEST)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Discussions leading to this document =&lt;br /&gt;
&lt;br /&gt;
=== June 9th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
A discussion about our UML design took place before this, and then changed to a discussion about the character attributes to use. We&#039;ll jump right in at that point:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
02:34 &amp;lt; Bertram&amp;gt; anyway, i&#039;d be for : Strength, Vitality, Agility, Intelligence, Spirit, Luck for status ones&lt;br /&gt;
02:34 &amp;lt; MrLindeijer&amp;gt; I&#039;m a fan of The Elder Scroll series and Diablo, so I&#039;m familiar with their set of attributes and statusses.&lt;br /&gt;
02:35 &amp;lt; Bertram&amp;gt; and : attack, defense, Mattack, Mdefense, speed, and Breath for attributes ones&lt;br /&gt;
02:35 &amp;lt; Bertram&amp;gt; It&#039;s taken from a free RPG I used to play and it worked very well&lt;br /&gt;
02:35 &amp;lt; MrLindeijer&amp;gt; Those are both lists of attributes.&lt;br /&gt;
02:35 &amp;lt; MrLindeijer&amp;gt; The status fields were health, mana, stamina.&lt;br /&gt;
02:36 &amp;lt; Bertram&amp;gt; Attack = Strength + SwordAttack&lt;br /&gt;
02:36 &amp;lt; Bertram&amp;gt; HP, MP come with Attack and the other, right&lt;br /&gt;
02:36 &amp;lt; MrLindeijer&amp;gt; Hmm I&#039;d call that a derived attribute.&lt;br /&gt;
02:36 &amp;lt; Bertram&amp;gt; Ahh, i see what you meant by status now&lt;br /&gt;
02:37 &amp;lt; Bertram&amp;gt; So a being has a status(HP, MP, Breath or Stamina), attributes(Att, Def, MAtt, MDef, Speed), and derived attributes&lt;br /&gt;
02:38 &amp;lt; Bertram&amp;gt; So a being has a status(HP, MP, Breath or Stamina), attributes(Strength, Vitality, Agility, Intelligence, Spirit, Luck), and derived attributes(Att, Def, MAtt, MDef, Speed)*&lt;br /&gt;
02:39 &amp;lt; Bertram&amp;gt; What do you think for a proposition ?&lt;br /&gt;
02:39 &amp;lt; MrLindeijer&amp;gt; What&#039;s Spirit?&lt;br /&gt;
02:40 &amp;lt; Bertram&amp;gt; Intelligence would be more used for the number of spell you can use and MAtt, Spirit would be your Mdef, maybe.&lt;br /&gt;
02:41 &amp;lt; Bertram&amp;gt; or Spirit would be Matt (cause of the Spirit Strength) and Intelligence the Mdef&lt;br /&gt;
02:41 &amp;lt; Bertram&amp;gt; At least, I&#039;d like to make a proposal on the terms used in the new server.&lt;br /&gt;
02:42 &amp;lt; MrLindeijer&amp;gt; I&#039;m writing down a list with some explanations.&lt;br /&gt;
02:42 &amp;lt; MrLindeijer&amp;gt; I&#039;m not fond of Luck.&lt;br /&gt;
02:43 &amp;lt; Bertram&amp;gt; Luck is the sand in the bottle. We could use it for a little more of randomization ?&lt;br /&gt;
02:44 &amp;lt; MrLindeijer&amp;gt; Well I don&#039;t like the idea that someone could simply get more lucky because of an attribute.&lt;br /&gt;
02:45 &amp;lt; Bertram&amp;gt; Someone more lucky has got less in Strength. Many games are using luck in fact.&lt;br /&gt;
02:45 &amp;lt; Bertram&amp;gt; But I can understand your cold&lt;br /&gt;
02:45 &amp;lt; MrLindeijer&amp;gt; What about Wisdom or Dexterity?&lt;br /&gt;
02:46 &amp;lt; Bertram&amp;gt; Dexterity would be Agility (Quite the same for me.)&lt;br /&gt;
02:46 &amp;lt; Bertram&amp;gt; in a game though :)&lt;br /&gt;
02:46 &amp;lt; MrLindeijer&amp;gt; I think of them as:&lt;br /&gt;
02:46 &amp;lt; MrLindeijer&amp;gt; Agility      (increases change to hit and walking speed)&lt;br /&gt;
02:46 &amp;lt; MrLindeijer&amp;gt; Dexterity    (increases change of evasion and missile accuracy)&lt;br /&gt;
02:46 &amp;lt; Bertram&amp;gt; Wisdom could separate the intelligence for Mdef and the number of spell or the level of them you can have&lt;br /&gt;
02:47 &amp;lt; Bertram&amp;gt; Interresting distinction...&lt;br /&gt;
02:47 &amp;lt; Bertram&amp;gt; I agree about it&lt;br /&gt;
02:49 &amp;lt; MrLindeijer&amp;gt; I agree they&#039;re basically the same, but the distinction allows for more variability in what you focus on or what your character behaves like.&lt;br /&gt;
02:49 &amp;lt; MrLindeijer&amp;gt; I&#039;m not sure though, if we should really modify walking speed.&lt;br /&gt;
02:50 -!- Bertram25 [n=yohann@84.7.69.228] has joined #themanaworld&lt;br /&gt;
02:51 &amp;lt; Bertram&amp;gt; Slightly, we should yes&lt;br /&gt;
02:51 &amp;lt; Bertram&amp;gt; at 1, you walk at, for instance 1 square / sec. at 255, you do the double.&lt;br /&gt;
02:52 &amp;lt; Bertram&amp;gt; It&#039;s very little for a progression&lt;br /&gt;
02:52 &amp;lt; Bertram&amp;gt; but makes it&lt;br /&gt;
02:52 -!- Bertram [n=yohann@84.7.69.228] has quit [Remote closed the connection]&lt;br /&gt;
02:52 -!- Bertram25 is now known as Bertram&lt;br /&gt;
02:53 &amp;lt; Bertram&amp;gt; ah, better&lt;br /&gt;
02:55 &amp;lt; MrLindeijer&amp;gt; Ah yeah, now I remember.&lt;br /&gt;
02:55 &amp;lt; MrLindeijer&amp;gt; Instead of Spirit for magic defence, I&#039;m used to Willpower.&lt;br /&gt;
02:55 &amp;lt; MrLindeijer&amp;gt; And we haven&#039;t mentioned Endurance yet.&lt;br /&gt;
02:56 &amp;lt; Bertram&amp;gt; Breath was that in my head&lt;br /&gt;
02:56 &amp;lt; MrLindeijer&amp;gt; I thought that was stamina.&lt;br /&gt;
02:58 &amp;lt; MrLindeijer&amp;gt; Ah cool, here&#039;s a good reference on the Daggerfall attributes: http://www.uesp.net/wiki/Daggerfall:Character_Creation&lt;br /&gt;
02:58 &amp;lt; Bertram&amp;gt; good&lt;br /&gt;
02:58 &amp;lt; MrLindeijer&amp;gt; Strength, Intelligence and Agility are in line with our thought already.&lt;br /&gt;
02:58 &amp;lt; MrLindeijer&amp;gt; thoughts*&lt;br /&gt;
02:58 &amp;lt; MrLindeijer&amp;gt; Apparently they didn&#039;t separate out Dexterity.&lt;br /&gt;
02:59 &amp;lt; MrLindeijer&amp;gt; Endurance looks like what we called Vitality.&lt;br /&gt;
03:00 &amp;lt; Bertram&amp;gt; I&#039;d like to add Agility, though&lt;br /&gt;
03:01 &amp;lt; MrLindeijer&amp;gt; I don&#039;t like so much their Willpower, Personality, Speed and Luck attributes. In my opinion they&#039;re too specific.&lt;br /&gt;
03:01 &amp;lt; MrLindeijer&amp;gt; I mean they modify only one aspect.&lt;br /&gt;
03:01 &amp;lt; MrLindeijer&amp;gt; Yes I thought we already had Agility.&lt;br /&gt;
03:02 &amp;lt; Bertram&amp;gt; Personality is something we should add by Diplomacy handling or somewhat&lt;br /&gt;
03:02 &amp;lt; Bertram&amp;gt; between Guilds or something like that&lt;br /&gt;
03:03 &amp;lt; MrLindeijer&amp;gt; Two versions later (Oblivion), they had still the same attributes: http://www.uesp.net/wiki/Oblivion:Attributes&lt;br /&gt;
03:03 &amp;lt; MrLindeijer&amp;gt; We can also call Personality the Charisma.&lt;br /&gt;
03:04 &amp;lt; MrLindeijer&amp;gt; Ah you mean to use it more for disposition.&lt;br /&gt;
03:04 &amp;lt; Bertram&amp;gt; Disposition ?&lt;br /&gt;
03:05 &amp;lt; MrLindeijer&amp;gt; Like whether you are enemy or friends with somebody.&lt;br /&gt;
03:07 &amp;lt; Bertram&amp;gt; yes, exactly. And would be different for each guilds&lt;br /&gt;
03:07 &amp;lt; Bertram&amp;gt; something like 0-9 bad, 10 neutral, 11-20 good, or something like that&lt;br /&gt;
03:08 &amp;lt; MrLindeijer&amp;gt; Maybe the meaning I&#039;m looking for is &amp;quot;an attitude of mind especially one that favors one alternative over others&amp;quot;&lt;br /&gt;
03:08 &amp;lt; MrLindeijer&amp;gt; I mean it as something relative from you to another person.&lt;br /&gt;
03:09 &amp;lt; Bertram&amp;gt; Affinity&lt;br /&gt;
03:09 &amp;lt; MrLindeijer&amp;gt; But that&#039;s not really what the word disposition means.&lt;br /&gt;
03:09 &amp;lt; Bertram&amp;gt; Sympathy ;)&lt;br /&gt;
03:09 &amp;lt; MrLindeijer&amp;gt; Something like that.&lt;br /&gt;
03:09 &amp;lt; Bertram&amp;gt; I like Affinity&lt;br /&gt;
03:09 &amp;lt; Bertram&amp;gt; Sounds&lt;br /&gt;
03:13 &amp;lt; Bertram&amp;gt; So, to summarize. I agree with Agility/Dexterity. I&#039;d like to see an Affinity system. We can use Intelligence for Spell Numbers and Levels and Wisdom for Magic Attack&lt;br /&gt;
03:13 &amp;lt; Bertram&amp;gt; We could also use Willpower or Spirit for Magic Defence&lt;br /&gt;
03:13 &amp;lt; Bertram&amp;gt; What do you agree with ?&lt;br /&gt;
03:16 &amp;lt; MrLindeijer&amp;gt; I also see Diablo basically called Intelligence Energy.&lt;br /&gt;
03:16 &amp;lt; MrLindeijer&amp;gt; I&#039;m not sure yet, I think we should make a list of all the stuff we have encountered so far and their meanings.&lt;br /&gt;
