Features

Underocean

The gameworld under the Medievia ocean is unique in many ways.

1) You face a direction. NORTH does not go north, it goes forward. EE 
   turns right. WW turns left. SOUTH goes backwards but keeps you facing 
   your current direction. UP and DOWN do just that.

2) The display is exotic. What you are shown is a display of the ocean 
   water in front of you, 20 rooms forward, 21 high and 21 wide. 
   21 X 21 X 20 = 8,820 rooms the game checks to create your display 
   every time, amazing! Up to down is higher and deeper in the ocean. Left 
   to right depends on what direction you are facing. The key here is that 
   you are looking FORWARD and the distance of what is shown is done via 
   colors, darker being further away and brighter closer.

       Red       = 14-20 rooms forward
       Magenta   = 9-13 rooms forward
       Yellow    = 5-8 rooms forward
       Green     = 2-3 rooms forward
       Cyan      = 1 room forward
       White     = 0 rooms forward

    1-9 = number of players, more than 9 players comes up as 9 for the 
    room.

    a-Z = mob strength in the room where Scruff by himself is like a 'h' 
    and Zeksagmak would still only rate around a 'y', not even to capital 
    letters. A 'Z' would be at least 198 total mob levels in the room. 
    This is needed as explained in #3.

3) The mobs to kill come in all kinds of normal sea life and monsters one 
   would expect, except this, the DM starts sending some small fry, kill 
   them and it sends more powerful things your way. You can keep killing 
   stuff and see how far you can take it. There is NO LIMIT to this. We 
   will track the records for each species and give medals when they are 
   broken. The DM will send 1,000 level 99 monsters more powerful than 
   Zeksagmak if players keep killing what it sends, again NO LIMIT. The 
   higher the level the more likely some will be aggressive but most ocean 
   life is amazingly peaceful unless you start pressing the DM's buttons. 
   For people wondering what the DM is, It is the part of the game 
   programmed to run your adventure and keep track of your fun. It is what 
   makes mob factions, sometimes to help you, usually to try to kill you.
   HELP OCEANLIFE explains all of the critters in detail.
   
NOTES:
- You need 'Breathe Water' spell to live underwater and to cast this
  you need an AQUODERM's lung, see HELP AQUODERM.
- You do not auto follow the formation leader under the ocean.
- There are seahorses to mount and the NN command instructs the seahorse
  to head towards the formation leader. They only appear at 20+ down.
- You can just walk into the ocean and walk out.
- You can have a dragon drop you into the ocean via 'FLY DROP'.
- You will need FAE magic to live underwater but you get some when you 
  kill stuff so BRING A FAE ORB!
- The deeper you go the less FAE is required to live.
- The bottom of most of the ocean is 252 rooms down.
- The deeper you go the more heal spells heal, to a great degree!
- There is a Kraken's swim bladder you can hold that can help you move 
  very quickly UP and DOWN as well as 'stick' to the ocean floor. 
  See HELP KRAKEN. You use the UU and DD commands to move in this way.
- 'Wizard Eye' spell works underwater to show you the normal map.
- 'Sense Weather' shows you where about you are.
- You can dive under the ocean from a ships crow's nest via 'SHIP DIVE'.
- You can board a ship by swimming under it and going UP, you need 
  permission.
- You go to Davy Jone's Locker when you die.
- GAMEINFO FAE shows fae breakdown including under ocean fae.
- GAMEINFO FAE UNDEROCEAN shows a chart for underocean fae last 60 days.
- GAMEINFO UNDEROCEAN keeps track and ranks all players for fae gained 
  under the ocean in last 30 days. Note that this only records if you gain
  100,000+ fae before leaving the ocean, and then like most gameinfo stats
  it only shows up after one restart.

The spell SENSE UNDEROCEAN shows the map of the world along with each
sectors current underocean lifeform activity in max size shown in feet.

