Documente Academic
Documente Profesional
Documente Cultură
Contents:
1.0- Brief
2.0- Storyline
2.1- Europe
2.2- Sub-Saharan Africa
2.3- Mediterranean
2.4- North America
2.5- Asia
2.6- South America
3.0- Regions
3.1- British Isles
3.1-1. Hogwarts
3.1-2. Hogsmede
3.1-3. Scottish Mountains
3.1-4. Sherwood Forest
3.1-5. Fens
3.1-6. Welsh Coast/Mountains
3.1-7. Godrics Hollow
3.1-8. Diagon Alley
3.2- North Europe
3.2-1. Durmstrang
3.2-2. Frozen Moutnains
3.2-3. IceForest
3.2-4. Fjords
3.2-5. Primeval Forest
3.3- Western Mediterranean
3.3-1. Barbary Coast
3.3-2. Beauxbatons
3.3-3. Fleet
3.4- Eastern Mediterranean
3.4-1. Valley of the Dead
3.4-2. Nile
3.4-3. Greek Islands
3.4-4. Minoan Islands
3.5- Eastern North America
3.6- Great Plains/Rockies
3.7- Northern North America
3.8- Sub-Sharan Africa
3.9- China
3.10- Japan
3.11- India
3.12- Peru
3.13- Brazil
4.0- Schools
4.1- Hogwarts (British Isles)
4.2- Baeubaton (West Med)
4.3- Durmstrang (North Europe)
4.4- Ilvermony (North America)
4.5- Egyptian School (East Med)
4.6- Chinese School (China)
4.7- Mahoutokuro (Japan)
4.8- Uagadou (Africa)
4.9- Castelobruxo (South America)
5.0- Light/Dark Faction
5.1- Light
5.2- Dark
6.0- PvP
6.1- Ranked
6.2- Unranked
6.3- Free for All
7.0- PvE
7.1- Dungeons
7.2- Raids
7.3- Questing
7.4- World Events
8.0- Skills
8.1- Defensive Magic
8.2- Offensive Magic
8.3- Control
8.4- Elemental
8.5- Healing
8.6- Summoning
8.7- Tranfiguration
8.8- Wandless Magic
8.9- Necromancy
8.10- Potions
8.11- Herbology
8.12- Magizoololgy
8.13- Wand Lore
8.14- Tailoring
8.15- Armour Crafting
8.16- Metal Work
8.17- Treasure Hunting
8.18- Gathering
8.19- Flying
8.20- Speechless Magic
8.21- Potential Others
9.0- Spells
10.0- Items
11.0- Item Quality
11.1- Common
11.2- Uncommon
11.3- Rare
11.4- Epic
11.5- Unique
12.0- Stats
12.1- Health
12.2- Magic Pool
12.3- Resistance to XYZ
12.4- Improvement to XYZ
12.5- Critical Spell Chance
12.6- Critical Spell Reduction
13.0- Factions
13.1- Hogwarts
13.2- Durmstrang
13.3- Ilvermony
13.4- Native American Tribe
13.5- Native Wizard Exterminators
13.6- Ministry of Magic
13.7- Goblin Tribe
14.0- Titles
15.0- Traits
16.0- Player Housing
17.0- Achievements
18.0- Quidditch
19.0- Screen Shots
1.0 – Brief
An MMO based in J.K.Rowlings fantasy world has been in demand for a long time, however the
storyline surrounding the books doesn’t play to the strengths of the game style, an MMO needs a big
open world where you develop your own character, rather than a pre-scripted one. The overall world
she has created however is perfect for it. An MMO needs a grand storyline you can follow as well as
scope for hundreds of miniature ones. For this game I have set the timeline around 1700, shortly after
the International Statute of Secrecy was enacted. Players interact and walk through the stories told in
the different regions of the world. Travel between the regions is possible, but you can only visit your
own school. Players can however make multiple characters to see all the content. Influence for this
game comes from a variety of others; such as World of Warcraft (WoW), Star Wars: The Old
Republic (SW:TOR), Runescape, and Skyrim.
