Introduction
Realm fighter is an upcoming Massively Multiplayer Online Role Playing Game.
Storyline
Upon one very dark and fateful day in the great land of Platania, far to the south of the continent, in the land of Memerake, Belico, the greedy God of Fire, corrupted by the power at his grasp, made his inspiring speech to his most loyal subjects:
“The time has come, my loyal demons. Go out into the realm. Bring me servants to work in my palace. Bring me slaves to build my wall. Bring me men to fight my war!” This militia marched into their very homeland of Memerake with unrelenting force, will, and cruelty, the likes of which had never been seen in Platania. Belico’s conquest of his very people was swift and he covered his land in darkness. Young women were captured for him in his palace, parents and children were taken to slave at the land for his insatiable greed, strong lads and men began work on his greatest of projects, the wall of Exfeny, to keep his slaves in. For months, the ones who announced their support to the evil God became rich in Belico’s wake, whereas those who were enslaved, the very kinsmen of the ones who had turned them into wretched, worthless beings were tortured, worked beyond mercy, and executed at the slightest whim.
But there were some with the integrity to oppose the God of Memerake. For Belico, could not rule his mortals without the help of a mortal Lord, and it was this man who once had been Belico’s greatest supporter, but when he witnessed first-hand the cruelty that his people had to endure he could stand it no longer. Lord Aranel of Memerake was his name, and he gathered the finest of Memerake’s enslaved, and marched to the palace with an army of those oppressed; men who had seen the destruction and wanted to fight for the freedom of Memerake. Some had been his personal knights, good warriors. Others were mere farm folk or peasants who had taken up swords. But all were brothers in arms. And he was met by Belico and his demons on a field only a few leagues from the beautiful building.
Belico charged at the fore of his army of demons and darkness. He brought terror on the army of Aranel, and filled the hearts of his well-trained demons with courage and a lust to defeat the army of freedom fighters before them. And it was there, upon that plain, the battle was met.
Swords clashed, axes slashed, spears clattered and shields shattered. Amidst the fighting, the great flesh incarnation of the God Belico sought out Aranel. Aranel raised his shield and brought his sword to. Belico grinned and launched himself forward. He raised his axe and brought it smashing down, but Aranel ducked under his shield. It was an attack of amazing force and Aranel felt the axe sink into his shield and his bone shatter.
As Belico tried to pull his axe away, Aranel twisted around and slashed with his sword. It made contact with the deity’s flesh form and slid down his upper arm leaving a bloody gash. The God’s spirit inside the flesh shell, while unaffected by the pathetic mortal weaponry, grew mad with rage and threw his fist forward with all his strength. Aranel fell back; his shield in Belico’s hand and his sword flew across the space to the edge of the onlookers. The god rounded on the human on the floor, but he did not see what had become of the king’s sword.
Behind the two combatants, the king’s brother, Teran, his sword smashed by the mace of a demon, snatched the sword from the ash and brought it to bear. Filled with rage for his brother, he dived forward and drove the blade up into the god’s thigh. Aranel saw the point come up through the other side. Belico howled in anger, and spun around with his axe, and Teran ducked but it was not enough; the young man was caught on the top of his head. He fell to the ground, his eyes closed. When Belico turned back, Aranel had disappeared, and he spat in disgust.
The battle raged on, and without their leader, the freedom fighters were routed by the hellish army. Belico, worried by the escape of Aranel, had every body searched and the work on Exfeny hurried, but there were great gaps, and one night, five men in the clothes of peasants, but carrying weapons and large packs, fled across the border and into another realm…
Classes
One of the fundamental character-basics of Realm Fighter is your class. Your chosen class (dependable on race) will determine what quests you will be able to complete, whether you can wield certain armour or weapons, how you battle and who you are strong/weak against etc. Therefore it is wise to chose carefully.