Some further notes on the display as some players will not be able to wrap 
their mind around it:

Left to right its 2 per room so you can see both players and mob strength 
in a room. If you see a green 3h above to your right in the display, that 
means there are 2 players and some mobs of medium power in that room and 
green means its just 2-4 rooms forward. It being above you means they are 
higher so go up, and to the right, you can either EE to turn right then go 
N-Forward, or go e and side step that way. 

The topography of the bottom of the ocean can be seen at:    
   
   

 http://www.medievia.com/f/underocean.html

That image showns the map as depth data. Pure white is land, pure black is 
252 down and the bottom. The equation that makes this will change over 
time. To start most of the ocean bottom will be amazingly flat.

NOTE: The grey is the underwater land sloping away as it gets deeper.

NOTE: When you face this land underwater it is shown as colored dots, same 
color scheme. If you have a whole screen filled with green dots then you 
must be underwater facing a solid vertical wall 2-4 rooms ahead of you. 
This will confuse the you know what out of some people until they wrap 
their head around the concept of 'looking forward' in 3d space.

To wrap your mind around what is happening if you are confused turn a lot 
via EE a few times or WW, spin around and face different directions, also 
try backing up via a few south commands. Turning will help you see this 
sloping underwater land for what it is and help you understand the 
display.

Much more to come soon!

OCEANLIFE

These are the main fodder critters the DM creates for you under the ocean. 
When you kill one type, another is made a bit more powerful, and then 
again and again with no limit. Every mob in the game has a max level of 
99, but not these critters. They all share the same possibilities and 
design factors which are described below. In general their size in feet is 
their level / 3. If you see a 10 foot shark you know it is level 30. Each 
level comes with a base HP, AC, DamRoll, etc and are then used against a 
multiplter for the species.

We keep 2 records for each species:
1 - SOLO KILL: The players name, size of critter in feet, and date for the 
    largest killed solo yet.
2 - KILLING BLOW: The players name, size of critter in feet, and date for 
    the player to get the killing blow on the largest killed yet.

There are 2 medals, one for each above when a record is broken.

The amount of FAE earned for killing underocean critters depends solely on 
its size in feet and is very predictable. The fae is split equally between 
all formation players alive in the room.

We keep track of the amount of fae per day total earned under the ocean 
via GAMEINFO FAE to see its part of the daily fae breakdown or you can
do a GAMEINFO FAE UNDEROCEAN to see the chart of recent underocean fae.

We keep track and rank all players for fae gained under the ocean in last 
30 days via GAMEINFO UNDEROCEAN. Note that this is only recorded for when 
you get 100,000+ fae before leaving the ocean, and like most stats of this 
nature then it only shows up after the next game restart.

The spell SENSE UNDEROCEAN shows the map of the world along with each 
sectors current underocean lifeform activity in max size shown in feet.

It is said that sharks have gold in their belly.

Each species has these variables and possible abilities:
- Speed 1 - 10, the higher the faster.
- HP Bonus -10 to 10.
- AC Bonus -10 to 10.
- DAM Bonus -10 to 10.
- Agression towards everyone.
- Agression in bloody rooms.
- Break room shield, can possibly break your room shield.
- School size max, if it is 30 that is max fish and 15 fish would be 
  average.
- Mountable, players can mount the critter.
- Ram, the critter can ram one or more players at once.
- Bite, the critter can bite a player.
- Tear, the critter can bite and tear at a player.
- Poison Tail, its tail can poison a player. We use SAVING THROWs here.
- Poison Bite, its bite can poison a player. We use SAVING THROWs here.
- Dispell Breathe Water, the critter can dispell your breathe water 
  affect. Note we use saving spell here, HELP SAVING SPELL. Mages and
  clerics are better at keeping their breathe water.
- Drag Player, the critter can drag a player off.
- Tail Whip, the critters tail can whip one or more players at once
- Electrocute, the critter can electrocute a player which hurts a lot.
- Ink, the critter can eject ink which makes the display useless in the 
  area.
- Sting, the critter has stingers to sting you.
- Blind, the critter can blind you. We use saving spell and clerics and
  mages are particularly good at avoiding this.
- Unform Players, the critter can unform the formation.
- Squeeze, the critter can squeeze a player causing massive damage.

