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Nexory

Starmio

Starmio
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Hello and welcome to my development thread for Nexory.
Nexory is going to be a free download server.
I'm going to use Customia map [made by Zisly]

When you start playing you start as the vocation 'Player' in level 1 but when you have reacted level 8 you get to choose between 6 magic type vocation and 2 knight vocation, so this server doesnt have paladins.

Magic:
In level 100 you'll get 2 options, depending on which of the 8 magic vocation you chose.
Now you can either join the dark or the light side.

Knight:
In level 100 you'll get 1 options, depending on which of the 2 knight vocation you chose.
Warrior will be Legend
Sword Master will be Hero
in level 200 Warrior/Sword Master can be Dark/Light Legend/Hero.

The server will have 100% custom spells:
http://otland.net/f61/nexory-72669/

Vocations:
*Player [Level 1 to 8].
-Start as a player, you have 5 basic spells.
Then:

*Pyromancer [Fire Mage]
*Geomancer [Earth Mage]
*Aeromancer [Apeiron Mage]
*Hydromancer [Water Mage]
*Sylvamancer [Nature Mages/Wood Mage]
*Wokanist [Enviromage]
*Warrior [knight]
*Sword Master [knight]
Then:

*Dark/Light Pyromancer
*Dark/Light Geomancer
*Dark/Light Aeromancer
*Dark/Light Hydromancer
*Dark/Light Sylvamancer
*Dark/Light Wokanist
*Legend/Hero
*Dark/Light Legend/Hero
---->


School system:
the school system will be like this:
You go to Magic School to learn your types of spells, there will be 10 different schools [Pyro, Geo, Aero, Hydro, Sylva, Wokani, Light, Dark, Conjurer and Enchanter.

For example if you want Moon Strike, you have to go the the school npc and ask for Moon Strike, the npc will say that you have to kill [for example] 10 moon spiders, then you go out and kill 10 moon spider and come back to him and say Moon strike again and he'll give you the moon strike spell.


Thanks for reading :wub:
-Starmio
 
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*Pyromancer [Fire Mage]:
Code:
Element Analysis:
Fire mages tend to be the more bold and fierce of all the elemental mages. As such, their spells are mostly offensive with few defensive spells. A fire mage of mid to high levels tend to have a strong resistance to fire and fire spirits. Only high level fire mages are able to work their magic on other planes except for those which are water based. Most, but not all, fire mages have short fuses and are generally quick to fight, whether to defend or attack, at a moment's notice. Their arsenal of spells tends to be vast with many long range spells as well as high powered short ranged spells. Few fire mages are capable of empathic suggestion, but because of a personality trait found among them all, they lack the patience to really learn how to use it at any level.

Elemental Spirits:
Fire Spirits, or Fire Fae as they are better known as, have the abilities of a high level fire mage, as well as astral travel and powers which a normal fire mage can not attain without the aid of one of this type fae. Fire elementals are very fast and agile and tend to look like a tall sheet of pure flame with an arm like appendage on each side. Just like regular fire, the merest touch from a fire fae can set most materials on fire. Fire Spirits can not be normal characters because of the high responsibilty needed to play one. They can either be a NPC char or a puppet. Playable animals associated with the element of fire are, dragons (fire, smoke, and steam), salamanders, and most demons.

Associated Color(s):
The colors most associated with fire are red and yellow, the most noticable of the whole spectrum and the strongest known.

*Geomancer [Earth Mage]:
Code:
Element Analysis:
Geomancers work with raw earth, stone, and even sand, sometimes even combining with other elemental mages for stronger magical items. Because of their strong ties to the land, earth mages are best at obtaining and identifying gems and crystals, have an intimate knowledge of the terrain whether they are from the region or not, and have a good knowledge of the local insect life. All levels of earth mage make good historians and stone masons, some are even able to become well known sculptors. Within their own regions, mid and high level earth mages can disperse powerful magic spells cast by other specialists, elemental or other, and are able to move the earth, such as earthquakes, to discourage attackers. The magic from this element is primarily defensive with several strong offensive spells. Although geomages tend to be patient and calm, even instilling trust in others, their notable lack of impulsiveness makes them dull.

Elemental Spirits:
Earth fae are relatively unknown, though there is the occassional free ranging stone golem rumored to be about unless they are summoned from their home plane. Earth elementals are immensely strong, even the smallest can pound most anything into rubble. When summoned to the material plane, they take on a humanoid-like shape made up of what ever earthen materials happen to be in the area of the summoning. These cannot be normal characters, only NPCs or puppets. Playable species associated with the earth, dwarves, gnomes, gophers, stone giants, and chimeras.

Associated Color(s):
Associated colors are brown, earth tones, gold, and silver.

*Aeromancer [Apeiron Mage]
Code:
Element Analysis:
Because of the severe limitations of air magic, very few specialists are found. Most air magic springs from other elemental, or other magi, so that they can have a broader range of defensive and offensive spells. Aperion mages are full time weavers of magic and are the most balanced of all the magi known, understanding most, if not all, of what lies within the elemental world of magic. At low levels, apeiron mages are very weak, barely able to defend themselves, but once they reach mid level, a slightly broader range of spells, such as teleportation and astral walk become available to them. High levels of apeiron mages have a sense of air, can 'move' air, and are able to breath in most any atmospheric condition so long as there is a minimum of 10% breathable oxygen. At a high enough level, an air mage can trancend their element and gain the abilities of the others, tying them together to become a stronger mage, but in most cases, this is extremely rare.

