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This is Catalia's Terrarune Checklist v.5.1. This has been hidden to the public thus far so nobody from any other company can steal this. Everything listed on this webpage is owned by Cravemoor Entertainment. Hopefully, everything on this page will eventually be added to Terrarune.


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_organization wartime
Once two Organizations have declared war against each other, using the Blacklist function, yet to be added, your entire Organization is thrown onto a battlefield at a set date, TRST. The battlefield, is just like the wilderness of Terrarune. It is to be about 50 x 50 squares wide. Wars include using violent animals and soldiers in your platoon. Each Organization member has a platoon to control. Depending on how much a Organization has invested into war funds, you may end up with better equipment. How will it work? You simply access the Armoury and purchase war gear there, but more on this later. Your members themselves cannot die, but their platoon may until all NPCs in your platoon are dead.

Into investing: Buying equipment for platoons will be extremely cheap, seeing as each platoon usually has about 100 soldiers, and depending on how many members you have in your Organization, this could cost a lot. You can buy them in bulk, for about 1000 per 100 HP. Note, that there is a maximum that you can buy for each platoon, such as 700 HP maximum. These soldiers are NPC's, non-playable characters. No one plays them, they are imaginary you might say. The Organization members are the ones who control them. When on the field, you have a number of options (apart from the obvious north, south east and west): Charge, Release animal and item. Charge is self explanitary: You speed up and charge five spaces ahead. You can only charge if there is an enemy within five spaces ahead, behind, or whatever of you. If you release an animal, such as a tiger, it you rush ahead to the enemy directly in front of you. The enemy must be at least three spaces away to do this, and will cause hefty damage to the opponent. Each member can only use the tiger FIVE TIMES, and they cannot replenish your supply until reset. If you choose item, you can cast a healing item on your platoon, or anything else you've bought for your members' platoon.

Here is a list of possible animals and creatures you could unleash. Not all animals will attack, though.

Crocodile: Absorb - Crocodile attacks, absorbs Health Points from the foe and gives some HP back to the owner's platoon.
Camel: Acid Spit - The Camel would spit, blinding the foe and lowering their accuracy. This means that Charge or any animals could miss.
Wolf: Maul - Would cause a large amount of damage, but you would be sacrificing some of your soldiers to do so.
KeiWan Master: Flash - would dramatically increase speed, allowing you to be able to charge 10 spaces ahead of you! The flash lowers your accuracy, though.
Adept: Focus - Increases the power of your animals.
Golem: Block - Increases the chance to charge.
Faithful: Resist - Lowers the damage amount you receive when hit by a spell.
Priest: Curse - Curses the foe's platoon. 5% chance of killing half of your platoon every five steps.
Spirit: Revive - Revives a small number of soldiers.

If a defensive animal has been unleashed, its effect will remain for 10 minutes.

The General of each organization does basically nothing. They can order platoons to move to another spot at any time. He has a map (could possibly be done by javascript or something) telling him where his members are. It is a Organization members job to message the generals (sort of like chat/mail) of where the the opposing Organization is. Like I said, you can assign jobs. For an outline, before the war is even started, there is a prize, for example: 50,000 credits. Each Organization can be accessed to on the war map. One Organization in one area, the other in another. The opposition will not know where the Organization is. It is a good idea to keep your own Organization well guarded, as the enemies can literally STEAL the amount of prize money you have gambled. To do so, they must sneak into the Organization and take the money from the vault. They must then get it back to their own Organization. They may pass it on to another member to take back. If they are killed, the money is transported back to the Organization from where it came from. If you do manage to get away with the money, then you win the war. Another way to win the war is by killing off every platoon.

I know what you're thinking. This wouldn't work too well because so many people would be inactive. Well, if you choose to put yourself on Standby (another option like charge and release animal), you become inactive and you can then have your platoon automatically attack if anyone comes near. You can turn standby off also.

You would not miss out on your gym trains of battles if the war took several days. You would save them up. While fighting a war you can also chat, use the message board, etc. If you wish to leave the battlefield, return to your own Organization and leave. You may be put in the Organization prison for the duration of the war, though. Depends of how the leader decides to operate it.

And as for allies, they may participate in your war if you invite them and they accept. Each side can have a maximum of three allies on the field. Once the battle has started, you cannot call on other allies.

_appraisals
Monsters, apart from dropping currency would occaisionally drop unappraised items. They would work a little along the lines of unidentified items in Diablo. If you're lucky, when you buy or find an item it could end up being unappraised. You can't use it until it is appraised, and to appraise it you would need take it to a place such as the Potion Shop. You'd then ask the clerk to appraise it. It would cost you gold to appraise, and would cost even more for better weapons.
Whats the point though? Well, once you appraise an item, it unlocks special characteristics on it. For example, if a weapon is appraised and you find that it has poison on it, the weapon would poison the enemy who would then continually drain health each turn. If an armor has characteristics, you gain a resistance to poison. Below are a list of some characteristics I have thought up.

Poison: Drains health to the poisoned victim each turn. Chance of being damaged by the venom is 50% a turn. If you're in the wilderness and you are poisoned, you lose 5 HP each step.

Confusion: If you are confused there is 40% chance you will attack yourself instead of the oppenent.

Smoke: This would make your opponent innacurate for the rest of the battle. Change of missing 40%.

Burn: Just like poison, but does less damage and you will be affected less often. Chance of burn is 35%. Chance of burn affecting each turn after being burned is 50%

Freeze: If you are frozen, you cannot attack for seven turns. Chance of freezing occuring is 20%

Thunder: May become paralyzed and cannot attack for a turn. Speed lowers dramatically also.



_alignment The Church could be a little bit like the Characteristics mentioned above. It involves alignment and certain skills you will learn.

You walk into the Sacred Chapel and you are confronted by an odd looking priest who asks you whether you most believe in power or honesty. You say:-
"I believe in Honesty. Teach me about the heavens"
This would mean that you will eventually face an Power Boss somewhere in the game. However, if you say:-

"I belive in power! Teach me all about the devil!"

This would mean you eventually face the Honesty Boss. After you answered this question it would lead to this if you chose power.

What would you like to learn about? Power hungry demons enjoy inflicting pain!

"Teach me how to pickpocket better!"
"Teach me how to curse foes!"

Or,

What would you like to learn about? Honest gods and goddesses believe in light, and friendship.

"Teach me how to heal myself a little each battle!"
"Teach me how to remove a curse!"

It could have about 15 options (more if you can think of that many), of only one you could learn at a time. Do do so, you must take up certain quests. Once the quest is completed, the quality is yours. That Pickpocket quality could make you steal twice the amount of money from a foe once you've defeated them - even if they're not carrying the full amount in their pocket in their pocket. So, if a foe is carrying 10 credits in your pocket and you defeat them, you won't touch the amount they're carrying, but you will nab the currency from their bank account and remove twice the amount of what they were carrying in their pocket. You would be rewarded 20 credits.

Moving on, once you have learned all the Power / Honesty qualities, and you defeat the enemy boss, you can recieve a scroll which reveals a spell which is stronger than any other spell you can get. The spell would be different depending on what alignment you chose. For example, if you chose Power, you would gain a very powerful spell. causing a lot of damage. If you chose honesty you would gain an excellent healing spell. There could be more things involved with the alignment, but I'll have to get back to you there.

Copyright © 2001, 2003 Catalia. All Rights Reserved.
Special thanks to Cravemoor Entertainment.