03:16 &amp;lt; MrLindeijer&amp;gt; Then tomorrow we should pick a subset which we think fits well together, and refine their meaning as a group.&lt;br /&gt;
03:17 &amp;lt; MrLindeijer&amp;gt; I&#039;m saying tomorrow, because now I should really be going to bed.&lt;br /&gt;
03:17 &amp;lt; Bertram&amp;gt; ok. I&#039;ll keep that in mind. Hope to see you soon&lt;br /&gt;
03:17 &amp;lt; MrLindeijer&amp;gt; I think I&#039;ll get on IRC from like 11:00.&lt;br /&gt;
03:19 &amp;lt; MrLindeijer&amp;gt; I liked that we&#039;ve been talking about this and I think we&#039;re making good progress, both with these attributes as with the world design.&lt;br /&gt;
03:19 &amp;lt; MrLindeijer&amp;gt; I hope with the input from Doener and Elven, we&#039;ll be able to agree on these things.&lt;br /&gt;
03:20 &amp;lt; Bertram&amp;gt; me too, some fog on this will leave soon, i geuss&lt;br /&gt;
03:20 &amp;lt; Bertram&amp;gt; guess*&lt;br /&gt;
03:20 &amp;lt; MrLindeijer&amp;gt; And whoever else cares to share his thoughts.&lt;br /&gt;
03:20 &amp;lt; Bertram&amp;gt; lol&lt;br /&gt;
03:20 &amp;lt; Bertram&amp;gt; Never tell him ;)&lt;br /&gt;
03:20 &amp;lt; MrLindeijer&amp;gt; At least I think this is better than relying on some dude that passes by to think out the combat and magic system for us.&lt;br /&gt;
03:21 &amp;lt; MrLindeijer&amp;gt; Maybe you remember who I mean. :P&lt;br /&gt;
03:21 &amp;lt; Bertram&amp;gt; yep. I&#039;m thinking on that system since some months now, and i guess you too&lt;br /&gt;
03:21 &amp;lt; Bertram&amp;gt; lol&lt;br /&gt;
03:22 &amp;lt; Bertram&amp;gt; Maci ? or Matt ?&lt;br /&gt;
03:22 &amp;lt; MrLindeijer&amp;gt; I think Crush also had some idea though, right?&lt;br /&gt;
03:22 &amp;lt; MrLindeijer&amp;gt; I was thinking of Kyokai.&lt;br /&gt;
03:24 -!- kNiVeZy [n=knives@0-1pool223-166.nas118.chicago3.il.us.da.qwest.net] has joined #themanaworld&lt;br /&gt;
03:24 &amp;lt; MrLindeijer&amp;gt; But also pages like this: http://wiki.themanaworld.org/index.php/Combat_system&lt;br /&gt;
03:26 &amp;lt; MrLindeijer&amp;gt; We should also evaluatie the three existing proposed stat systems on the wiki.&lt;br /&gt;
03:26 &amp;lt; MrLindeijer&amp;gt; http://wiki.themanaworld.org/index.php/Stat_system&lt;br /&gt;
03:26 &amp;lt; MrLindeijer&amp;gt; http://wiki.themanaworld.org/index.php/Skill_system&lt;br /&gt;
03:26 &amp;lt; MrLindeijer&amp;gt; http://wiki.themanaworld.org/index.php/Stat_system_2&lt;br /&gt;
03:26 &amp;lt; MrLindeijer&amp;gt; :)&lt;br /&gt;
03:28 &amp;lt; MrLindeijer&amp;gt; To me it seems we&#039;re heading for an attribute/skill combo similar to The Elder Scrolls.&lt;br /&gt;
03:28 &amp;lt; MrLindeijer&amp;gt; Though earlier it has also been going towards a skill-only solution I think.&lt;br /&gt;
03:28 &amp;lt; Bertram&amp;gt; Well, I evaluated them all. And my heart of old school RPG gamer dislike them as they&#039;re quickly unplayable&lt;br /&gt;
03:28 &amp;lt; MrLindeijer&amp;gt; Anyway, more tomorrow.&lt;br /&gt;
03:29 &amp;lt; MrLindeijer&amp;gt; Ok. :)&lt;br /&gt;
03:29 &amp;lt; MrLindeijer&amp;gt; Good night!&lt;br /&gt;
03:29 &amp;lt; Bertram&amp;gt; good night !&lt;br /&gt;
03:29 &amp;lt; Bertram&amp;gt; hey&lt;br /&gt;
03:29 &amp;lt; Bertram&amp;gt; Did you noted things down or shall I ?&lt;br /&gt;
03:29 &amp;lt; MrLindeijer&amp;gt; Hmm I didn&#039;t note everything down.&lt;br /&gt;
03:30 &amp;lt; Bertram&amp;gt; But you&#039;ve got the status/attribute/derivative attributes and their names ?&lt;br /&gt;
03:31 &amp;lt; MrLindeijer&amp;gt; I&#039;ll try to make that complete and put it on the wiki somewhere.&lt;br /&gt;
03:31 &amp;lt; Bertram&amp;gt; Ah, and tomorrow, after deciding all that, or while, we should talk back about the design.&lt;br /&gt;
03:33 &amp;lt; Bertram&amp;gt; good night anyway&lt;br /&gt;
03:34 &amp;lt; Bertram&amp;gt; and thanks for that lengthy talk&lt;br /&gt;
03:34 &amp;lt; MrLindeijer&amp;gt; Ok let&#039;s see.&lt;br /&gt;
03:36 &amp;lt; MrLindeijer&amp;gt; Bertram: http://wiki.themanaworld.org/index.php/Attributes&lt;br /&gt;
03:36 &amp;lt; MrLindeijer&amp;gt; Could you maybe check it quickly to see if you miss something?&lt;br /&gt;
03:37 &amp;lt; Bertram&amp;gt; it&#039;s ok for me&lt;br /&gt;
03:38 &amp;lt; Bertram&amp;gt; You didn&#039;t talk aboit the status and derivative ones ?&lt;br /&gt;
03:38 &amp;lt; MrLindeijer&amp;gt; Not yet.&lt;br /&gt;
03:39 &amp;lt; Bertram&amp;gt; It&#039;s a whole thing for me&lt;br /&gt;
03:39 &amp;lt; Bertram&amp;gt; But ok for that part anyway&lt;br /&gt;
03:41 &amp;lt; MrLindeijer&amp;gt; Ok I&#039;ve also added Luck and Speed now.&lt;br /&gt;
03:41 &amp;lt; MrLindeijer&amp;gt; Even though I think we should leave them out.&lt;br /&gt;
03:42 &amp;lt; Bertram&amp;gt; I think they&#039;re fine&lt;br /&gt;
03:43 &amp;lt; Bertram&amp;gt; Especially with a working animation system&lt;br /&gt;
03:43 &amp;lt; Bertram&amp;gt; Speed will become nice&lt;br /&gt;
03:43 &amp;lt; MrLindeijer&amp;gt; Well I think we shouldn&#039;t make the list so long, hence the thing about choosing a subset of these attributes.&lt;br /&gt;
03:44 &amp;lt; MrLindeijer&amp;gt; I&#039;m not saying speed can&#039;t increase, just that I don&#039;t really like it to be done via a Speed attribute. :)&lt;br /&gt;
03:44 &amp;lt; Bertram&amp;gt; So it should be aderivative&lt;br /&gt;
03:44 &amp;lt; MrLindeijer&amp;gt; Anyway, sleepy time. :)&lt;br /&gt;
03:44 &amp;lt; Bertram&amp;gt; ok. Bye and see ya&lt;br /&gt;
03:44 &amp;lt; MrLindeijer&amp;gt; Bye.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next morning ElvenProgrammer took a look at it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
10:45 &amp;lt; ElvenProgrammer&amp;gt; ning&lt;br /&gt;
10:45 &amp;lt; tehfox&amp;gt; have a nice morning. :-)&lt;br /&gt;
10:58 &amp;lt; MrLindeijer&amp;gt; Hello.&lt;br /&gt;
10:58 &amp;lt; the-me&amp;gt; hi&lt;br /&gt;
11:00 &amp;lt; MrLindeijer&amp;gt; ElvenProgrammer: I&#039;ve had a discussion about attributes with Bertram last night. To help choosing which ones we&#039;re going to use, we&#039;ve summarized the ones in use in other games. I&#039;ve put this on the wiki here: http://wiki.themanaworld.org/index.php/Attributes&lt;br /&gt;
11:01 &amp;lt; MrLindeijer&amp;gt; I think we should aim for about 6 attributes.&lt;br /&gt;
11:01 &amp;lt; ElvenProgrammer&amp;gt; can&#039;t agility and speed be merged&lt;br /&gt;
11:02 &amp;lt; MrLindeijer&amp;gt; They are different things in The Elder Scrolls.&lt;br /&gt;
11:02 &amp;lt; MrLindeijer&amp;gt; Of course some things can be merged.&lt;br /&gt;
11:02 &amp;lt; MrLindeijer&amp;gt; But if you&#039;d merge Agility with something, it&#039;d probably be Dexterity.&lt;br /&gt;
11:02 &amp;lt; ElvenProgrammer&amp;gt; by &amp;quot;change&amp;quot; you mean chance?&lt;br /&gt;
11:02 &amp;lt; MrLindeijer&amp;gt; Hmm yeah.&lt;br /&gt;
11:03 &amp;lt; MrLindeijer&amp;gt; Corrected.&lt;br /&gt;
11:04 &amp;lt; ElvenProgrammer&amp;gt; well at least i&#039;d consider strength, agility/dexterity, vitality and energy/magic&lt;br /&gt;
11:04 &amp;lt; MrLindeijer&amp;gt; The Diablo ones.&lt;br /&gt;
11:07 &amp;lt; ElvenProgrammer&amp;gt; ah yeah&lt;br /&gt;
11:08 &amp;lt; ElvenProgrammer&amp;gt; i&#039;d like also charisma or luck&lt;br /&gt;
11:08 &amp;lt; ElvenProgrammer&amp;gt; and one between wisdom and spirit&lt;br /&gt;
11:08 &amp;lt; ElvenProgrammer&amp;gt; 6 should be enough&lt;br /&gt;
11:09 &amp;lt; MrLindeijer&amp;gt; I don&#039;t like Luck and Speed. :P&lt;br /&gt;
11:10 &amp;lt; ElvenProgrammer&amp;gt; at least we agree on speed&lt;br /&gt;
11:10 &amp;lt; MrLindeijer&amp;gt; I would like Agility and Dexterity to be separated. In that case, Agility takes part of the role of Speed actually.&lt;br /&gt;
11:10 &amp;lt; ElvenProgrammer&amp;gt; should we maybe start with our proposal and go from there?&lt;br /&gt;
11:11 &amp;lt; ElvenProgrammer&amp;gt; for me it&#039;s: strength, agility, dexterity, vitality, energy, spirit and charisma&lt;br /&gt;
11:12 &amp;lt; MrLindeijer&amp;gt; Our proposal?&lt;br /&gt;
11:12 &amp;lt; MrLindeijer&amp;gt; Ah I prefer intelligence and willpower for energy and spirit.&lt;br /&gt;
11:12 &amp;lt; MrLindeijer&amp;gt; Other than that, the set of attributes is fine with me.&lt;br /&gt;
