Basic Concept
Forest (named to be changed) is a 2D MORPG that is completely player run. The only NPC's will be the trainer's that teach players skills in the "Hall" in the center of the map. Players can craft weapons/items to aid them. There is no monetary system in place. All players will trade through barter. There are a lot of skills that can be learned ranging from languages (each race has their own), combat, crafting, reading/writing, sneaking/hiding, and magic. Each player must choose a race (11 to choose from), each race varying in stats. For example, badgers have a large boost to Strength. Squirrels have a large boost to Nimbleness.
Typically, critters skilled in craft have low strength and fortitude, making them weak in combat. To counter this, they usually have a high nimbleness stat. The nimbleness stat helps critters climb tree's and can easily escape combat from large critters.
Stats - View Stats Page
Races - View Races Page
Interval
Over time, a player is awarded an "Interval". Each interval takes longer than it's previous. At the time of an interval, a player is awarded Skill Points, which can be used to increase their skills with an NPC trainer in The Hall. There is also a random chance that their Health, Stamina, or Mind points will increase. Stats will never increase through an interval and will never change unless boosted temporarily by magic.
Skills - View Skills Page
To obtain a skill, you must interact with an NPC trainer. Learning skills is far more affective learning from a teacher of your own race. Some skills are only made for certain races such as Quills (Hedgehog's only). A player attacking another player with close ranged combat (bare-handed usually) while the defender player has the Quills skill has a chance of taking damage and hurting themselves.
To raise a skill it costs 1 Skill point and an extra 1 is added on every increments of 10's the player already has in the skill. The amount the skill goes up depends on the players Stat in the "Primary Stat" that the skill depends on. Such as, if you have a high Luck stat, scrounging increase far more quickly. If you learn from a teacher of a teacher of your own race, the cost of skill points goes down, but never below 1.
Traits
Traits can only be chosen during the initial creation of their character. Traits can boost stats, or specific skills and have a variety of uses. To pick a positive trait, you must also pick an equal value negative trait.
Example positive traits:
Example negative traits:
Thirst and Hunger
Characters have to be maintained with water and food. Some foods/drinks give temporary bonuses to stats or skills. If a player neglects their hunger of thirst, they can suffer random damage and are severely penalized in skill use.
Players can drink from water streams and eat food that is scrounged about the map.
Combat
There are two states that a player can be in: conscious and unconscious.
A player is unconscious when their health reaches 0 or below. While unconscious, health recovers faster but they are vulnerable to being looted by other players.
Combat without a weapon can be done, but is only recommended for players with a high strength stat. Combat can also be done by flinging objects such as pebble's or shooting an arrow with a bow.
Damage is determined by the quality of the item being used and the player's skill in the type of combat they are engaging in. ie: Martial Arts, Daggers skill, Magery.
Burrows
Players after a set number of Interval's are awarded a burrow certificate. They can use the burrow certificate to place a burrow anywhere on the open map. It must be placed away from roads and trees. While in their burrow while it is locked, they are able to edit the map inside the burrow however they wish. Players typically turn their burrows into shops or homes.
Items
There is an array of metals that can be forged with. The strongest being Magite and the weakest being Tin.
Crafting can also be done with forest items such as wood planks or bark to make simple shields or weaponry. Among these items also includes cups or mugs, which can be filled with water/drinks so you don't have to return to a water source for a longer period of time.
All crafted items are assigned a quality at its creation. The quality will be both random, and based off the players crafting skill.
Qualities:
The Map
The map will be very vast and should go on for a few minutes in each direction. There are several types of terrain that can have different items scrounged from them. Swamps have fungi and swamp leaves while regular grass maps contain leaves and bark. Beaches contain quartz crystals and pebbles.
In the center of the map is "The Hall". The Hall contains all the NPC trainers and no combat is allowed in this safe haven. Combat can be done everywhere else at any time.
Magic
There are several colors of magic, each with its own spells and abilities. To use magic, the player must have both the skill and a Quartz Crystal. Quartz Crystals can be enchanted with a color and also include a quality.
Forest (named to be changed) is a 2D MORPG that is completely player run. The only NPC's will be the trainer's that teach players skills in the "Hall" in the center of the map. Players can craft weapons/items to aid them. There is no monetary system in place. All players will trade through barter. There are a lot of skills that can be learned ranging from languages (each race has their own), combat, crafting, reading/writing, sneaking/hiding, and magic. Each player must choose a race (11 to choose from), each race varying in stats. For example, badgers have a large boost to Strength. Squirrels have a large boost to Nimbleness.
Typically, critters skilled in craft have low strength and fortitude, making them weak in combat. To counter this, they usually have a high nimbleness stat. The nimbleness stat helps critters climb tree's and can easily escape combat from large critters.
Stats - View Stats Page
Races - View Races Page
Interval
Over time, a player is awarded an "Interval". Each interval takes longer than it's previous. At the time of an interval, a player is awarded Skill Points, which can be used to increase their skills with an NPC trainer in The Hall. There is also a random chance that their Health, Stamina, or Mind points will increase. Stats will never increase through an interval and will never change unless boosted temporarily by magic.
