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diff --git a/vamp_stuff/modinfo.md b/vamp_stuff/modinfo.md index 0e74836..8a5a2cc 100644 --- a/vamp_stuff/modinfo.md +++ b/vamp_stuff/modinfo.md @@ -1,104 +1,104 @@ -This **.md** file tells a subtle information about the contents of the mod.
-
-## Items
-Certain items are obtainable by exploring the world, while some are crafted only. Listed below are the items that *could* be obtained in many areas.
-
-##### Books
-These are the books or pages that could be found in certain locations. All of them requires you to have a skill level of 8 to read and learn their crafting recipes.
-* *Red Velvets - The Dark Fashion*, the book that holds recipes of blood armors and clothings.
-* *Glorious Gunnery*, holds renewable ammunition recipes for the vampiric guns.
-* *The Vampiric Infusion*, a book that allows you to perform bloodcrafts.
-* *Gravedigger's note*, a piece of paper with different recipes of weaponry.
-
-##### Armour
-The improved versions of regular clothings.
-* *bloodset*, usually worn by vampires as their main dress.
-* *blood infused set*, improved survivor armor worn by few vampires.
-
-##### Weapons
-A set of higher degree weaponry, boasts in overall performance.
-* *blood sipper*, a large and heavily serrated sword.
-* *blood diver*, an extremely light, hunting dagger.
-* *hammerius*, a large hammer with retractable spikes.
-* *knuckle biters*, a light weapon that allows unarmed techniques.
-* *fanged falchion*, a longsword distinct to its low weight.
-
-##### Ammunition
-Ammunition that are fed to the vampiric guns.
-* *pressurized blood*, an artificially improved blood and versatile ammo.
-* *traversed blood*, a combination of regular blood and tainted ones.
-
-_Other items remain a secret, giving you the chance to look for them by yourself :)_
-
-## Monsters
-When wandering around, you'll always encounter various monsters that are often deadly and lethal. They sometimes drop quest related items or could also be collected for something else.
-
-##### Leeches
-* *Leeches* are monsters seen mostly in moist areas like the swamps. They gradually mutate and gains new abilities.
-* It is the largest faction of the mod.
-
-##### Elder Zombies
-* *Elder zombies* are the rare undeads, risen from long forgotten graves.
-
-##### Vampire Bats
-* *Vampire bats* are vermins of the night, skimming their vicinity for available prey
-* They are agile and are always grouped in packs.
-
-##### Infected Vampires
-* *Infected Vampires* retain their destructive nature after they succumb.
-* It is the most dangerous faction of the mod.
-
-## Locations
-To prevent further spoilers, the informations in this section were briefly explained.
-
-##### Crypt
-* The crypts are found rarely in the forest, away from crowded cities.
-
-##### Vampire Cove
-* Structure that is hidden deep inside forests and serves as the sanctuary of the night creatures.
-
-##### Wasteland Outskirts
-* A large structure that acts as the refugee center for both vampires and humans.
-* A nice and peaceful area with bits of similarities to faction camps.
-
-##### Ghost Towns
-* _Villages from past civilizations that were cleared out of existence._
-* Rarity scales in settlement hierarchy.
-* Merely an aesthetic structure on its own, nothing special.
-* Also the largest pseudo-generated structure in this mod.
-
-##### Misc
-* Odd structures like random pedestals and forgotten graves.
-* They usually blend in the overmap as normal terrains (forest, field, etc.)
-
-## NPCs
-These are the friendly NPCs that interacts with you.
-
-Vampire NPCs are beneficial for their eternal experience in combat, survival and communication skills. With wrong doings, these "skills" may test out onto you.
-
-### Missions
-Every mission is simple and self-explanatory, intended to provide players with RPG-ish feeling. Completing missions will provide features furthermore, such as *unlocking*(revealing) new areas and obtaining useful items.
-
-## Scenarios
-Scenarios that spices up your taste in starting to venture the world. Currently a stub.
-
-##### Vampire Wannabe
-This scenario will put yourself on a test as you start being surrounded by a mob of ravenous zeds outside your LMOE shelter. Below are the listed professions for this.
-* costs: 1 point - *Vampire Freak* starts with low level communication and survival skills, while the rest is similar to the evacuee profession.
-* costs: 12 points - *So-called Vampire* is rather an overpowered profession in this scenario. It starts with high combat skills (mainly melee) and a set of light survivor armor.
-
-Starting your journey with this scenario gives you a point of direction...
-
-## Magic Spells
-Vampiric spells have mixed variety, and most of them are not suitable for the demise of a critter. There are spells that affect the target's mobility, there are spells that curses, however, few are deadly with just a simple gesture of an arm. With humans taking steps into the depths of magic, these spells were eventually discovered.
-
-With spells being part of **Vampiric Stuff** mod, the built-in mod - **Magiclysm** - is suggested to be activated along with it. (though it wasn't listed as a dependency)
-
-There are 3 spellcaster classes, listed descending as how aggresive the class is:
-* **Warlock** - Caster that conjure spells for as long as it can. All of its spell uses mana, limited to status, but more on dealing damage. Unique prowess of a warlock is to call forth ancient idols.
-* **Profane Conjurer** - Caster that conjure profane elements. Similar to warlock, it consumes large amount of mana. Most of its spell inflicts status ailments that deals damage. Unique prowess of a profane conjurer is the ability to manipulate spectacular bursts of unholy elements. It's like kelvinist, but edgy.
-* **Hemomancer** - Caster that revolves on life force manipulation; more on a give-and-take type caster. Uses most of its spell with life force in inflicting both status ailments and damage, while few consumes mana. Unique prowess of a hemomancer is the ability to obtain forms.