11:13 &amp;lt; ElvenProgrammer&amp;gt; i&#039;m ok with intelligence and willpower, so let&#039;s start with those ones ok? can you write them on wiki?&lt;br /&gt;
11:13 &amp;lt; MrLindeijer&amp;gt; I&#039;ll make them bold maybe?&lt;br /&gt;
11:14 &amp;lt; ElvenProgrammer&amp;gt; as you prefer&lt;br /&gt;
11:15 -!- tehfox [n=tehfox@dial-d57.213-81-177.telecom.sk] has quit [&amp;quot;Leaving.&amp;quot;]&lt;br /&gt;
11:16 &amp;lt; MrLindeijer&amp;gt; Ok page updated.&lt;br /&gt;
11:16 &amp;lt; MrLindeijer&amp;gt; I like it.&lt;br /&gt;
11:17 &amp;lt; ElvenProgrammer&amp;gt; me too, having magic attack and defense somewhat really makes me happy&lt;br /&gt;
11:18 &amp;lt; MrLindeijer&amp;gt; Yeah and the same for normal fighting looks nice.&lt;br /&gt;
11:19 &amp;lt; ElvenProgrammer&amp;gt; ok ban time&lt;br /&gt;
11:19 &amp;lt; MrLindeijer&amp;gt; Do you agree on the derived attributes?&lt;br /&gt;
11:19 &amp;lt; MrLindeijer&amp;gt; I guess those are pretty obvious.&lt;br /&gt;
11:19 &amp;lt; MrLindeijer&amp;gt; Just have seen things like attack, defence, magic attack and magic defence, and I think that&#039;s now already covered by the basic attributes.&lt;br /&gt;
11:20 &amp;lt; MrLindeijer&amp;gt; Plus the skills and equipment.&lt;br /&gt;
11:20 &amp;lt; ElvenProgrammer&amp;gt; of course i agree&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Dabe&amp;diff=6474</id>
		<title>User talk:Dabe</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Dabe&amp;diff=6474"/>
		<updated>2007-03-30T07:46:32Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added in my comments: so far so good Dave.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==timeline==&lt;br /&gt;
&lt;br /&gt;
The following is rather obviously incomplete, but it is a start toward a proposal.  Some of this is already on the end of the backstory, but perhaps it should be placed in its own article.  ([[Timeline]]?)  The idea is that we just start with major events and work our way down to the more trivial ones.  I would have more done, but I spent all day dealing with my sick car.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Modern World===&lt;br /&gt;
this era begins the day after the gods are banished.  dates can be applied later.&lt;br /&gt;
&lt;br /&gt;
===society is left in ruins===&lt;br /&gt;
Survivors of the great conflict awaken to varying degrees of ruin, all around the world.  Since most of the able adults died fighting or protecting others, a generational gap was left in much of the population.  The small amount of information salvaged from before the disaster was difficult (in many cases, impossible..) to comprehend.  To make matters more troublesome, the face of the world had changed since then, rendering old maps useless.  Only a few towns survived the geographical turbulence, but most were so utterly displaced, that new homes would have to be built.  The necessity of exploration became a way of life for many generations, until society finally began to reassert itself.&lt;br /&gt;
&lt;br /&gt;
===the revival of civilization===&lt;br /&gt;
The Crystals would remain hidden in the twisted terrain of the new world, locking away their vast supplies of energy.  People that once used magic, could no longer grasp its basic concepts.  As younger generations were born and grew up, most people who claimed to have magical powers were believed to be suffering from some form of dementia.&lt;br /&gt;
&lt;br /&gt;
===political powers begin to emerge===&lt;br /&gt;
A Sparron noble named Sabborus Keshlam organizes the largest unified kingdom, since the destruction of civilization.  He expands the initial territory in his own namesake.&lt;br /&gt;
*&#039;&#039;Disorganized and without strong government, the rest of the world is virtually helpless against this takeover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sabborus reaches his peak of world domination, controlling nearly 85% of the population.  When he attempts to stake a claim on the ocean, the Tritan Empire emerges to oppose the annexation of what they consider to be their territory.  An agreement is reached, that Sabborus will keep his business out of the water, if the Tritan stay off of the land.  Sabborus subsequently solidifies a hold on most of the world.  &lt;br /&gt;
&lt;br /&gt;
For a long time, taxation of basically everything goes unchecked, because it is moderately reasonable &amp;amp; life doesn&#039;t seem too bad under Keshlam&#039;s rule.  After a good deal of time however, Sabborus Keshlam dies and leadership begins to falter.  There is a brief argument over who should take control of the entire kingdom, until the former-ruler&#039;s family decides to split power evenly between themselves, briefly forming a government known as &#039;&#039;the dynasty of Keshlam&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
From that point on, taxations increase at a maddening pace, inflating the wealth of the dynasty, at the direct expense of their populous.  Countless resistance forces and militias form in light of these irritations, but most quickly disband or are destroyed, for a simple lack of power to offer a significant opposition.  Eventually, Orchan Keshlam (one of the many family members in power) makes the mistake of demanding the seizure of a cargo-vessel, because it failed to pay proper taxes before leaving port.  When the captain refuses to pay, the vessel is attacked, but manages to escape.  A group of Tritan hunters helps the crew with injuries &amp;amp; repairs; the lead hunter &amp;amp; the ship captain, exchange information &amp;amp; become friends.&lt;br /&gt;
&lt;br /&gt;
The nation of Ancea begins to take form, through a collaborative union between the Tritan empire &amp;amp; a growing number of independent organizations.&lt;br /&gt;
*&#039;&#039;a Tritan elder is selected as the lead the government &amp;amp; a former pirate captain is placed in charge of the military.  The new government sends out a warning to everyone they can find, to stay out of the ocean until further notice, while they secure their borders.  Despite their lack of interest in the ocean, the dynasty of Keshlam considers this as a threat, because of the land they now stand to lose, as a result of this new collaboration.&lt;br /&gt;
&lt;br /&gt;
With the protection of their newly organized military, Ancea is successful in securing most of the strategically relevant coasts, ports, etc.. the exceptions focused mainly around the heart of Keshlam.  In an act of desperation, the rather flustered dynasty of Keshlam sends most of its army to take control of Ancea&#039;s capital.  Though Keshlam&#039;s army does reach the capital, it is met with fierce resistance &amp;amp; is unable to take full control of the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;the Crystal of Water shatters, smashing a great deal of the western world to the ocean floor.&#039;&#039;&#039;  &lt;br /&gt;
**[[Ancea]] sinks, taking most of Keshlam&#039;s invading army to a watery grave, bringing an abrupt end to a very short-lived war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;the Crystal of Air shatters, sending a the land around it skyward.&#039;&#039;&#039;  &lt;br /&gt;
**The northern edge of [[Keshlam]] separates &amp;amp; floats from that point on.  The city of [[Nidostahn]] survives the separation, partially intact &amp;amp; is eventually selected as the kingdom&#039;s new capital.&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;the Crystal of Fire shatters, scorching the jungle around it.&#039;&#039;&#039;  &lt;br /&gt;
**Most of [[Tonori]] becomes a volcanic desert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;the Crystal of Earth shatters, forming the longest &amp;amp; tallest mountain-range, in the world.&#039;&#039;&#039;  &lt;br /&gt;
**[[Gasaro]] becomes the most fertile stretch of land in the world, despite its rocky terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tonori==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I will revise this a bit, but it will work with the entire &amp;quot;witch &#039;&#039;casting a spell&#039;&#039; on Tulimshar..&amp;quot; (see below)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The land of Tonori was once covered in dense jungle, but now it is mostly a volcanic wasteland.  When the Crystal of Fire shattered, the jungle&#039;s canopy burned in what appeared to be a sudden and explosive eruption.  The fire quickly killed not only most of the vegetation, but many of the inhabitants, as well.  People were scattered throughout an increasingly harsh environment and had to spend most of their time trying to survive, instead of looking for lost friends and relatives; many fled Tonori completely, others began to develop nomadic customs, not conducive to life in a permanent location.  Gradually however, most of the remaining &#039;&#039;Tonorians&#039;&#039; reconnected and promptly agreed to reorganize as a kingdom, but when disagreements arose about where the capitol should be, the group became divided.&lt;br /&gt;
&lt;br /&gt;
