Rivendell

 

Rivendell was once a mysterious ruin within Erador. It has now been rebuilt to serve the needs of Myste, Exodus and Goliath.

The rulers of Rivendell are currently Myste, Exodus and Goliath.

Rivendell's armies number about

Shadow Knights PL: 700 (x35) Pegasi PL: 700 (x16)

Rivendell's income is currently 950 credits per week

Gym:

A gym is simillar to a training center but has a more detailed training system. Your squad can train in here and other people can join depending on the owner of the gym. You can also charge a price for customers if you own a gym. You can train and buy stuff to make it better. If you want to have your own gym then e-mail me what you want it to be called.
300X Gravitron- 500 gold (and must have 200x gravitron): Raises your Power by 300 with no weights. 600 with weighted clothing. 900 with extra weighted clothing. 1200 with super weighted clothing. (must have a PL of 10,000,000+ or 3 senzu beans everyday).

Castle: The capital of Rivendell

The ultimate defense and storage building. This building will hold 50 henchmen, hide relics, house summoned creatures provide defense up to 10,000 PL and generate 500 credits per week. Once this is built you may also declare your own kingdom.

Mine:

A mine is required for raw materials used in createing weapons, items and a small amount of revinue. Once built new weapons and items will cost 0 to create. Revenue generated is 100 credits a week.

Bank: Anyone may use but costs 300 credits for lifetime use

All banks owned by all players are link so money may be wired to one another. Banks are a safe place to store money. Once money is place in a bank it cannot be stolen even if that branch is destroyed.

Wall: (x4)

This is a defensive device used to keep intruders out. It can withstand a power 5000.

Stable: (x6)

This is for storeing and maintianing summoned creatures. It can hold 10 creatures of any kind and can also assist in training them. It also will reduce summoning times.

The Room of Spirit and Time:

Only 4 People can train in here at a time. When you are in the Room of Spirit and Time one day outside = 1 year inside the Room of Spirit and Time. A person can only train in here 2 times 6 months. The first time you train in here your pl will go up by 25%, the second time by 50%. After training in the room of spirit and time you must rest for 2 days or have 3 healing items. (can't learn abilities while in training/recovering)

Engineers - (x2)

Once you own a player location you may choose to train henchmen as engineers. If you have an engineer you may build a structure within your location without actually being there. The are also useful in building anti-siege defenses, enhaceing buildings with relics.

Alchemists - (x2)

Once you own a player location you may choose to train henchmen as alchemists. An alchemist can make potions, senzu beans, and other items of a perishable nature. He can also make up knew things which are first subject to aproval by me.

Blacksmith - (x3)

Once you own a player location you may choose to train henchmen as Blacksmiths. Blacksmiths can create weapons for a shop and also can create new weapons that you make up.

Sage - (x2)

Once you own a player location you may choose to train henchmen as a Sage. A sage is mentally linked with you in so you do not have to return to you player location to tell them what to do. They may also accompany groups of henchmen so they may carry out your bidding while away.

Beast Tammer - (x15)

You may train henchmen as beast tammers. Henchmen who know beast tamer are able to summon any creature that you know how to summon and the more beast tamers you have the less time is taken for a summoning to occur.

Elders -

Once you own a player location you may choose to train henchmen as elders. These elders can teach a move or ability you make up.

Tower - (x2)

Towers are a combination of early warnning system of attack and defensive building. Towers can be maned by troops to enable a better defense and can also be manned with scouts for early warning. May hold 3 henchmen. defends up to a 1000 PL.

Inn -

This is a place to rest and regain health. You may charge others to use this structure and you will get all money made from it. It also generates 100 credits per week.

Tournament Stadium -

This attracts comerece to your location. Will provide 250 credits per week. it can also be used to add 50% the PL you would normally get in a battle for fighting here.

Airship Port -

This is a place were you can build and land Airships. To build an Airship it will take 2 weeks (they are complex) and cost 500 credits. You may land a max of 2 Airships here at a time. You may build multiple ports to increase the amount which can stay at the location and decrease the time taken to build them.

Market -

Markets are useful in generateing income and they also provide a special item for sale every week, which is chosen by the webmaster. The owner of the market the item is sold at recieves the money for it unless he/she buys it from a Market they own. In such a case the money is split between the owners of all the markets.

Archery Range -

Once built this will teach all of you troops in your location how to fire a bow. This will enhance your troops ability to fight during a siege and will added 100 to the Pls of all troops defending a wal and/or castle.

Seige Workshop -

This building allows you to build seige engines.

University -

Once built if a player chooses to train within the University abilities will take 4 days less to learn. If an ability takes 4 days or less to learn before going to the university, they will take 1 day to learn. Once this is built players may then reasearch Scholars.
Scholars: if you have researched scholars you may learn any ability which is only learned in a specific country in your country (accept abilities learned in the Next Dimension).

 

--Items which may be purchased in Rivendell: Nothing



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