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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.

IMPORTANT NOTE: The formation can kind of control how fast new critters
come lurking about. Nine people formed get the same attention from the DM
as 1 person. If you want a bunch of stuff to come faster unform a while.
When things start getting frenzied and you start fearing aggressive stuff
then you would try to stay formed at all times, in fact being formed would
become the most important thing.

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

FISH AND OTHER COMMON CRITTERS:

Barracuda:
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:

Octopus:
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.
- Records that last a year are removed and reset, the old record
holder is mudmailed and informed.

See also:  UNDEROCEAN DM