Before the fire, the old Tonorian tribes had become aggressive toward each other; they constantly battled over boundaries, resources &amp;amp; minor cultural differences.  Also, many illnesses that were beginning to ravage the area, were destroyed by the fire, giving people a chance to recuperate.  For these reasons, many people were able to perceive the great fire as some sort of a divine cleansing.  This group (comprised mostly of Ifriton) wanted their new kingdom to be built around the volcanic mountain-range, where they believed a benevolent but judgmental god(dess?) resided.&lt;br /&gt;
&lt;br /&gt;
The rest of the group disagreed with this newfound belief, instead seeing the volcano as a threat of nature, that required aggressive analysis.  When these &#039;&#039;disbelievers&#039;&#039; began to raise questions about the alleged entity in the mountains, fights erupted.  After a while of posturing, the two groups were only able to agree that they should live as far apart from each other, as possible.  This is how the kingdoms of [[Gispaa]] and [[Tulimshar]] came to be.&lt;br /&gt;
&lt;br /&gt;
Since then, most of the people who chose to remain in the newborn desert, somehow learned to flourish there, continuing their lineage in a place where no one expected it possible.&lt;br /&gt;
&lt;br /&gt;
::I highly recommend we break off from the typical English ending of &amp;quot;ian.&amp;quot; With a slight twist, we could call them Tonorans, which adds a slightly foreign feel to them. After all, not all the cultures in our world use the ending of &amp;quot;ian,&amp;quot; so why should it be so in this one? Other than that, I don&#039;t see much wrong with these ideas. Obviously there will be more than Tonorans in Gispaa, but I could easily see settlements around the north-east of the sub-continent. Along the south and west areas, we could have different races. So far so good. I mostly skimmed over the timeline, but I don&#039;t see anything wrong per se. I may not agree with all of it, but since I&#039;m speaking for the entire team here, I&#039;ll keep my mouth shut. Besides, that would just be letting my biases ruin the game by speaking out anyways. So! We have a rough outline, the general history of Tonori, and I&#039;ll get back to work on the other areas sooner or later. Seems we&#039;re making slow but steady progress here.&lt;br /&gt;
:::&amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 09:46, 30 March 2007 (CEST)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;.. each of the crystal-shattering incidents could be the result of some sort of godly influence.  Imagine that the crystals are such that mortals can&#039;t willfully bring themselves to touch them.. but when they are manipulated in to doing so, the crystals react explosively.  Perhaps the unlucky people who were tricked by the gods, in to doing this.. were turned in to the first monsters, by the elemental blast.  It could be something for a quest, or something.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Dabe|Dabe]] 04:18, 30 March 2007 (CEST): more tomorrow.  be gentle with your feedback about the timeline, I know it&#039;s a skeleton.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Magic_System&amp;diff=6317</id>
		<title>User:Crush/Magic System</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Magic_System&amp;diff=6317"/>
		<updated>2007-03-16T07:58:01Z</updated>

		<summary type="html">&lt;p&gt;Pauan: /* Targeting modes */  I added some sub-spell types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are just some ideas i have regarding the magic system.&lt;br /&gt;
&lt;br /&gt;
== Casting spells ==&lt;br /&gt;
&lt;br /&gt;
* Player selects a spell to cast, casting time begins&lt;br /&gt;
**Keyboard and mouse: Hotkey or selecting from spell menu&lt;br /&gt;
**Gamepad: Open ring menu with available spells with &amp;quot;spell button&amp;quot;, use cursor keys to select spell, press &amp;quot;attack button&amp;quot; to cast spell&lt;br /&gt;
* During the casting time the player selects the target&lt;br /&gt;
**Keyboard and mouse: Player clicks on target&lt;br /&gt;
**Gamepad: Cursor keys to cycle through available targets for target-based skills, ground cursor that is controlled by cursor keys for ground-based skills, &amp;quot;attack button&amp;quot; to log in target&lt;br /&gt;
* When the casting time is over and the target has been logged in the spell is cast (that means spellcasters can delay a spell by not selecting a target)&lt;br /&gt;
&lt;br /&gt;
== Available spells ==&lt;br /&gt;
Every spell has a minimum skill level required for using it. To use a spell the character has to carry a spellbook describing the spell in its inventory. Common spellbooks can be bought from NPCs, rare spells are obtained through quests or dropped by magic-related enemies.&lt;br /&gt;
&lt;br /&gt;
The number of spellbooks the character can carry with it at the same time is limited by its wisdom. Books for more powerful spells require more wisdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IDEA:&#039;&#039;&#039; Spellbooks can be copied by a crafting skill. More powerful spells require more expensive components (paper and ink) and have a higher chance of failing when the skill level is low. Failing destroys both the material and the original spellbook so attempting to copy rare spells will be a tough decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IDEA:&#039;&#039;&#039; Special &amp;quot;Batch Spellbooks&amp;quot; that carry multiple spells and require less wisdom than all individual spells together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IDEA:&#039;&#039;&#039; Spellbooks can be enchanted to change the attributes of the spell (damage, casstime, range, required wisdom...). This makes the choice of spells even bigger. Enchanting a spellbook can fail and cause it to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Casting time ==&lt;br /&gt;
spell_casttime * (min_skilllevel / current_skilllevel)&lt;br /&gt;
&lt;br /&gt;
==Types of spells==&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Negative:&lt;br /&gt;
;Damage: Just plain old damage to a single target.&lt;br /&gt;
;Splash damage: Hurts the target and targets around it with reduced power.&lt;br /&gt;
;Damage over time: Hurts the target at regular intervals&lt;br /&gt;
;Attribute reduction: Reduction of an attribute by percentual or absolute value. Might or might not stack.&lt;br /&gt;
&lt;br /&gt;
Positive:&lt;br /&gt;
;Healing: self-explaining.&lt;br /&gt;
;Healing over time: Heals the target at regular intervals.&lt;br /&gt;
;Attribute increase: Reduction of an attribute by percentual or absolute value.&lt;br /&gt;
;Restore: Removes negative effects.&lt;br /&gt;
&lt;br /&gt;
=== Targeting modes===&lt;br /&gt;
;Single-targeted spells: Targeted spells are spells that hit exactly one target.&lt;br /&gt;
;Area-targeted spells: Area spells can be cast on any position the caster has a sightline to.&lt;br /&gt;
::;Cross-target spells: Same as Area but will attack in more than one direction (four-ways, left-and-right, front-and-back, etc.)&lt;br /&gt;
;Untargeted spells: Spells that have a fixed damage zone based on the position and heading of the caster&lt;br /&gt;
::;Diminutive spells: Same as Untargeted but the damage zone changes size depending on the distance from the caster.&lt;br /&gt;
;Projectile spells: Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with.&lt;br /&gt;
::;Rapid spells: Multiple weak Projectile spells, much like a rapid-fire gun. Functions the same as Projectile but can hit multiple enemies.&lt;br /&gt;
&lt;br /&gt;
== Spell ideas ==&lt;br /&gt;
{| &lt;br /&gt;
| Spell&lt;br /&gt;