Warriors With great strength and physical powers, warriors typically attack enemies at a close range. They traditionally use weapons such as swords and maces which are very effective, if the wielder is strong enough. Warriors move on to become knights, adventurers, and mercenaries.
Mages With great levels of concentration, mages attack enemies with various spells that they have acquired. These spells can be bought, found, or discovered during various quests and in various locations. Mage's spells range from replenishing and nurturing to attacking enemies with various options from a fire bolt to a blast. Mages can choose to follow various paths, anything from becoming a healer to a sorcerer.
Ranger With great dexterity and swiftness, rangers typically attack enemies from a distance. They traditionally use weapons such as bows and arrows to keep far away and thereby avoid being directly confronted by an enemy. Rangers typically move on to become hunters.
Monk With great powers of persuasion, monks typically attack enemies with various prayers. Monks can be affiliated with many of the various gods and goddesses and gain powers of affiliation larger than those of any other class. Prayers, like spells, can range drastically from healing to combative arts. Monks can choose various paths, deeply depending on the god or goddess they wish to follow.
Crafter This class has been removed from the game. In it's place six global skills have been introduced that anyone can use.
Thief With great nimbleness, thieves typically attack enemies with small weapons at a close range. Thieves are able to steal various items in order to make money and gain experience. While many thieves are inclined to follow a darker path, others can differ and steal from those who are evil.
Guilds
Founding a Guild
Guilds are founded by posting a thread in the special forum dedicated to this matter. Within each thread, the founder must state the guild name, founder's name and purpose as a bare minimum. Once the guild is accepted, it will be added to a staff file and onto the server. The guild founder will then be contacted and informed of all relevant details.
Joining a Guild
On the Realm fighter forums, there will be guild recruitment threads, started by each founder, stating the pros, cons and requirements of the guild. Anybody wishing to join the guild should post in the thread. The new people are added to the guild listings and official rosters (held by RF staff and the guild High Command or HiCom). When they next log in, the guild leader will type in a command (to be specified, an example is /guildjoin followed by the guild name and the player name, like /guildjoin RealmFighterGuild, Administrator). The player 'administrator' will now become part of the guild and will be entitled to all guild bonuses, like exp share, guild chat and so on. New guilds will not require a client patch to be made.
Being part of a Guild
There are many bonuses (or handicaps, depending on how you view them) by being in a guild. One is exp share. When a player kills something that gives out experience, he or she will only receive around a third of the total experience. The remaining 2/3 of the experience points will be shared out among fellow guild mates that are nearby. This will happen regardless of the guilds size, age, etc. Another is ally/enemy share. This also, is only available to guilds. If there is a guild that one guild is close to, and the guild wants to stop accidental killings/attackings on them, the guild leader can type the command /MakeAlly and then the guild name. The allied guild cannot attack the other guild unless attacked first at close range. The same is true to the /MakeEnemy (followed by the player/guild name) command. The enemy can be attacked anywhere regardless of the normal rules, but when they flout the normal rules and attack in, say, a major God Realm city, the cities NPCs will instantly become hostile to the guild for four days. The guild will also be hostile to the entire realm's NPCs for three days. There is also the /MakeAllEnemy command, which turns the whole world hostile, but this is not advised. Though a guild can fight anyone anywhere, they are KoS (kill on sight) to every NPC, guild and player. Finally, there is the /MakeNeutral or the /MakeAllNeutral commands. These put players/guilds/everyone at a neutral status to the guild. These commands are denied to everyone save leaders of guilds, but everyone in the guild will be able to see allies and enemies. Being part of a guild, you can talk to your guild mates over private in-game messaging or your designated guild chat channel. Normally, there is private chat to any player, so long as you know his or her player name or a social chat with anyone in the vicinity. However, guilds have a group chat option. This means they are in constant communication with each other. Guild members can also see where other guild members are in the Realm Fighter world. Anyone in the guild can bring up a roster showing the guild member's name, level, place on the map and the option to open a private conversation. This is handy for guild coordination . Different guilds will have different objectives. Some may just be ones that group together for the experience. Others will have certain objectives, e.g., pirates, vigilantes, or simply just gangs. It is up to a guild member to work with the guild and further that ambition.