Elemental Spirits:
Air spirits tend to be confused with light fae and the wandering souls of the dead because of their varying forms. Mist wraiths are the most commonly found of air fae. Will'o wisps are the only cross over found among the different types of fae, being both light and air. True air elementals come in a range of six known sizes with the smallest being the less dangerous of them. Generally they appear as an amorphous, shifting cloud with darker bits of swirling vapor to give the appearance of facial features. Air elementals can speak but rarely anything more than an ancient form of elven called Auran and even then, its rare to hear them speak. Air elementals cannot be normal characters because of the high magic the have. They, like other elemental spirits, must either be NPCs or puppets. Playable species associated with the element of air are all avians, griffons, and wind giants.

Associated Color(s):
White and gray tend to the colors most associated with the element of air.

*Hydromancer [Water Mage]
Code:
Element Analysis:
Water mages work with the natural powers of moisture and emotions. They have ties to the heavens, and most especially the moon, making good sailors and fishermen as well as being able to help predict the weather several days in advance. Low level water mages have an intimate knowledge of the tides, predicting them to within several feet, weather and the seasons, as well as gauging water purity.
Few, if any low level water mages have a vague sense of empathy, but this talent doesn't appear until they reach mid level. Upon reaching the mid level, a water mage can create empathic charms before learning empathy themselves. At all levels, they can communicate with water spirits and work with the weather itself, but only mid and high levels have any real effect on the weather over a wide area. High level water mages can 'move' water, as well as breath naturally within the element itself. Scrying, considered a base ability in hydromamcers, is only at its best in high level water mages.
Water magi are very sensitive towards others, making them careful, but they can become too involved with the future rather than the present. They can become so lost in another's dreams and feelings, rather than their own, that they lose their sense of self.

Elemental Spirits:
Water elementals, or water fae, can be as ferocious and powerful as a stormy sea. They resemble a high crested wave with smaller waves for arms. Two orbs of deep green peer out of the wave as eyes. They cannnot venture more than 180 feet away from the source of water they were conjured from. Water spirits and elementals cannot be normal characters. They can only be NPCs or puppets. Playable species associated with the element of water are cetacians (water mammals such as whales and dolphins), water giants, sharks, dragons (ice, snow, storm), dragon turtle, merfolk, and hydra (anthro only).

Associated Color(s):
Blue, blue-green, and green are the colors most associated with this element.

*Sylvamancer [Nature Mages/Wood Mage]
Code:
Element Analysis:
Wood mages work with the natural powers of plants and animals. Their strong ties to plants makes them the ideal herbalist, experienced farmer, and ranger. Because of their great respect for life, they are the most humble of all elemental mages, though they tend to associate more with their non-morphic friends than anybody else, making them more reclusive and quite over protective of their familiars.
Low level mages have a strong animal empathy, and an understanding of their behaviour. They also have an intimate knowledge of plants and their uses, making potent salves, potions, and poisons. Most, if not all low level, wood mages become well known apothacaries in their home regions.
Mid and high level wood mages are able to communicate with plant life, limited animal communication, command plants as well as enhance or even retard plant growth. Major and minor enchantments are able to be done only at these levels.
Only the highest levels of wood mages are able to take on animal forms, but at the cost of draining themselves for several hours after completing the form shift. Because of the energy drain, few will attempt a form shift unless there is a real need to use an animal form.

Elemental Spirits:
Wood spirits tend to be more tangible, such as dryads, nyads, and wood nymphs. These exquisitely beautiful spirits sometimes aid the wanderer or questor when they become lost in their secluded forests. Those few dryads and nyads which live close to civilization will aid in protecting the people, sometimes boosting the local magic users abilities by several degrees, making weaker spells usable at full power. A dryad has the appearance of a small elf maiden, very delicate with eyes always an emerald green or amber color. Their complexion and hair color changes with the seasons. So what looks like a different creature in one season, is most always the same one several seasons later. Any attack on a dryad's tree will lure them into a frenzied defense, otherwise, they'll stay away from combat when they can. These and any other wood spirits cannot be normal characters. They can only be NPCs or puppets. Characters can have a mixed heritage of wood fae, but no more than 1/4 (one quarter) of them being fae. These characters will show some physical attributes of their wood fae cousins and be able to use only a few of the most common tricks such as a dimensional portal.
Playable species associated with the element of wood are wood elves, centaur, dire beasts (bear, boar, wolf, lion, rat, weasel, badger, bat, wolverine, ape) and gnolls.

Associated Color(s):
Violet, emerald, and amber are the colors most associated with wood mages, though some will use the natural colors found only during the autumn.

*Wokanist [Enviromage]
Code:
Element Analysis:
Wokanists are the strongest of all elemental mages. Their abilities range in control over the earth in general to summoning the different types of elemental spirits. Enviromages, though they have the best qualities of each element type, they have the highest probability to turning towards the darker arts of their magics. Those few which are able to withstand the darker side of their magical abilities tend to become more neutral in their use as well as in how they view the world around them.
Low level enviromages generally have just finished learning the element of air and have touched on all the others, gaining their low level abilities. Mid level enviromages have mastered at least two of the main elements, such as fire and water. By the time an enviromage reaches high levels, they are able to control the world around them to an extent. Of all the elementalists, the enviromage uses their magics the least once they reach the highest levels of their learning. This is because their magic requires high responsibility as well as a strong sense of honor and loyalty which is common among all enviromages.

Elemental Spirits:
A spirit from this portion of the elemental magics is unheard of, instead they can be any of the other elements. As always, they cannot be real characters, only NPCs and puppets. All species are considered as part of the wokanist's realm of influence, but many tend to the solitary type among their species.

Associated Color(s):
Enviromages tend to associate with the darker colors of the spectrum such as charcoal gray, pine green, and dark maroons.

Warrior:
Code:
Same as knight

Info from this website:
Aom
 
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