| Element&lt;br /&gt;
| Effect&lt;br /&gt;
| Target&lt;br /&gt;
| Further description&lt;br /&gt;
|-&lt;br /&gt;
| [element] Bolt&lt;br /&gt;
| (one for each)&lt;br /&gt;
| damage&lt;br /&gt;
| projectile&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Call [element]&lt;br /&gt;
| (one for each)&lt;br /&gt;
| damage&lt;br /&gt;
| single&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [element] Nova&lt;br /&gt;
| (one for each)&lt;br /&gt;
| splash damage&lt;br /&gt;
| single&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [element] Ball&lt;br /&gt;
| (one for each)&lt;br /&gt;
| splash damage&lt;br /&gt;
| projectile&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [element] Explosion&lt;br /&gt;
| (one for each)&lt;br /&gt;
| damage&lt;br /&gt;
| area&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [element] Storm&lt;br /&gt;
| (one for each)&lt;br /&gt;
| damage over time&lt;br /&gt;
| area&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Elements&amp;diff=6311</id>
		<title>Archive talk:Elements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Elements&amp;diff=6311"/>
		<updated>2007-03-15T08:42:25Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added reply to Dave.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Dabe|Dabe]] 03:07, 14 March 2007 (CET):I never really agreed to the &amp;quot;Null&amp;quot; thing, because I don&#039;t think it&#039;s necessary.  If you want a system where you&#039;re trying to change your elemental pattern, to somehow include all four elements.. why not just do that without mentioning this null thing?  I just don&#039;t feel that it should be included as an element, since it doesn&#039;t appear to function as one.  I think it would be cooler if you just couldn&#039;t combine all four elements; not as a race, item, spell, etc..  if you really think about it, there is no reason to need to do so, since we can come up with reasonably excusable combinations of 2 and 3 elements, for just about any product or material.&lt;br /&gt;
*I propose that if something like this is available at all, that it should work more like a status effect, through some sort of item, spell, skill, etc.. since it seems to be some manner of attempting to quantify your level of ..&amp;quot;nothingness&amp;quot; (..?) it doesn&#039;t seem to make sense that you should be creating it by combining everything.&lt;br /&gt;
**Why don&#039;t we try figuring out how the score &amp;amp; skill systems will work, before trying to lay this stuff out so definitely.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Seeing as how we stopped calling &amp;quot;Time&amp;quot; and &amp;quot;Space&amp;quot; as Elements (ahem), I will stop calling Null as an element as well. Despite the fact it IS an element in almost all elemental schematics... However, we are not using it in that sense, rather it is the absence/fullness of all the elements, thus you are correct that it is a combination (causing a status effect) as opposed to a complete and separate element. And as I&#039;ve explained, it isn&#039;t so much nothingness at all, but rather a perfect combination that nullifies the benefits of all others. For instance, Water is strong against Fire, incurring 200% damage. Null, on the other hand, would give and receive a perfect 100% all-around, thus nullifying any benefits of the other elements. That is simply due to it&#039;s nature: all the elements combined in perfect harmony. And although having a player with a perfect null condition would be foolish and make no sense gameplay-wise, having nullified armor and weapons would make perfect sense. After all, an extremely skilled alchemist could, with proper time, patience, and materials, can enchant a particular weapon or armor with an element. Once the player reaches a certain level/rank/whatever, they can have certain equipment imbued with &amp;quot;null.&amp;quot; For instance, a fire sword will do 50% damage to water. A null weapon, on the other hand, will do 100% damage to everybody. Null armor will negate the weakness of the player&#039;s elemental alignment. The catch is that the only armor/weapons that can be imbued with null are either very weak, or have inherit flaws. For instance, a weapon may wear out sooner (I fully plan on having weapons that break over time/use), or armor may be nullified against elements (mainly magic/element weapons), but be very weak against any physical attacks (such as the armor being made of cloth/leather). And as for the score system...? What scoring system are you talking about? Skills? Oh, that one&#039;s easy. Just ask Crush/Rotonen. :) So in that case, null would be technically classified as a sub-sub-sub-element which imbues status effects. Or nullifies them.&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 09:42, 15 March 2007 (CET)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6298</id>
		<title>Archive:Threat level</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6298"/>
		<updated>2007-03-11T08:36:47Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added reply.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
&lt;br /&gt;
The premise of this page is to demonstrate a possible monster-threat system, where the game would warn the player when the monster is too strong for them to defeat. The system proposed here is fairly simple, but should work fine. Of course, this assumes the player isn&#039;t using any glitches/cheats. There might be a small bit of error for long-ranged players, due to the distance the monster has to travel to attack.&lt;br /&gt;
&lt;br /&gt;
 if m. exp &amp;lt; 0.1% p. lvl exp =&amp;gt; gray&lt;br /&gt;
     if (m. spd &amp;gt; player spd) &amp;amp; (m. atk &amp;gt; p. atk) &amp;amp; (m. hp &amp;gt; p. hp) =&amp;gt; red&lt;br /&gt;
     if (m. spd - player spd) &amp;lt; -99% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) = -50% to 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
     if (m. spd - player spd) &amp;gt; -100% &amp;lt; 1% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) = -50% to 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
     if (m. spd - player spd) &amp;gt; 0% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -199% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -249% m. hp =&amp;gt; green&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; -200% m. hp =&amp;gt; red&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 0% &amp;amp; &amp;lt; 49% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 50% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 0% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; -49% &amp;lt; 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m. hp =&amp;gt; green&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
:&#039;&#039;What would you say about, defining a meaningful way to calculate being levels and basing threat level on that? --[[User:Avaniel|Avaniel]] 17:50, 9 March 2007 (CET)&#039;&#039;&lt;br /&gt;
::Like WoW? Sure we were discussing that. Monster levels could easily fit into this equation. &amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 06:05, 10 March 2007 (CET)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In my opinion it is impossible to calculate the threat level of a monster automatically. At least not on the new server. There are just too many factors that make a monster more or less difficult to defeat whichs importance is based on the combination. AI script, spells and special attacks, resistances against various forms of damage, attack zone and so on. When we use a threat level system we have to estimate the threat level of each monster type manually. --[[User:Crush|Crush]] 15:14, 10 March 2007 (CET)&#039;&#039;&lt;br /&gt;
::Quite obviously. However, the system will do fine on eAthena until we can get a better system going. Naturally the monsters would be far too complex to use such a simple equation. Or even an equation at all. But for now, this should do fine. &amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 09:36, 11 March 2007 (CET)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6290</id>
		<title>Archive:Threat level</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6290"/>
		<updated>2007-03-10T05:05:46Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added reply.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
