Member
Level 6
Apprentice System
12

Forum Posts

1 - 12 of 12

    bolly
    06/04/2012 2:59 pm
    Level 6 : Apprentice System
    ello everyone! This is a quick guide through the new spell and abilities system that is currently being implemented step by step this week – as you may have seen there are 7 new abilities in the world that are accessible through npc drops or trades from other players (excluding shops). Here is a quick overview on how this works
    Player Levels
    Players can gain levels in 2 different trees there are:

    Standard
    Basic Level – Unused at this time and always levels regardless
    Specialisation
    Combat Level – Melee Buffs
    Ranged Level – Archery Buffs
    Scholarly Magic Level – Arcane and Elemental Magic
    Natural Magic Level – Divine and Nature Magic
    You can see your current levels with the /stats command
    Level Caps
    Levels work in two ways – Basic Levels and Specialisation Levels – basic levels will level to 10 without any issues
    Specialisation levels (combat,ranged,scholarly,natural) have an overall total level of level 10 – this means that if you raise your natural magic to level 5, you will only have 5 levels to spread across the other 3 specialisation levels
    This means that if you want to cast level 10 natural spells and be a druid then you will need to focus only on natural magic – if you want to be a pure wizard you should focus only on scholarly levels
    As the level cap rises to 20, this will open up the opportunity for you to have level 10 in nature, level 10 in scholarly if you so choose, or you can go all the way up to 20 in one skill. You could also put 5 levels into each if you wanted.
    Raising Levels
    It’s very simple to raise levels, you simply use the types of magic that you wish to raise, so if you want to raise natural magic, you would start out by casting Strike of Methebeht
    If you wanted to use scholarly magic, you’d cast Conjure Fire
    Requirements
    Most spells and abilities require either a specialisation level or a basic level and a race (ie race abilities)
    Resetting Specialisation Levels
    Some of you may be thinking that you wish to move around your specialisation, at some point very soon I will be adding a specialisation reset (ie /reset natural)
    Finding Spells
    Spells and abilities have a 5% chance to randomly drop on npcs but you can also trade a spell with another player by throwing it at them
    Using Spells
    Using spells is fairly simple, you hold the spell in your hand and right click it either on a target or just by itself (depending on the type of spell) Some spells require entities as targets such as damage spells and heal spells, others require nothing such as teleport spells
    Mana and Power
    Power is how much energy you have to use a spell/ability, you can increase it by /meditate which can be done once every 30 seconds and increases your power by 25. The max power you can have at the moment is 100. Different spells require different amounts of power. You can find out how much power a spell requires by using the /queryitem command whilst having a spell in your hand
    Useful commands
    /meditate
    /queryitem
    /stats
    More soon!
    1
    bolly
    06/04/2012 2:59 pm
    Level 6 : Apprentice System
    Changelog

    The spawn has add a overhaul to help new players with new commands, spells etc
    Added two new druid spells – Spell: Ring of the Fallen and Spell: Circle of the Fallen
    Updated teleport spells to use cooldown timers
    Added a new racial ability – ‘Ancient: Gift of Darkness’
    Several back end changes and partial implementation of buffs
    You will now receive 3 gold ingots everytime you plant a flag in new or enemy territory
    The amount of money generated from flags that can be withdrawn by /alliance withdraw has been reduced
    The colour of alliance chat has been changed to aqua
    Market place shops now pop all signs on the end of renting (deadbolt)
    Market plots now show the Merchant when right clicking
    You will now receive 3 gold ingots everytime you plant a flag in new or enemy territory
    The amount of money generated from flags that can be withdrawn by /alliance withdraw has been reduced
    The colour of alliance chat has been changed to aqua
    Market place shops now pop all signs on the end of renting (deadbolt)
    Market plots now show the Merchant when right clicking
    Added two new spells Ring of Frost and Succor: Meropis
    Added the specilisation reset command: /reset
    Removed join/part stream hide
    Max level is now 15
    Request: Added exp requirements to the /stats command
    Fixed a bug reported by ejmejm
    Added two new spells Translocate: Ash, Succor: Ash
    Added levels (max level 10 at the moment but up to 50 implemented)
    Added /stats command to show level and experience
    Added spell Ring of the North, Ring of the South, Ring of the West
    1
    bolly
    04/22/2012 5:14 pm
    Level 6 : Apprentice System
    Lore

    More detailed race lore can be found at http://soliniaonline.wikia.com/races

    Modern Human

    Following the many years of interbreeding between races in Tsiyon and other areas of the world the human race consists of a mixture of Meroei, Eusebian, Endol and Chunel. Descended from the shipwrecked crew of Element 5sent to scout the western hemisphere they (after a great struggle) founded the city of Alaris which was to become the birthplace of the Modern Human Empire. Following the growth of the city they spread north found Northreach and eventually Meropis where they have built an empire to span much of the western world.

    However, as the empire grew it had become bloated and many of it's citizens consistently suffered a gradually worser life year by year. Due to this, several renegade elements attacked the capital taking out the last steward of the empire sending the near by lands into chaos.

    High Elves

    This western hemisphere race originally descended from the Vishim , an ancient eastern elven race. Once a holy vishim order in the city of Alaris, the High Elves have become a noble and virtuous race seeking only to honour their gods. Their fanatical devotion has led them to discover all manners of new magic (which they are reluctant to share with non-believers, even their elven cousins) and their knights have been known to rival even the many paladin orders of Tsiyon .

    Some consider the High Elves to be uppity and snooty but some of the more scholarly races such as the High Humans find their logical and determined mindset to be an appropriate modern trait.