Guild Rankings and High Commands
All guilds need leaders. This is so staff can easily contact a guild and negotiate with a guild, etc. There must be ONE supreme leader, however this leader may make a guild High Command that can assist him with running the clan. Within the guild, the High Command will have power over the others but will have no significance outside the guild itself, especially to GM's. Within the guild, the leader may decide on a rank system himself. However, all guild members must remember this is inguild only; outside of the guild, they are as equal as anyone else, being second-in-command of a clan does not give anyone the right to abuse others, etc (that is not role-playing). Guild leaders can set up the ranking order through a special web page.
Guild Headquarters
Any good guild requires a headquarters. Headquarters will be bought by a guild like normal player housing, and in the name of the guild leader (though it belongs to the guild). With a headquarters comes a proper guild treasury and a fixed spawn point for all guild members. It may be furnished in any way like normal housing, and a place to buy food and healing items (for a price, the treasury has a food stall attached with unlimited food, and any money spent buying from the treasury goes into the treasury itself). The very cheapest headquarters can be bought in the Wilderness towns. This is because they are out of the way (even though they are near the coast), and make impractical spawn points and bases of operations. The average costing headquarters will be in the fiefdoms surrounding the main realms. These will be slightly bigger and more strategically placed, out of the way. However, the zones around the base will be hostile because of the lawless nature of the smaller lands. The most expensive headquarters will be in the very main realms. The areas around the headquarters are more peaceful; the headquarters are bigger and also are placed for easier access in the big cities. All the headquarters that cost money are based in a settlement of some sort, but not all settlements have possible headquarters in them. However, all headquarters in settlements require a lease because the number of headquarters is limited. Every week, the guild leader will have a choice to pay the tax. If he/she accepts to paying, the required money will automatically be deducted from the guild treasury, or if there is no money stored, items (that together equal required amount) from the treasury will be taken (and subsequently put back into the world economy) to represent taxes paid by the guild. If the inventory is empty, or the guild chooses not to pay the tax, the guild has a week to pay a higher tax (an option will appear on the leader's screen every time he logs in). If he/she refuses, the headquarters become empty, all items in the inventory are lost and put back in the world and the headquarters is up for sale again. There are also hidden headquarters. Because they are outside settlements, they cost nothing, are average sized and are not marked on the map. They cost nothing because they are extremely difficult to find. Instead of paying money, when a player comes across the headquarters he will receive a similar 'Make this your guild Headquarters?' type banner on the HUD, but it will cost 0 money to purchase. Like all headquarters, hidden headquarters are owned in the name of the guild leader. They have all the normal features of a guild headquarters. Because hidden headquarters are in the wild (e.g., behind waterfalls, in caves, etc), the guild that owns them does not need to pay a lease. There are a limited number of headquarters so all headquarters are contested (see below).