&lt;br /&gt;
The premise of this page is to demonstrate a possible monster-threat system, where the game would warn the player when the monster is too strong for them to defeat. The system proposed here is fairly simple, but should work fine. Of course, this assumes the player isn&#039;t using any glitches/cheats. There might be a small bit of error for long-ranged players, due to the distance the monster has to travel to attack.&lt;br /&gt;
&lt;br /&gt;
 if m. exp &amp;lt; 0.1% p. lvl exp =&amp;gt; gray&lt;br /&gt;
     if (m. spd &amp;gt; player spd) &amp;amp; (m. atk &amp;gt; p. atk) &amp;amp; (m. hp &amp;gt; p. hp) =&amp;gt; red&lt;br /&gt;
     if (m. spd - player spd) &amp;lt; -99% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) = -50% to 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
     if (m. spd - player spd) &amp;gt; -100% &amp;lt; 1% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) = -50% to 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
     if (m. spd - player spd) &amp;gt; 0% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -199% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -249% m. hp =&amp;gt; green&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; -200% m. hp =&amp;gt; red&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 0% &amp;amp; &amp;lt; 49% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 50% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 0% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; -49% &amp;lt; 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m. hp =&amp;gt; green&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What would you say about, defining a meaningfull way to calculate being levels and basing threat level on that? --[[User:Avaniel|Avaniel]] 17:50, 9 March 2007 (CET)&#039;&#039;&lt;br /&gt;
::Like WoW? Sure we were discussing that. Monster levels could easily fit into this equation. &amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 06:05, 10 March 2007 (CET)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6281</id>
		<title>Archive:Threat level</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6281"/>
		<updated>2007-03-09T13:29:59Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Replaced simple equation with far more complex one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
&lt;br /&gt;
The premise of this page is to demonstrate a possible monster-threat system, where the game would warn the player when the monster is too strong for them to defeat. The system proposed here is fairly simple, but should work fine. Of course, this assumes the player isn&#039;t using any glitches/cheats. There might be a small bit of error for long-ranged players, due to the distance the monster has to travel to attack.&lt;br /&gt;
&lt;br /&gt;
 if m. exp &amp;lt; 0.1% p. lvl exp =&amp;gt; gray&lt;br /&gt;
     if (m. spd &amp;gt; player spd) &amp;amp; (m. atk &amp;gt; p. atk) &amp;amp; (m. hp &amp;gt; p. hp) =&amp;gt; red&lt;br /&gt;
     if (m. spd - player spd) &amp;lt; -99% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) = -50% to 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
     if (m. spd - player spd) &amp;gt; -100% &amp;lt; 1% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) = -50% to 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 99% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 149% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 100% m. hp =&amp;gt; green&lt;br /&gt;
     if (m. spd - player spd) &amp;gt; 0% m. spd&lt;br /&gt;
         if (m. atk - p. atk) &amp;gt; 49% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -199% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -249% m. hp =&amp;gt; green&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; -200% m. hp =&amp;gt; red&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 50% &amp;amp; &amp;gt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 0% &amp;amp; &amp;lt; 49% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 50% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; 0% m. hp =&amp;gt; green&lt;br /&gt;
         if (m. atk - p. atk) &amp;lt; 0% m. atk&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; 49% m. hp =&amp;gt; red&lt;br /&gt;
             if (m. hp - p. hp) &amp;gt; -49% &amp;lt; 50% m. hp =&amp;gt; orange&lt;br /&gt;
             if (m. hp - p. hp) &amp;lt; -50% m. hp =&amp;gt; green&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6279</id>
		<title>Archive:Threat level</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Threat_level&amp;diff=6279"/>
		<updated>2007-03-09T11:43:56Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added in Monster Threat Level page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
&lt;br /&gt;
The premise of this page is to demonstrate a possible monster-threat system, where the game would warn the player when the monster is too strong for them to defeat. The system proposed here is simple, but should work fine. Of course, this assumes the player isn&#039;t using any glitches/cheats. There might be a small bit of error for long-ranged players, due to the distance the monster has to travel to attack.&lt;br /&gt;
&lt;br /&gt;
 if (p. lvl exp - m. exp) &amp;lt; 0.1% =&amp;gt; gray&lt;br /&gt;
     if (p. hp - m. atk) =&amp;lt; -11% p. hp =&amp;gt; red&lt;br /&gt;
     if (p. hp - m. atk) = -10% to 5% p. hp =&amp;gt; orange&lt;br /&gt;
     if (p. hp - m. atk) &amp;gt;= 6% =&amp;gt; green&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Stats&amp;diff=6273</id>
		<title>Revolt:Stats</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Stats&amp;diff=6273"/>
		<updated>2007-03-08T04:53:04Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Fixed broken link -&amp;gt; RO Stats Calculator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
This is the currently used stat system. Because The Mana World is currently using the Ragnarok Online Server Emulator eAthena as a server backend the game mechanics are identical to the online game Ragnarok Online. Note that this is only a temporary state. The game will switch to an unique stat system as soon as the [[Server_development|new server platform]] is ready.&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
Raises your attack speed and your dodge.&lt;br /&gt;
* +1 evade per point.&lt;br /&gt;
* Increased attack speed per point (complicated, but based on the attack speed of the weapon you are using).&lt;br /&gt;
&lt;br /&gt;
== Dexterity ==&lt;br /&gt;
Raises your bow damage and your accuracy rate. &lt;br /&gt;
* +1 to hit per point.&lt;br /&gt;
* Increased attack speed per point (complicated, but based on the attack speed of the weapon).&lt;br /&gt;
* +1 base damage per point for missile weapons.&lt;br /&gt;
* Bonus for missile weapons (such as bows).&lt;br /&gt;
* +1 base damage per 5 points for melee weapons.&lt;br /&gt;
* +1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. max. and min. values become the same).&lt;br /&gt;
&lt;br /&gt;
== Vitality == &lt;br /&gt;
Raises max health points and defense. &lt;br /&gt;
* +1% to max health points per point.&lt;br /&gt;
* +0.8 weapon damage reduction (defensive) per point.&lt;br /&gt;
* Healing items effect increased by +2% per point.&lt;br /&gt;
* Every 5 full points of vitality increases health points recovery power by 1.&lt;br /&gt;
* For monsters, there is a bonus to damage reduction.&lt;br /&gt;
* There is a hidden bonus of +1 intelligence style magic defence per 2 points (currently not used in TMW).&lt;br /&gt;
&lt;br /&gt;
== Luck == &lt;br /&gt;
Raises max lucky dodge. &lt;br /&gt;
* +1 base damage per 5 points of luck for missile and melee weapons.&lt;br /&gt;
* +1 crit chance per 3 points of luck.&lt;br /&gt;
* +1 &amp;quot;lucky&amp;quot; dodge chance (the right hand part of your evade value) per 10 points of luck.&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
Raises your MP and mind abilities (currently not used in TMW). &lt;br /&gt;
* +1 Base Magick Atack per point.&lt;br /&gt;
* +1% to Max SP per point.&lt;br /&gt;
* SP Recovery items effect increased by +2% per point.&lt;br /&gt;
* Every 6 full points of intelligence increases spirit points recovery power by 1 and past 120 intelligence, every 2 intelligence gives a bonus to spirit recovery power of 1.&lt;br /&gt;
* A bonus to min. magick attack.&lt;br /&gt;