-
-These spellcaster types conflict with each other, i.e: learning _**Clot**_ locks you out of *Profane Conjurer* and *Warlock*, because that spell belongs to the **Hemomancer**.
-
+This **.md** file tells a subtle information about the contents of the mod. + +## Items +Certain items are obtainable by exploring the world, while some are crafted only. Listed below are the items that *could* be obtained in many areas. + +##### Books +These are the books or pages that could be found in certain locations. All of them requires you to have a skill level of 8 to read and learn their crafting recipes. +* *Red Velvets - The Dark Fashion*, the book that holds recipes of blood armors and clothings. +* *Glorious Gunnery*, holds renewable ammunition recipes for the vampiric guns. +* *The Vampiric Infusion*, a book that allows you to perform bloodcrafts. +* *Gravedigger's note*, a piece of paper with different recipes of weaponry. + +##### Armour +The improved versions of regular clothings. +* *bloodset*, usually worn by vampires as their main dress. +* *blood infused set*, improved survivor armor worn by few vampires. + +##### Weapons +A set of higher degree weaponry, boasts in overall performance. +* *blood sipper*, a large and heavily serrated sword. +* *blood diver*, an extremely light, hunting dagger. +* *hammerius*, a large hammer with retractable spikes. +* *knuckle biters*, a light weapon that allows unarmed techniques. +* *fanged falchion*, a longsword distinct to its low weight. + +##### Ammunition +Ammunition that are fed to the vampiric guns. +* *pressurized blood*, an artificially improved blood and versatile ammo. +* *traversed blood*, a combination of regular blood and tainted ones. + +_Other items remain a secret, giving you the chance to look for them by yourself :)_ + +## Monsters +When wandering around, you'll always encounter various monsters that are often deadly and lethal. They sometimes drop quest related items or could also be collected for something else. + +##### Leeches +* *Leeches* are monsters seen mostly in moist areas like the swamps. They gradually mutate and gains new abilities. +* It is the largest faction of the mod. + +##### Elder Zombies +* *Elder zombies* are the rare undeads, risen from long forgotten graves. + +##### Vampire Bats +* *Vampire bats* are vermins of the night, skimming their vicinity for available prey +* They are agile and are always grouped in packs. + +##### Infected Vampires +* *Infected Vampires* retain their destructive nature after they succumb. +* It is the most dangerous faction of the mod. + +## Locations +To prevent further spoilers, the informations in this section were briefly explained. + +##### Crypt +* The crypts are found rarely in the forest, away from crowded cities. + +##### Vampire Cove +* Structure that is hidden deep inside forests and serves as the sanctuary of the night creatures. + +##### Wasteland Outskirts +* A large structure that acts as the refugee center for both vampires and humans. +* A nice and peaceful area with bits of similarities to faction camps. + +##### Ghost Towns +* _Villages from past civilizations that were cleared out of existence._ +* Rarity scales in settlement hierarchy. +* Merely an aesthetic structure on its own, nothing special. +* Also the largest pseudo-generated structure in this mod. + +##### Misc +* Odd structures like random pedestals and forgotten graves. +* They usually blend in the overmap as normal terrains (forest, field, etc.) + +## NPCs +These are the friendly NPCs that interacts with you. + +Vampire NPCs are beneficial for their eternal experience in combat, survival and communication skills. With wrong doings, these "skills" may test out onto you. + +### Missions +Every mission is simple and self-explanatory, intended to provide players with RPG-ish feeling. Completing missions will provide features furthermore, such as *unlocking*(revealing) new areas and obtaining useful items. + +## Scenarios +Scenarios that spices up your taste in starting to venture the world. Currently a stub. + +##### Vampire Wannabe +This scenario will put yourself on a test as you start being surrounded by a mob of ravenous zeds outside your LMOE shelter. Below are the listed professions for this. +* costs: 1 point - *Vampire Freak* starts with low level communication and survival skills, while the rest is similar to the evacuee profession. +* costs: 12 points - *So-called Vampire* is rather an overpowered profession in this scenario. It starts with high combat skills (mainly melee) and a set of light survivor armor. + +Starting your journey with this scenario gives you a point of direction... + +## Magic Spells +Vampiric spells have mixed variety, and most of them are not suitable for the demise of a critter. There are spells that affect the target's mobility, there are spells that curses, however, few are deadly with just a simple gesture of an arm. With humans taking steps into the depths of magic, these spells were eventually discovered. + +With spells being part of **Vampiric Stuff** mod, the built-in mod - **Magiclysm** - is suggested to be activated along with it. (though it wasn't listed as a dependency) + +There are 3 spellcaster classes, listed descending as how aggresive the class is: +* **Warlock** - Caster that conjure spells for as long as it can. All of its spell uses mana, limited to status, but more on dealing damage. Unique prowess of a warlock is to call forth ancient idols. +* **Profane Conjurer** - Caster that conjure profane elements. Similar to warlock, it consumes large amount of mana. Most of its spell inflicts status ailments that deals damage. Unique prowess of a profane conjurer is the ability to manipulate spectacular bursts of unholy elements. It's like kelvinist, but edgy. +* **Hemomancer** - Caster that revolves on life force manipulation; more on a give-and-take type caster. Uses most of its spell with life force in inflicting both status ailments and damage, while few consumes mana. Unique prowess of a hemomancer is the ability to obtain forms. + +These spellcaster types conflict with each other, i.e: learning _**Clot**_ locks you out of *Profane Conjurer* and *Warlock*, because that spell belongs to the **Hemomancer**. + Spells have tier levels. A tier level tells you how strong, efficient or rare the spell is.
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