Skills - View Skills Page
To obtain a skill, you must interact with an NPC trainer. Learning skills is far more affective learning from a teacher of your own race. Some skills are only made for certain races such as Quills (Hedgehog's only). A player attacking another player with close ranged combat (bare-handed usually) while the defender player has the Quills skill has a chance of taking damage and hurting themselves.
To raise a skill it costs 1 Skill point and an extra 1 is added on every increments of 10's the player already has in the skill. The amount the skill goes up depends on the players Stat in the "Primary Stat" that the skill depends on. Such as, if you have a high Luck stat, scrounging increase far more quickly. If you learn from a teacher of a teacher of your own race, the cost of skill points goes down, but never below 1.
Traits
Traits can only be chosen during the initial creation of their character. Traits can boost stats, or specific skills and have a variety of uses. To pick a positive trait, you must also pick an equal value negative trait.
Example positive traits:
- Brawny: +Strength
- Magic Aptitude: Extra magic learning bonus
- Nimble: +Nimbleness
Example negative traits:
- Pacifism: Can't initiate combat
- Scrawny: -Strength
- Mundane: Inability to use magic
Thirst and Hunger
Characters have to be maintained with water and food. Some foods/drinks give temporary bonuses to stats or skills. If a player neglects their hunger of thirst, they can suffer random damage and are severely penalized in skill use.
Players can drink from water streams and eat food that is scrounged about the map.
Combat
There are two states that a player can be in: conscious and unconscious.
A player is unconscious when their health reaches 0 or below. While unconscious, health recovers faster but they are vulnerable to being looted by other players.
Combat without a weapon can be done, but is only recommended for players with a high strength stat. Combat can also be done by flinging objects such as pebble's or shooting an arrow with a bow.
Damage is determined by the quality of the item being used and the player's skill in the type of combat they are engaging in. ie: Martial Arts, Daggers skill, Magery.
Burrows
Players after a set number of Interval's are awarded a burrow certificate. They can use the burrow certificate to place a burrow anywhere on the open map. It must be placed away from roads and trees. While in their burrow while it is locked, they are able to edit the map inside the burrow however they wish. Players typically turn their burrows into shops or homes.
Items
There is an array of metals that can be forged with. The strongest being Magite and the weakest being Tin.
Crafting can also be done with forest items such as wood planks or bark to make simple shields or weaponry. Among these items also includes cups or mugs, which can be filled with water/drinks so you don't have to return to a water source for a longer period of time.
All crafted items are assigned a quality at its creation. The quality will be both random, and based off the players crafting skill.
Qualities:
- Legendary
- Perfect
- Excellent
- Good
- Average
- Passable
- Poor
- Very Poor
- Abysmal
The Map
The map will be very vast and should go on for a few minutes in each direction. There are several types of terrain that can have different items scrounged from them. Swamps have fungi and swamp leaves while regular grass maps contain leaves and bark. Beaches contain quartz crystals and pebbles.
In the center of the map is "The Hall". The Hall contains all the NPC trainers and no combat is allowed in this safe haven. Combat can be done everywhere else at any time.
Magic
There are several colors of magic, each with its own spells and abilities. To use magic, the player must have both the skill and a Quartz Crystal. Quartz Crystals can be enchanted with a color and also include a quality.
- Crystal Magic: While not required to learn the other magic types, crystal magic will allow you to use it without damaging or destroying the crystal used to cast said magic.
- Blue Magic: Blue Magic is the magic of communication and truth. They will be able to send messages on the wind to a select recipient and temporarily bless themselves and others with the ability to see only the truth.
- White Magic: White Magic is the magic of healing and protection. Such spells include basic healing, transfers of positive physical status to another, and the removal of hexes associated with its opposite color.
- Black Magic: Black Magic is that of curses and hexes, such as temporarily inflicting a victim with lethargy, or jinxing their successes to a degree. While the curses will last for a fair amount of time on their own, they can be removed by one knowledgeable and prepared in White Magic.
- Orange Magic: Orange Magic controls the forces of nature, fire, wind, lightning, et cetera. Mild and slow weather control combined with the calling of, well, fire and lightning upon foes. (and, if wielded carelessly, friends or even the user!)
- Yellow Magic: The body is the domain of yellow magic. Yellow mages may satiate themselves and others with just a press of the yellow crystal, and even boost or slow metabolism in the same manner.
- Gray Magic: Gray Magic covers the entirety of magic itself. They may use 'blank' (quartz, normally) crystals to convert into batteries for spare mental energy, and may draw from them at any time, at which they may either use or give it to another, in addition to temporarily boosting and sealing the magic of themselves and others.";
- Red Magic: Red Magic covers weapons and the ability to use them, in a way. They may enhance a weapon and alter its weight to suit it better for its intended user. Inexperienced mages, however, risk damaging or outright destroying the weapon as a poor crystal mage would their crystal.
- Green Magic: Green Magery covers simply that of enhancement. They may take common tools and turn them into either a boost for everyday life or a deadly iron rock to be tossed at victims.
- Purple Magic: Purple Magic covers movement, and teleporting. It is also used for summoning critters to your location.