* A bonus to max. magick attack.&lt;br /&gt;
* +1 spell damage reduction (defensive) per point.&lt;br /&gt;
&lt;br /&gt;
== Strength == &lt;br /&gt;
Raises your attack and damage of your hits.&lt;br /&gt;
* +1 base damage per point for melee weapons.&lt;br /&gt;
* A bonus for melee weapons.&lt;br /&gt;
* +1 base damage per 5 points for missile weapons.&lt;br /&gt;
* +30 carrying capacity per point of base strength (the left hand part of strength only).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://rodatazone.simgaming.net/mechanics/stats.php RO DataZone]&lt;br /&gt;
* [http://ro.doddlercon.com/calc/calcx.html RO Stats Calculator] (do only change the Lvl, STR, AGI, VIT, INT, DEX, LUK values!)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Elements&amp;diff=6265</id>
		<title>Archive:Elements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Elements&amp;diff=6265"/>
		<updated>2007-03-07T06:06:31Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added in new schematics, diagrams, etc. I also cleaned up the article a tad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_yellow}}&lt;br /&gt;
&lt;br /&gt;
Dabe and myself decided that there are 5 elements in the mana world.&lt;br /&gt;
*Earth&lt;br /&gt;
*Water&lt;br /&gt;
*Fire&lt;br /&gt;
*Air&lt;br /&gt;
*Null/Void/Mana/whatever&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each element has:&lt;br /&gt;
*Various strengths/weakness/personalities attached to the element&lt;br /&gt;
*Weapons that inflict damage with the property of the element&lt;br /&gt;
*A [[Magic system|magic discipline]] associated to it&lt;br /&gt;
*Creatures that have the property of the element&lt;br /&gt;
&lt;br /&gt;
Null is an exception in that it is the combination of the other four elements, and thus is an enigma.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects of the Elements==&lt;br /&gt;
{{Status_construction}}&lt;br /&gt;
If we use Dabe&#039;s new idea for the races, then it will require each elemental alignment to change the person&#039;s character.&lt;br /&gt;
&lt;br /&gt;
Earth, due to it&#039;s heaviness, would cause it&#039;s host to be unmovable, unwilling to change, and always sure of their actions, thus confident. Those aligned with earth tend also to be stubborn, physically strong and well balanced, due to their unmoving nature.&lt;br /&gt;
&lt;br /&gt;
Water, due to it&#039;s free-flowing nature, will also imbue this nature into it&#039;s aligned host. Plants and such like are included in this category for they are quick to change and grow. Water is associated heavily with a contentment with change and a willingness to &amp;quot;go with the flow.&amp;quot; It also includes a great deal of growth, but not much stability. Thus, one aligned with water will be flexible and adaptable but very easily swayed by emotion.&lt;br /&gt;
&lt;br /&gt;
Fire, due to it&#039;s destructive nature, will cause all those aligned to it a fierce temper. It also imbues a great deal of energy and motivation to it&#039;s host. Passionate, outgoing people are often characterized as being aligned with fire.&lt;br /&gt;
&lt;br /&gt;
Air, because of it&#039;s great freedom, allows the user to be even more free-flowing than water, also allowing tremendous intellect. Along with this great openness of nature is a feeling of elusiveness and compassion. Though those aligned with air may gain many benefits, they are unable to turn the course of the world. They are blown about by the smallest breeze without a care in the world. Thus, despite their amazing gifts, they are often unable to use them due to their evasiveness in changing the world.&lt;br /&gt;
&lt;br /&gt;
Null, seeing as how it is the absence and combination of all the other elements, is not choose-able as an element. Instead, it is a goal to work towards. Naturally the name implies a lack of emotion or thought. Acting without worrying for the consequences. Following your instincts rather than your logic. All these are characteristics of Null. Likewise, because of this emptiness of mind and heart, one aligned with this element cannot be easily swayed, yet is flexible, yet is powerful. This is the end-all element, the final goal for both warrior and mage alike. One who can attain an alignment with this element will gain much both physically, mentally, and magically; though the price to be paid is a great deal of time and energy.  Likewise, in order to obtain this element, the player must first obtain all four elements, then forsake them.&lt;br /&gt;
&lt;br /&gt;
==Elemental Effect==&lt;br /&gt;
{{Status_construction}}&lt;br /&gt;
Elemental-based skills / items / weapons effect (damage, cure, etc) targets based on elemental alignment.  Depending on the target&#039;s elemental alignment, the effect can be increased or reduced. &lt;br /&gt;
&lt;br /&gt;
Each element has an opposing element. It deals 200% damage to the opposing element and 50% damage to itself. The exception is the sub-elements, which deal 150% damage to the opposing element, and 75% to itself. This is because each sub-element is made up of two pure elements.&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Air &amp;gt; Water &amp;gt; Fire &amp;gt; Earth &amp;gt; Air, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning &amp;gt; Metal &amp;gt; Wood &amp;gt; Ice &amp;gt; Lightning, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Elements.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The exception to this is null, which is a combination of all the other four elements together.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;According to the [[backstory]], 4 of these elements were used to create &amp;quot;the Guardian of Death&amp;quot; Fire, Earth, Darkness, Time) and the other 4 elements (Water, Air, Light, Space) were used to create &amp;quot;the Guardian of Life&amp;quot;. That separates the elements into two groups of life aligned elements and death aligned elemets.&lt;br /&gt;
&lt;br /&gt;
Elements deal 150% damage to elements of the other alignment other than the opposing element and 75% damage to the elements of the same alignment other than itself.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
I sort of don&#039;t understand why we&#039;re listing &amp;quot;Ice&amp;quot; and &amp;quot;Lightning&amp;quot; here, unless it&#039;s simply to remind us where they will apply.  I just don&#039;t want the Tritan to become associated with ice, nor the Sparron with lightning.  For air I wanted to use an Air/Aero/Wind-scheme, which seems underused in most adventure/rpgs.  With the water spells.. try to think of the difference between Marle and Frog in &#039;Chrono Trigger&#039; .. I would prefer if we _mostly_ stuck to Frog&#039;s type of water-magic.  I want a Geyser spell! - [[User:Dabe|Dabe]] 18:16, 18 September 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
That part about Life and Death being constructed of opposite elements was sort of a device for the human/demon struggle.  The idea was that humans believed themselves to be retainers to the fictional element of &#039;Life&#039;, whereas the demons believe themselves to be retainers to &#039;Death&#039;.  I had not imagined much in the means of it effecting gameplay.  We should talk about this at some point, because it raises the question &amp;quot;Why bother?&amp;quot; .. It seems much more effective and interesting to leave the conflict at a question of, &amp;quot;Who is the retainer to the element of &#039;Mana&#039; ..?&amp;quot;  This would be more fun, because both races would be arguing over which was the true retainer to an element that only exists in their imaginations.  Perhaps we should reserve ourselves to getting the cycle of Life and Death agreed upon, both story and gameplay-wise. - [[User:Dabe|Dabe]] 18:16, 18 September 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
Time and Space break the convention as &amp;quot;elements&amp;quot; and are exceedingly difficult to implement magic-wise.  In &amp;quot;Secret of the Mana&amp;quot;, the 8 elements included Luna (Metal) and Wood instead.  I thus submit a counter-proposal as follows: [[Image:ElementWheel.png]]&lt;br /&gt;
* 8 Elements: Metal, Fire, Light, Air, Wood, Water, Dark, and Earth (in that order)&lt;br /&gt;
* Each element thus has 2 neighboring elements, prehaps with moderate resistance and/or easier to learn spells&lt;br /&gt;