NOTE: MASTERHEROs can often dodge these attacks and SERPENTHUNTERS also 
      have an added chance of dodging under ocean attacks.

NOTE: some spells will not work under the ocean and others are much more 
      effective.

IMPORTANT NOTE: You can heal many times faster under the ocean but it all 
depends how deep you are. If you are at the bottom of the deepest part you 
heal 5.18 times more, at 50 down it would be 83% more, at 25 down 41% 
more. The deeper you go the more the heal spells do.

The following is a breakdown and feature list of each species:

FISH AND OTHER COMMON CRITTERS:

    Baracuda:
        School Size: 1
        Speed: 6
        HP Bonus: 2
        AC Bonus: 2
        DAM Bonus: 7
        Aggression: everyone
        Specials: DragPlayer
        Attacks: Bite Tear TailWhip

    Mackerel:
        School Size: 10
        Speed: 8
        HP Bonus: 0
        AC Bonus: 0
        DAM Bonus: 0
        Aggression: None
        Specials: None
        Attacks: Ram Bite

    Sunfish:
        School Size: 30
        Speed: 2
        HP Bonus: -4
        AC Bonus: -1
        DAM Bonus: -2
        Aggression: None
        Specials: None
        Attacks: Bite

    Tuna:
        School Size: 20
        Speed: 10
        HP Bonus: 2
        AC Bonus: 1
        DAM Bonus: 5
        Aggression: None
        Specials: BreaksShieldRoom
        Attacks: Ram Bite TailWhip

    Electric Eel:
        School Size: 1
        Speed: 3
        HP Bonus: 1
        AC Bonus: 1
        DAM Bonus: 1
        Aggression: Everyone
        Specials:
        Attacks: Electrocute, Bite, Tear

    Moray Eel:
        School Size: 1
        Speed: 5
        HP Bonus: 4
        AC Bonus: 4
        DAM Bonus: 5
        Aggression: Everyone
        Specials: DragPlayer
        Attacks: Bite Tear

    Manta Ray:
        School Size: 1
        Speed: 3
        HP Bonus: 5
        AC Bonus: 5
        DAM Bonus: 5
        Aggression: None
        Specials:
        Attacks: Bite PoisonTail TailWhip Sting Blind

    Electric Ray:
        School Size: 1
        Speed: 3
        HP Bonus: 1
        AC Bonus: 2
        DAM Bonus: 3
        Aggression: Everyone
        Specials:
        Attacks: Electrocute, Bite, PoisonTail, TailWhip, Sting, Blind

    Ink Ray:
        School Size: 10
        Speed: 2
        HP Bonus: 3
        AC Bonus: 2
        DAM Bonus: 1
        Aggression: None
        Specials: Ink, BreaksShieldRoom, DispelBreatheWater
        Attacks: Ram, Bite, Blind, TailWhip

    Wolf Ray:
        School Size: 30
        Speed: 2
        HP Bonus: 2
        AC Bonus: 2
        DAM Bonus: 8
        Aggression: Everyone
        Specials:
        Attacks: Bite, PoisonTail, TailWhip, Sting, Blind

SHARKS:

    Hammerhead Shark:
        School Size: 10
        Speed: 5
        HP Bonus: 2
        AC Bonus: 2
        DAM Bonus: 7
        Aggression: BloodyRooms
        Specials: BreaksShieldRoom, DispelBreatheWater
        Attacks: Ram, Tear, Bite, Unform

    Whale Shark:
        School Size: 1
        Speed: 1
        HP Bonus: 10
        AC Bonus: 10
        DAM Bonus: 2
        Aggression: None
        Specials: DragPlayer, UnformPlayers, BreaksShieldRoom
        Attacks: Squeeze, Bite, Ram, TailWhip

