The major features of the New World (click
to expand). If you're using Firefox or another browser that dislikes this DHTML, click here.
- Account system: allows staff to reward the player, not just the character
- No levels - power is a roleplay-based thing, not numerical
- No classes - see 'GUILDS'
- All-original world - two continents and seven major regions therein
- Experience is gained through exploring, roleplaying, and using skills
- Statistics cover all parts of life, raised appropriately (not trained)
- Fun new character creation allows players to go into detail, or not
- 1800+ helpfiles, helpseek command, and multiple entry-reading (help 1.guild, help 2.guild, etc.)
- Customizable colour - see things in the way that seems best to you
- Private, player-made channels that staff do not listen in on (unless you ask)
- Autocorrection of typos available - woh becomes who, etc.
- Safe file-saving method prevents loss of characters
- Instant copyovers - no lag-time or disruption
- Persistence of time and important objects (corpses, etc.) over crashes/copyovers
- 44 Guilds, 41 fully playable
- Tiered system; you can join all Guilds, theorhetically
- Prerequisites prevent unbalance - you must learn easy things to move on
- Professional Guilds have no skills, only roleplay
- Masters of prof. Guilds may invite new people to join
- Masters of regular Guilds may teach their skills to others
- Unique concepts: Shaman who form bonds with spirits to gain all of their abilities,
Bards who compose songs from scratch, Invokers who find all of their power
within, etc.
- Smithing - design and create armour from material, thread of varying weights and potentials
- Forging - mine (or buy) ore, heat and blend it, shape a blade, and forge a weapon
- Swordsmithing - customize a weapon's blade and hilt during the forging process
- House-building - design and build multi-room structures using materials you've gathered or bought!
- Poison-preparation, largely for Assassins
- Dyeing - change the colour of fabrics and simple garments
- Glyphing - Enchanters can pattern magical symbols onto clothing and armour
- Adorning - Raise something's value by adding jewels or other accessories
- Braiding/weaving/knotting fabric to make tailored garments more interesting
- Farming - claim land, sow a field, let the crop grow and harvest it before it decays
- Livestock-raising - buy and raise animals on grassland, then harvest or slaughter
- Repairing damaged armour and clothing
- Leather-tanning
- Tailoring - design and create detailed, unique clothing
- Trimming and lining - further customize your tailored gear
- Trapping, both NPCs and PCs
- Skinning and plucking allow you to make more use of corpses
- Mining - dangerous, but rewarding, with ore and/or gems to be found
- Lumber cutting/smoothing/sanding/treating
- Woodworking (carving arrows/tables)
- Locksmithing lets you put locks on doors (right now, only doors of player-built houses)
- Fishing (with lures and bait - and a line, of course)
- Butchering - gather meat and organs from dead creatures
- Tattooing - currently a Hillman-only feature, but soon to spread
- Gathering/grinding/boiling/soaking/mixing herbs
- Hunting (still in progress)
- Ice/stone/clay sculpting (still in progress - busts may be made, but that's it so far)
- Channels available only while OOCmode
- "ooc history" lets you see the last twenty lines of dialogue on the OOC channel
- Emote, socials, pmote, smote available on channels
- Saymote, smote, pmote, rpecho available in-room
- Sayto/whisper allows you to speak to specific people
- Languages - to speak and to read
- Books to write in and read
- Parchments for one-page documents
- Quills and different colours of ink allow you to customise your missives
- Some socials allow you to use adverbs - ie., "grin +broadly". "social simple" lists the ones that work this way
- Movement points replaced with tiredness; easier to use
- Vehicles that can be seen as they drive from place to place
- Mounts - PCs with their own will, or animals with less
- Flying higher/lower in rooms; landing on rooftops
- Unusual exits: around, ladder, or anything else
- Tracking
- Climb/crawl through difficult passages
- Remember places you've been, then use walkto to return to them without entering a string of directions
- When in RPmode, OOC commands are not available
- Short descs and naming (you can call anyone whatever you want)
- Race-specific hair/eye/skin/fur/scale colours
- Automatic, dynamic player descs if a full one is not yet written
- Dynamic variables for hand-written player descs
- Add extra "details" to your description, so people can "look [name] eyes" and such
- Aging and growth; all characters start at early adulthood, but age varies by race
- Reputations that spread; murder and thievery are bad for your image
- Sheath/unsheath weapons
- Shapeshifting for certain (lucky) evolved races
- Attacking people will bring guards running, if any are nearby
- Bounty system: cut the head off a wanted person and take it in for a reward
- Tables in rooms let you discreetly talk to those near you
- Hoods and masks allow you to disguise yourself - but people who know you in that context may recognize you
- Hair grows and can be styled and cut
- Entrystring/exitstring - define how you enter and exit rooms
- Customize how you sound by giving your voice one of dozens of descriptors
- 297 mana-based spells available, not just clones of each other
- Each spell looks different when cast - gestures and words
- Mana spells use an actual arcane language that can be translated
- Spells take time to cast, rather than being cast then lagging you
- Be wary - spells can misfire and backfire if you're not careful and skilled!