Contesting over Guild Headquarters
Headquarters have two settings: contested and uncontested. Uncontested headquarters means that regardless of what happens (besides paying the lease), the headquarters will remain under guild control. However, if a headquarters is contested, another guild can capture it by meeting certain requirements. Contested headquarters will flash on the maps and will have a BLACK flag on the outside (uncontested ones will have a RED flag, and un-owned ones will have a GREEN flag). Hidden headquarters, which do not have flags, flash and the campfire that marks a hidden headquarters will be OUT, whereas uncontested hidden headquarters have RED flame coming from the campfire (un-owned ones will have a GREEN flame). Only the guild leader who owns the headquarters may toggle the settings. To make a headquarters contested, enter the command: /HQContested On and to make it uncontested enter: /HQContested Off. Because of the limited number of headquarters in the world, guilds will need to fight over headquarters. A rival guild can take over their opponent's guild at anytime. However, they must contact the guild's leader (for only he can toggle the headquarter's status) and tell him the time that the attack will start. The leader must confirm he knows of the attack. At the arranged time, the leader of the guild with the headquarters will set the headquarters to contested for 30 minutes for the enemy to attack - /HQContested The attack will automatically make the headquarters contested for 30 minutes. The aim of the rival guild is to capture the headquarter's rooms of strategic importance. These are: the Treasury Room, the Sleeping Quarters, the Mess Hall and the Entrance Hall. All headquarters will have these four rooms (plus some more which act as spawn points). To capture the rooms, the guild must have the required amount of players in the rooms for THREE MINUTES before the room is captured. If any guild members are killed whilst the room is being captured and the number drops below the required amount, the guild cannot capture the room BUT the timer is left on the time that the clock was at before the number dropped below the required amount (e.g., if a room requires three players to be captured, and the capturing guild has three players in the room but one is killed after 45 seconds, the counter stays at 45 seconds until another player takes his place). Once all rooms are captured, the guild becomes uncontested and belongs, as well as any items in the treasury, to the winning guild. Any additions to the guild, such as booby traps in hidden bases, are reset, however. Another way to win is simply to clear the guild of all defenders, but this is rather hard because the headquarters will act as a spawn point. The smallest headquarters require 2 to 3 players in a room to capture it, average sized headquarters require 4 to 6 players to capture a room, and the biggest require 7 to 9 players. Hidden headquarters require 4 to 9 players depending on their size and location. Guilds that have uncontested HQ's will pay a considerably higher tax rate.
Guild Wars
Sometimes, guilds fall into dispute with each other. This may be a conflict of interest (for example, over guild weapons), competition in business (e.g., mercenaries in competition to be the most popular) or simply because the guilds do not like each other. Any guild may have a 'public relations roster', a list of the guilds with whom they are allied, neutral, at war with or KoS (Kill on Sight). This roster helps the public know where they stand. Guild Wars, and the battles that come as a result of them, can happen anywhere. Wildernesses and all parts of the smaller lands (settlements and countryside included) are all 'free-fire' zones , they are all hostile and anyone can fight you. This is because they are outside the laws of the normal God realms. All God realms (minus settlements) and Wilderness settlements are zones in which there is player-versus-player battling, but only at the consent of both players. Battling is outlawed in the settlements in the God realms, because they are supposedly realms of peace and with recognisable authorities. All hatreds must be contained whilst in a main city. All headquarters, however, are hostile because they are privately owned. Guild battles may take place there, even if the headquarters are uncontested, the objective of such a raid might be to steal all the items from the treasury. However, if the wars escalate, guilds can elect the /MakeEnemy command, but this comes at the wrath of NPCs if the guilds fight in the non free-fire areas. Guild wars create lots of new opportunities for other guilds. For example, the guilds at war could found new guilds or look for allies in others to help fight the war. Mercenary guilds, bounty hunters, etc, could find themselves in service as the war continues. Guild wars do not need to be literal wars. They could also be 'wars' for competitive guilds, e.g., like in the mercenary business. How the wars end, if at all, are up to the two guild HiComs.
Membership
There are 3 main types of Membership: Gold, Silver and Bronze and there is also a Custom option, this means you can combine the different options from the 3 other packages.
Bronze Membership With Bronze Membership the player will receive 5% bank interest and a 5% XP bonus, you will also receive bronze server preference and one raffle ticket every month and access to some restricted items and areas.
Silver Membership With a silver membership the player will receive 10% bank interest and a 10% XP bonus, as well as silver server preference and three raffle tickets every month and access to more restricted items and areas.
Gold Membership With gold membership the player will receive 20% bank interest and a 20% XP bonus as well as gold server preference and access to even more restricted items and areas and seven raffle tickets a month.
|
|
|