* Each element thus has a opposing element which it contradicts (and thus weak against)&lt;br /&gt;
--[[User:ArcRiley|ArcRiley]] 16:41, 7 December 2006 (CET)&lt;br /&gt;
: In Secret of Mana Luna did not represent metal but moonlight and Dryad represented life and nature and not wood. So that SoM argument doesn&#039;t count. --[[User:Crush|Crush]]00:43, 8 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
: See http://en.wikipedia.org/wiki/Elemental_spirits_%28Seiken_Densetsu%29 , also metal and wood are found in traditional (real life) elemental wheels from various cultures, are easily seen as opposites of each other, fit well on the wheel, and make for good races &amp;amp; magic --[[User:ArcRiley|ArcRiley]] 10:07, 11 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of you already know this, but I&#039;m seriously opposed to the idea of using time and space as elements. It just makes no sense whatsoever. Yes, there WILL be people who want haste/slow/stop/quicken spells, but those can easily be used with the current elements. Fast as the wind, anyone? Use water/earth to slow your opponent. That sort of thing. It wouldn&#039;t be hard to implement at all. I also agree with Dabe: water and ice, although quite similar, and composed of the same elements, are altogether different. Water is, water. Ice is a darker, harder, and grittier form of water. -- [[User:Pauan|Pauan]] 06:17, 3 January 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Elements.png&amp;diff=6264</id>
		<title>File:Elements.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Elements.png&amp;diff=6264"/>
		<updated>2007-03-07T05:56:19Z</updated>

		<summary type="html">&lt;p&gt;Pauan: This is a slightly revised version of the Element chart made by Dave. I included a circular route to indicate which element is stronger than the other. Earth and Water make Wood. Water and Air make Ice. Air and Fire make Lightning. Fire and Earth make Met&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a slightly revised version of the Element chart made by Dave. I included a circular route to indicate which element is stronger than the other. Earth and Water make Wood. Water and Air make Ice. Air and Fire make Lightning. Fire and Earth make Metal.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=6263</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=6263"/>
		<updated>2007-03-07T04:13:45Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added elements page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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| style=&amp;quot;vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;&amp;quot;|Welcome to The Mana World wiki! This wiki is meant to provide information to our players, to provide an easy way to contribute to the development of certain parts of the game and to improve collaboration between people on the development team. We hope you will find what you are looking for. To be able to edit you have to login, but signing up is free and requires no activation.&lt;br /&gt;
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=== Top Priority Projects! ===&lt;br /&gt;
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&amp;lt;hr&amp;gt;&lt;br /&gt;
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&amp;lt;hr&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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== Development ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;World:&#039;&#039;&#039; [[Backstory]], [[Geography]], [[Creatures]], [[Organizations]], [[Elements]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
=== Reference ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Game:&#039;&#039;&#039; [[Map development]], [[NPC development]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
:&#039;&#039;&#039;GUI / Interface:&#039;&#039;&#039; [[Keyboard usage]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;RFCs:&#039;&#039;&#039; [[Animations]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Outdated ===&lt;br /&gt;
&lt;br /&gt;
:[[Important NPCs]], [[Finished NPCs]]&lt;br /&gt;
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|}&lt;br /&gt;
__NOTOC__ __NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Teleportation&amp;diff=6251</id>
		<title>Archive:Teleportation</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Teleportation&amp;diff=6251"/>
		<updated>2007-03-06T11:40:01Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Fixed up some spelling errors and inconsistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
==The Leylines==&lt;br /&gt;
The mana isn&#039;t a homogeneous force field. Although the mana can be found everywhere in a density high enough to support life and cast spells, there are places where the mana is concentrated higher than usual. There are concentrated streams of mana energy running across the whole land. Mana energy flows through these streams over the whole continent. Whenever there is a lack of mana energy somewhere, for example when a human casts a spell, then mana energy from all around the world travels along these streams to that place to even out the imbalance of mana energy. These streams are called &amp;quot;leylines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Geomancers==&lt;br /&gt;
Most of what we know about the leylines is thanks to a dynasty of researchers calling themselves the Geomancers. The geomancers spent generations to cartograph the leylines and to research their nature. They created stone monuments of varying sizes and shapes along the leylines to mark their position and to make research on them. Some of these monuments allow the geomancers to gauge the density and speed of the mana streams or to extract mana from or inject mana into the streams. Many well known magicians criticized the geomancers for these experiments because they were afraid that they would disturb the balance of mana what could have unforeseen consequences.&lt;br /&gt;
&lt;br /&gt;
The geomancers usually wear clothes in brown and green colors and plain brown leather caps. Their distinctive mark is the dowsing rod which is used to detect leylines and other metaphysical phenomenons and which they always carry with them although many geomancers do it merely for traditional reasons. The rod is usually attached to the belt when not used.&lt;br /&gt;
&lt;br /&gt;
==Practical use of the leylines==&lt;br /&gt;
Although the research of the leylines was merely theoretical for centuries, lately geomancers found various ways to make practical use of the leylines. the most interesting use they found is the possibility for humans to travel along the leylines from one place to another in seconds. in this process the person and everything it carries with it is converted into pure mana energy using a special stone monument the geomancers call &amp;quot;gateway&amp;quot;. then the person is injected into the mana stream and extracted out of it at another gateway. although some magicians state that the process may have unforeseen risks and could lead to late effects when done too often, the geomancer state that it is perfectly save.&lt;br /&gt;
&lt;br /&gt;
The geomancer offer this service for a small amount of money to everyone.&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Teleportation&amp;diff=6250</id>
		<title>Archive talk:Teleportation</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Teleportation&amp;diff=6250"/>
		<updated>2007-03-06T11:39:11Z</updated>

		<summary type="html">&lt;p&gt;Pauan: Added in reply to Crush.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The explanation of the leylines maybe needs a bit rephrasing to be consistent with the world backstory. --[[User:Crush|Crush]] 01:35, 4 January 2007 (CET)&lt;br /&gt;
::Seems rather fine to me. It&#039;s mostly some idle references to places we decided against that seem to be the problem. Such as Astra. The backstory itself doesn&#039;t touch much on mana, so as long as Dave remains silent, the article seems to be consistent to me.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&amp;lt;i&amp;gt;&amp;lt;s&amp;gt;----&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[User:Pauan|Pauan]] 12:39, 6 March 2007 (CET)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pauan</name></author>
	</entry>
</feed>