Player
Locations
Player locations are player owned
locations. Within these locations a player has control over all
aspects of this location. The player may wish to build a city or
fortress to protect his/her belongings. Or maybe a safe location
for construction.
Players must first buy land or discover
unowned land to build on. Depending on were the land is is a
factor in cost. Then you must buy materials for construction and
take the time to build and develope the land. This is not easy to
do but the rewards can be great. Player locations can provide
protection, revinue, a stable enviroment, and a place to recover
from wounds in battle. You could even house your own personal
army here!
ATTENTION: New rulif you runout of
available room for soldiers within your Player location,
buildings will not produce more, you will need to either build
more barracks or castles, orleave with some soldiers. Also all of
one type of race being produced will not gain PL until you stop
produceing them, this is so I can easily keep track of PL and
pages don't get too long.
Buildings,
etc.
- Training Center - 600 gold: A simple training center. It's
like training at any other location. You gain 100 PL with
no weight. 200 PL with weighted clothing. 300 PL with
extra weighted clothing. 400 PL with super weighted
clothing. This training does not require senzu beans.
- Intense Training
Center - 1000 gold: More
intense than the training room. You gain 200 PL with no
weight. 400 PL with weighted clothing. 600 PL with extra
weighted clothing. 800 PL with super weighted clothing.
(Must have a PL of 50,000+ or 2 healing items a day.)
- Store - 500 gold: You get all the money made. You
can choose any 10 items for your prices. You can also
make items up (under my aproval and depending on weather
you have enginiering skill or not). You must either buy
or create the items in your store or have a henchman do
it.
- Wilderness - 400 gold: This is a wilderness which will
surround your location for protection, hideing, training,
ect.. You gain 200 PL, 1 EL, and 1 HL every day if you
train here. You need a healing item after everyday of
training.
- Elders - 200 gold: 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.
- Gym - 1000 gold: 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.
Punching Bag- 200 gold: You punch the bag to get your EL
higher. Your EL will raise +1 every three days.
Kicking Bag- 200 gold: Same as the Punching Bag except
that you kick to raise your HL higher. Your HL will raise
+1 every three days.Note: You can only use one of the two
at a time but cannot use both at once.
100X Gravitron-
500 gold: A gravitron is an orb which
when placed in the center of a room increases the gravity
to a certain number multiplied by the normal pull of
gravity. It raises your Power
by 100 with no weights. 200 with weighted clothing. 300
with extra weighted clothing. 400 with King Kai's super
weighted clothing. (must have a PL of 25,000+ or a senzu
bean every day).
200X Gravitron- 500 gold (and must have 100x gravitron):
Raises your Power by 200 with no weights. 400 with
weighted clothing. 600 with extra weighted clothing. 800
with King Kai's super weighted clothing. (must have a PL
of 50,000+ or 2 senzu beans everyday).
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).
Regeneration
Tank- 500 gold: A regeneration
tank contains a healing orb. Can heal you when ever you
want. It serves as one senzu. Can only be used once a
day.
- Tournament Stadium - 1000 gold: 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 - 700 gold: 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.
- Sea Port - 500 gold: You may only build this if your
location is near the ocean. You may build any regular
ship here accept the Airship. All regular ships built
here cost 1/2 what they would normally cost. Takes 4 days
to build any ship.
- Wall - 1000 gold: This is a defensive device used
to keep intruders out. It can withstand a power 5000.
Fortified Wall: 3000 gold This will enhace the defensive
power of a single wall by +5000. It is so expensive due
to the amount of engineering knowledge needed to create
it.
- Tower - 500 gold: 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.
Watch Tower: 250 gold This is an upgrade for towers.
Once purchased it will increase the carrying capacity of
a tower to 10
Guard Tower: 250 gold This is an upgrade for a watch
tower. Once purchased this will increase the defensive
ability of a tower to 2000 Pl.
Keep: 250 gold This is an upgrade for a Guard
Tower. It will increase the Pl of a Guard tower to 3000
Pl.
- Engineers - 200 gold: 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.
- Barracks - 300 gold: Barracks will help train and
maintain up to 10 henchmen and may be upgraded to hold
more. They can also produce 1 Swords man per day.
- Castle - 2000 gold: 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.
If a player
owns 1 barracks 1 stable and a castle they may produce 1
knight per day which begins with a pl of 1000
- Alchemists - 200 gold: 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.
- Stable - 400 gold: 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.
- Blacksmith - 200 gold: 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.
- Mine - 500 gold: 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.
- Inn - 300 gold: 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.
- Bank - 500 gold: 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.
- Sage - 200 gold: 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 - 200 gold: 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.
- Mage tower - 500 gold: while in your territory,
all magical abilities take one day less to learn.
Training in the Mage tower raises your MP 10 pts a day.
After a mage tower is built, you can research Magic Wall.
Magic Wall: (Research costs
5000) creates a magical barrier around eitheryour entire
location or a specific building. If around your location,
can withstand a power of 10,000, if around a specific
building, can withstand apower of 20,000. If the shield
is around a specific building, the mage tower is also
surrounded by a sheild able to withstand a power of
10,000 (not aplicable if mage tower is the sheilded
building) If the mage tower is destroyed, the sheild
loses half of it's power. If the barrier is destroyed, it
can be created formed again in three days without having
to research it again as long as the mage tower where it
was researched still stands.
- University - 1000 gold: 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: (Research costs
1000) 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).
- Seige Workshop - 1000 gold:
This building allows you to build seige engines, which
are listed below.
Catupault: (400 gold) this
is a slow weeled machine wich hurls large boulders at
enemy buildings. Pl: 5,000. It can only be used against
buildings effectively.
Ballista: (300 gold) like
the catapault it is extremly slow but rather than hurling
boulders this machine fires a tree trunk sized arrow into
large groups of souldiers. Pl: 3000 It can only be used
against goups of men wich number 50+ efectively.
Trebuchet: (800 gold)
simillar to a catapault. This machine is brought to the
site of combat in a specially desiegned cart. Once at the
site it must be unpacked and assembled. After it has been
assembled it can then be used. Useing a system of pulleys
and weights extremly large boulders can be hurled a great
distance causeing considerable damage. Pl: 8,000
Battering Ram: (400 gold)
this machine is most useful against walls and castles. It
is a large tree trunck attachet to cart and is left to
swing by strong ropes. When swung the trunck will ram
into objects in front of it with much force. PL: 5,000 It
is only useful against walls and Castles.
- Market - 1000 gold: 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 - 500 gold:
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. This
will also produce 1 archer per day.
Shade
Raganarok
Storm's End
Sable
Avalon
Rivendell
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