    Wood Elf

    Following the construction of the city of Alaris , the Vishim survivors of Element 5 spent much of their time continuing old traditions from the eastern lands. During this period a subsect of the Vishim spent more and more time amongst the Eusebian survivors and created a community in reverence of the gods of nature.

    The Wood Elves are naturally skilled in ranged combat and in close quarters with light weapons - they respect all things nature and take great care to ensure the safety of the creatures and the forests they call their home. They have given up the city life their Vishimdescendents gave them in Ravenholme and now favour living in and sometimes above the trees of their beloved forests.

    Since the Vishim race began to branch off into Wood Elf and High Elf their differences have become ever more increasing although they still remain brethren to each other. Some might say however that the High Elves still look down on their lesser civilised cousins.

    Dark Elf

    The Dark Elf race is somewhat surrounded in mystery, but those that have delved into ancient Mysmaal lore have uncovered the truth of the origins of this race. It is not clear exactly how or when but it is certain the Mysmaal captured and tortured several Vishim during a midnight raid on the city of Alaris.

    What followed was almost a decade of deformation and twisting of the Vishim prisoners in the persuit of creating an obedient mysmaalian slave - several of the Vishim died in the process but two were strong enough to survive and were bred, over many generations as servants, guardians and for even darker duties.

    However, due to the kidnappings a Meroei by the name of Elarok Lightbringer (a daughter of one of the victims) finally uncovered the Mysmaal nest and slayed it's overfiend, Count Sythik D'Mirax who was promptly beheaded and quartered. Following the death of Sythik, the Vishim abominations finally became free and self aware and they butchered all remaining Mysmaal and even their rescuers.

    The Mysmaal nest has since become a bastion of darkness and power of this newly born race who, despite their Vishim and Mysmaalian origins feel they have become elevated far above both. They fear nothing and are brutally dangerous in combat and exceptionally skilled with dark and light magic and solely worship the diety of hate and betrayal, Deuzulus.

    Angels

    Angels have been the subject of myths among the modern races of Solinia for countless aeons. Some believe they are holy beings and pay homage to them in various religious texts and others say they are merely stories told to give people hope and strength in times of turmoil.

    The fact of the matter is that the Angels are alive and well and have been so for longer than any other race on Solinia, they are descended from the Tinai and are spoken of in the Ancient Texts surrounding the horrific events that took place during the Cataclysm.

    The (very) ancient Genesis story of provides more information about this fabled race who have returned to bring their god Methabeht back to Solinia.

    Barbarians

    Centuries ago when the Vishim held their seat of power in Caer'Bedion on Asgarad , they had spoken of a barbaric race that shared traits similar to the Ancient Humans . They lived in the village of Faen Dan on the northern cliffs ofWinters Deep for as long as any of the Vishim can remember and were a peaceful people who had simple lives and were furious fighters. They held equillibrium with the wildlife around them, tamed wolves and fed off the gargantuan mammoths that stomped the great plains.
    At some point, this race must have made their way over the western hemisphere as several tribes have been spotted among the many island chains. They are led by Cheiftans and are weary of outsiders but do not engage in open warefare unless provoked. Despite their simple lives this race should not be trifled with.
    1
    bolly
    04/21/2012 9:39 am
    Level 6 : Apprentice System
    we're working on a race roleplay server - http://www.minecraftforum.net/topic/116 ... cepvptowny

    come along
    1
    bolly
    09/13/2011 11:48 pm
    Level 6 : Apprentice System
    check the version listed in the bottom left - if you ran mcpatcher then maybe you forgot to delete minecraft-1.8.jar as listed in the mcpatcher thread? (if not then this doesnt apply but thats the common cause of your question)
    1
    bolly
    09/13/2011 12:15 pm
    Level 6 : Apprentice System
    For those using MCPatcher HD textures - a new version that is compatible with this is out also: http://www.minecraftforum.net/topic/232 ... d-fix-211/

    Tested as working (follow proceedure with deleting 1.8 jar) and updated original post
    1
    bolly
    09/13/2011 11:19 am
    Level 6 : Apprentice System
    seems that endermen are still not aggroing players in multiplayer - doh!
    1
    bolly
    09/13/2011 10:49 am
    Level 6 : Apprentice System
    Exp orbs don't appear to be showing either but my exp goes up
    1
    bolly
    09/13/2011 10:18 am
    Level 6 : Apprentice System
    Haven't come across an endermen to test yet - anyone?
    1
    bolly
    09/13/2011 9:59 am
    Level 6 : Apprentice System
    Somethings:

    * SSP chunk memory leak
    * Mineshaft density (half now)
    * Increased stronghold count to 3 per map instead of one
    * Furnace tile entity crash
    * Crafting bench ghost items
    * Vines (and leaves) crash in nether
    * Use item animation in SMP (blocking and eating)
    * Blocking in SMP
    * Sprinting with right-click or sneaking
    * Added some blocks to creative mode
    * Fixed dropping items
    * Nothing can be eaten in creative mode
    * Enderman client-side problems
    * Chicken and cow drop burned food
    * Squids drop exp
    * 1.7 worlds should get structures
    * Farmlands rejecting melon and pumpkin seeds
    * Bonemeal on melons and pumpkins
    * Bonemeal on mushroom only works on dirt or grass
    * Added item drops for cracked and mossy smooth stone brick
    * Adjusted fog strength at low positions
    * Experience orb lag


    Stacking seems to have changed... checking out more
    1
    bolly
    09/13/2011 9:42 am
    Level 6 : Apprentice System
    works for me - one thing i did notice was holding down shift on stacked items now does the entire stack
    1
    bolly
    09/13/2011 9:41 am
    Level 6 : Apprentice System
    it's best to only give out the official minecraft.net urls as nobody knows what's been modified in anything else
    1

1 - 12 of 12

Welcome