Glossary

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Avatar

A term that refers to the final class in a players chosen path. There are four avatars in Necromium: Mage Avatar, Thief Avatar, Warrior Avatar, and Cleric Avatar, usually abbreviated to mav, tav, wav, and cav. Each avatar is determined by the players base class. If a player chooses to begin as a mage, they will eventually become a mav in their fifth and final class, regardless of whichever path their choose.

Base Class

A term referring the a player's first class. There are four base classes in the world of Necromium: Mage, Thief, Warrior, Cleric. The base class is important because it will determine the final class of any path. For example, if a player chooses the Mage class as their base class, they will eventually level into a Mage Avatar regardless of the path that they choose for the rest of their classes.

Channels

You can communicate with other players using these channels.

Character Points

As a character gains experience he is awarded "Character Points" that can be used at guildmasters to improve different skills and spells.

Clan

In the world of Necromium, players can band together to form a "clan" which provides a single identity for all members. Anyone with the required amount of gold can form a clan and each clan can hold up to 50 members. Clans get the advantage of having a clan bank account they can access as well as a separate clan channel on which they can communicate.

Class

There are four pure classes available here at Necromium. Those classes are: Warrior, Thief, Mage, and Cleric. It is advised that you choose one of these initial classes that best suits your playing style, as your decision will influence everything that you do in the future.

Defense

A player's defense bonus is a measure of their ability to avoid being hit during combat.

Hit Points

Hitpoints(generally written as 'hp' in game) are 'health points', per se, in the game that determine the livelihood of a character. Th e more damage a character takes, the more hp it loses. Hp can be gained through leveling up and certain equipment which gives hp bonuses. Also, training constitution grants more total hp. Certain spells such as heal, cure critical, cure light, renewal, and cleansing recover lost hp. These spells will not add to one's total hp. If a player's hp reaches 0, they will die.

Mana

Mana is the energy of spell casting. Every spell requires it, and each spell requires a different amount of it. Mana is regenerated when players are moving or standing still, but it is most quickly regenerated when players are sleeping or resting in designated regenerations rooms such as the hospital.

Movement Points

Moves are one of the essential game statistics. Each player has a set of moves. 1 movement point is subtracted per every room that a player travels through in the game. Movement can be increased with the training of dexterity and refilled with the refresh spell or the cleansing spell. Moves are also regenerated when the playing is standing still, resting, sleeping or through the use of the meditate skill.

Attack Bonus

A player's attack bonus is a measure of their ability to land a hit during melee combat. Each percentage point of attack bonus is roughly equivalent to increasing your chance to hit by 1per attack. Note, this only impacts your chance to hit or miss and does not impact the chance that your opponent can use a defensive skill such as parry or dodge to avoid the attack. Dexterity may be trained to improve a player's attack by .5% each level of dexterity that is trained.

Defense Bonus

A player's defense bonus is a measure of their ability to avoid being hit during combat. Each percentage point of defense bonus is roughly equivalent to decreasing your chance to be hit in combat by 1per attack. Note, this only impacts the chance for your opponent to hit or miss and does not impact defensive skills such as parry or dodge.

You can view your character's defense bonus in score or by adding the value to your prompt.

You can gain defense by training dexterity (+0.5% defense/attack), or by wearing equipment that adds to your defense bonus.

Sources: (in game) help defense

Damroll

Damroll (commonly abbreviated as DR in game) is what, in general along with damdice, determines how much damage one does before factoring in the target's absorb rate (abs), if they have any. To see the different damage messages, and an order from weakest to strongest, type 'help damage' in the game.

Immortals

Also referred to as Gods or Imms make up the administrative staff of the world of Necromium. They contribute their time, effort, and money, without pay, to run the game and keep it a fun and safe environment for all of the mortal players. See Current Immortals and Duties for more information about the current immortal staff.

Level

Levels are used in Necromium to mark certain achievement points of experience gained. When a player reaches the amount of experience necessary to advance a level, the player will receive additional hitpoints, mana, and moves as well as the ability to wear new equipment that had previously been exclusive to high level players. As players level they will also be able to learn new skills and spells as well as "remember" skills that they had learned in past classes, but were taken away when the character multiclassed. There are 33 levels per class and 165 total levels for each player to achieve before maxing.

MUD

"MUD" is an acronym for "Multi-User Dungeon", or "Multi-User Dimension", or "Multi-User Domain". The exact terminology doesn't really matter. As the acronym implies, however, a MUD is an environment that is accessible to many persons at the same time. The environment itself is hosted on, and managed by, a computer, and accessible through your own computer. The output from a MUD is usually text-based, although the more advanced MUDs can employ ASCII art, overhead mapping, graphical interfaces and/or more elaborate graphics. You interact with the environment by typing commands into your computer, which are processed and executed by the MUD program. Commands can be sent either through a console client program, like Telnet, or a more elaborate MUD client, like zMUD or Mud Master. Later on, we'll discuss how to choose between these programs.

Mana

Mana is what is used to cast spells. Each point of intelligence gives +5 mana.

Noble House

There are several Noble Houses. Most Noble Houses are made up of different CLANS. Each CLAN that is part of a noble House can communicate with each other using the House channel. The Noble Houses that AREN'T made up of clans are as follows: The Necromium Academy, The Royal Necromium Guard, The Mage Guild, The Thief Guild, The Warrior Guild, and the Cleric Guild. The Noble Houses that ARE made up of clans are as follows: House Khjor (2), House Taritus (3), House Valitar (4), House Hegoi (5), House Panuan (7), House Arturon (8), and House Navarese (10).

NPC

A NPC is a Non Playing Character. The term NPC is usually only used in formal settings, and the term Mob (short for Mobile) is preferred by Immortals and Mortals alike.

PVP

"PVP" is an acronym for "player vs. player" referring to any combat initiated between two or more of Necromium's players. PVP is usually conducted in quests or in zones flagged for Player Killing however in certain house diplomatic stances, player vs. player combat may occur in zones which are not flagged as player kill zones.

Regen Room

Regen Room is an abbreviation of "Regeneration Room." These are rooms throughout the world of Necromium which give players hitpoints, mana, and moves back at a rate which is faster than the majority of other rooms in the game. Regen rooms are extremely helpful in all aspects of the game and the spell Detect Magic allows for players to detect which rooms are regen rooms and which are not.

Resistance to Magic

Resistance to Magic

Skills

Skills are usually nonmagical, thus not requiring any mana. View this page for more information on skills & spells.

Spells

Spells are usually magic-based, thus requiring mana. Read this page for more information on skills & spells.


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