From 66ffd7038cf10566bd35bb6713677a5f8de3b6ef Mon Sep 17 00:00:00 2001 From: jc_gargma Date: Sat, 12 Sep 2020 22:40:36 -0700 Subject: Initial commit --- vamp_stuff/modinfo.md | 104 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 104 insertions(+) create mode 100644 vamp_stuff/modinfo.md (limited to 'vamp_stuff/modinfo.md') diff --git a/vamp_stuff/modinfo.md b/vamp_stuff/modinfo.md new file mode 100644 index 0000000..0e74836 --- /dev/null +++ b/vamp_stuff/modinfo.md @@ -0,0 +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**. + +Spells have tier levels. A tier level tells you how strong, efficient or rare the spell is. \ No newline at end of file -- cgit v1.2.1