- Offensive spells may be cast on objects, if that table makes you -really- angry...
- Amulets: store spells for later, instant use
- Physical magics: glyphing, herbs, etc.
- Candle magic: carve, light and place differently-coloured candles to make spells
- Ritual magic: groups of people come together and perform various actions to create extremely potent spells
- Herbalism: find and mix herbs, prepare them in various ways, and find numerous effects (not yet complete)
- Salves - apply to yourself or others
- Energy globes - release overhead for room-wide effects
- Divining tools: crystal balls, runes, cards, and more
- Brewing potions, scribe scrolls
- Spellbooks
- Recharge spent magical tools
- Skills to renew, transmute and strengthen spell affects
- Release portals to gain back some of the energy spent on them
- Necromancers and Avatars can both raise the dead, but differently...
- Can be as intelligent as their creators wanted - beware
- Train animals through reward/punishment
- Tame and break horses for mounts
- Equip tamed animals (mounts, messenger birds, etc.) with special gear
- Act differently based on sentience (man - sentient; squirrel - not)
- Secretive people may be able to teach Gifts, rare and special abilities
- Animals appear, mate, hunt and die randomly in the wilderness
- Some creatures appear only at certain times or days, or during certain seasons
- May be dynamic, some or all of a desc changing based on time, weather, etc.
- Doors can be sealed, hidden and bashed-in
- Sizes, heights, and capacities all matter
- Elevation decides things like current (and sickness)
- Mimic or become an object (Illusionist/Invoker)
- Get inside of objects (like big boxes)
- Stand/sleep/sit/rest/kneel beneath/at/on/in furniture
- Ownership of items
- Body part-specific wear locations
- Body piercing
- Objects that can be worn in multiple locs (ie., on head or around neck)
- Layer clothing, like socks inside shoes, or a vest over a shirt
- Connectable items that make new items
- In-room, persistent message boards
- Some objects can be maniplated (pushed, pulled, etc.)
- Play instruments
- Some objects cast spells on their wearers
- Drink containers' descriptions change to match their contents
- Some objects (such as carts) can be pushed around
- Label any object in your inventory to help you identify it (ie., "a pink potion labeled 'do not drink'")
- Listen in on other rooms, or to sounds in-room
- Touch the ground or objects
- Sniff the air or objects
- Taste food and other objects
- Weather patterns, climates and dangerous conditions
- Physics: sinking/drowning, falling
- Dig for buried items, or bury your own
- Windows in rooms let you look (or leap!) outside
- 197 skills
- Custom gain messages - learning a skill looks appropriate
- Go up through use after learning (no practice points)
- You can also train with a Guildmaster to a certain point, spending exp and (a lot of) time.
- Racial abilities start weak, but improve with use
- In-born proficiencies/weaknesses help decide what you're especially good or bad at
- Character traits chosen at creation do this, also
- Stunset - fight to incapacitate, not kill
- Move in combat to use ranged weapons effectively
- Relative positions matter, and are displayed during combat
- You can use complex commands like "slash up and left then stab down"
(but you don't need to)
- Combat roles allow you to customize how you automatically behave in combat (mainly flinging spells, healing others and yourself when needed, etc.)
- Stamina - goes down as you fight; losing it all can be deadly
- Ranged weaponry - fire arrows, throw daggers, and more
- Body-part targeting - automatic or manual
- Crippling arms and legs
- Armour gets damaged
- NPCs use skills/spells available to them when fighting
- Possible attacks depend on body type as well as skill (ie., snakes bite, horses kick...)
- Slash, stab, punch, kick, pommel and whip your way to glory
- Shatter bones
- Beg opponents to accept your surrender
- Spells cast in combat take time to work
- Regional currency - shop with denkas and lysas in Miaun, then convert them to bardsings and ransoms for your trip to Stronghaven
- Bartering system - trade goods with NPCs, rather than buying/selling (in addition to the
regular shop system, not instead of it)
- Store command - set yourself up as a travelling shopkeeper
- Economy - based on supply and demand (not fully in yet)
- Banking - deposit and withdraw funds on a bank-by-bank basis
- Browse the goods in a store before buying, to find out more information
- Trance - walk the realm as a spirit (not yet complete)
- Singing - for Bards (checks for rhyme, meter, etc.)
- Evolution - grow into a more powerful form of your race in time
Last updated: December 10, 2004