    Tiger Shark:
        School Size: 20
        Speed: 5
        HP Bonus: 4
        AC Bonus: 4
        DAM Bonus: 5
       Aggression: BloodyRooms
        Specials:
        Attacks: Tear, Bite, TailWhip

    Wolf Shark:
        School Size: 30
        Speed: 6
        HP Bonus: 3
        AC Bonus: 3
        DAM Bonus: 6
        Aggression: BloodyRooms
        Specials:
        Attacks: Tear, Bite, TailWhip

    Horn Shark:
        School Size: 1
        Speed: 1
        HP Bonus: 8
        AC Bonus: 8
        DAM Bonus: 8
        Aggression: Everyone
        Specials: DragPlayer, BreaksShieldRoom, UnformPlayers
        Attacks: Tear, Bite, Ram

WHALES:

    Killer Whale:
        School Size: 12
        Speed: 6
        HP Bonus: 4
        AC Bonus: 3
        DAM Bonus: 9
        Aggression: Everyone
        Specials: DragPlayer, DispelBreatheWater
        Attacks: Tear, Bite, Ram, TailWhip

    Tiger Whale:
        School Size: 30
        Speed: 4
        HP Bonus: 2
        AC Bonus: 2
        DAM Bonus: 3
        Aggression: None
        Specials:
        Attacks: Tear, Bite, Ram, TailWhip

REPTILES:

    Sea Snake:
        School Size: 15
        Speed: 4
        HP Bonus: 2
        AC Bonus: 2
        DAM Bonus: 4
        Aggression: Everyone
        Specials:
        Attacks: Bite, PoisonBite, TailWhip

    Sea Turtle:
        School Size: 4
        Speed: 1
        HP Bonus: 10
        AC Bonus: 10
        DAM Bonus: 3
        Aggression: None
        Specials:
        Attacks: Bite, Tear, Ram

OTHER:
   Ocotopus:
        School Size: 1
        Speed: 1
        HP Bonus: -3
        AC Bonus: -3
        DAM Bonus: 8
        Aggression: None
        Specials: Ink, DragPlayer, BreaksShieldRoom, UnformPlayers, 
                  DispelBreatheWater
        Attacks: Squeeze, Bite, Sting, Blind

    Jellyfish:
        School Size: 50
        Speed: 2
        HP Bonus: -10
        AC Bonus: -10
        DAM Bonus: -10
        Aggression: None
        Specials: Ink
        Attacks: Sting, Blind, PoisonBite

    Fae Crabs:
        School Size: unlimited
        Speed: 1
        HP Bonus: 10
        AC Bonus: 10
        DAM Bonus: 10
        Aggression: Everyone
        Specials: DragPlayer, BreaksShieldRoom, UnformPlayers
        Attacks: Squeeze, Tear

SPECIALS:

    Mermaids:
        The DM may send mermaids to help you. They will follow you and try 
        to protect you for a while.

    Dolphins:
        The DM may send dolphins to help you. They will follow you and 
        protect you but not against sharks.

    Camo Whale:
        This camouflaged whale appears out of no where and swallows your 
        enemies in one bite! The DM must love you when this happens. It 
        will not swallow large creatures.

    SeaHorses:
        These are mountable under ocean creatures. Note the command NN 
        commands your seahorse to head towards the formation leader 
        assuming the leader is mounted on a seahorse as well. They only 
        appear over 20 depth. When mounted you have a 90% less chance of
        being dragged away or unformed.

NOTE:
    - There is a special ARCHERY weapon for underwater and they are very 
      effective!
    - Acid blast does nothing underwater.
    - Lightning spells are more powerful underwater.




Copyright Copyright © 1992-2018#0169; 1992-2018 Medievia.com, Inc.
All Rights Reserved.
For more information contact: Webmistress: Soleil