The Campaign mode game has a World of Warcraft style where the player uses 3rd person mode to
run around the world, but players can zoom into 1st person mode if they want. Non-Playable
characters (NPC’s) are targetable and when casting spells they automatically hit the target, the only
requirement being to face the target. NPC’s have health you get to zero to defeat them. Players
function the same way. The campaign mode is a standard MMO style game. Complete quests and
defeat NPC’s to gain experience and level up. Group together to complete encounters designed for 5 –
20 players to defeat, or play in the warfields, fighting other players in Player vs Player (PvP) combat.
Skills can be learnt, spells can be perfected, players can learn professions such as tailoring, potion
making, armour smithing, wand creating, etc.
Players select a faction (Dark or Light), trait, level up, fight Non-Playable Characters (NPCs) and can
take part in crafting and collecting skills. Most fighting is done through magic casting, however there
are also options for using potions aggressively, plants, animals as well as swords for the squib or more
hands on wizard. As well as this Dungeons and Raids are available for groups of players to try and
complete, for the base game standard MMO’s style raid bosses and encounters would be used,
however in first person mode encounters more similar to those found in Overwatch would be optimal.
There will also be a quidditch mode, an in-game mini-game.
Player vs Player combat is equal in importance for endgame content and works on a ranking system.
This system means it is not required to reach ‘maximum’ level or unlock everything to play
competitively. Instead your competitive rank is based on how well you compete against other players.
Being high level gives advantages so you are more likely to be a high rank, but it’s not required.
Players complete 10 games to place their rank, and climb or drop from then on, more in the PvP
section. Rank rewards are based on how high you rank. PvP is not just restricted to Competitive
mode, and players can also do a free play mode, which is the same maps but no rank is gained or lost.
It’s just for stress free play. Experience is still gained.
Unlike many MMO’s I have gone against having standard classes, and fix roles. Instead I envision
this game to be more fluid and more about player choices. Everyone can level every spell, it just takes
time. The limit to a players power is how effectively they can use the multitude of spells available.
To encourage diversity combat with swords and other melee weapons is also possible.
Players begin in one of 10 (this number heavily subject to change) starting locations/schools spread
across the globe. This could be split and some used for expansion packs. Starting schools/zones teach
the basics of the game, and cannot be returned to. However due to the account wide achievement
system, missing some of the secrets in these zones does not mean they can never be uncovered.
An alternative system could be to allow players to return to the school to learn new spells when they
reach the requirements.
Player Level is dependent on the level of a few skills. Notably the magic skills. Each magic skill
teaches a different variety of spells and players can choose to level any branch they wish. Players can
either level everything for a broad range of actions, or level only specific skills to be more powerful
but have greater weaknesses. Skill levels are based on experience gained from casting spells of that
skill type against a target. Each individual spell can also be levelled up and grants unique alterations.
More detail in the spells and skills sections.
Balance is done on an X beats Y, Y beats Z and Z beats X basis. The triangle of balance. Everything
should have counters.
Players have a health and magic pool and can wear different items to boost spells and stats. Squibs
have health and stamina pool.
Defeating players, and NPC’s grant loot and experience.
Players can choose an alignment of either Dark or Light (Good?, I don’t want this to sound like Star
Wars), which allows use of different spells, items or creatures based on that alignment. This works as
a faction to split you and determine your storyline. Initially I wanted to make it so you become more
or less light/dark based on options (similar to the system used in Star Wars: The Old Republic,
however it would leave no real faction options.
Alternatively instead of a good/bad faction players all start as part of the same faction (or split by
school). Quests they do would offer a chance to do something good or something dark. Players could
gain light and dark rating based on those choices and final faction could be chosen after a fixed
amount of progress. Teams for PvP would try to group players of the same alignment together,
however in group PvP players could group with anyone they like, allowing friends to play together
regardless of their characters alignment.
The objective is to create a game where the player controls an adventurer. Not too powerful, the
player is not the centre of the game, merely one small piece helping major characters turn the tides of
history. The game should be difficult and take a fairly long time to progress, yet at the same time not
so hard as to be off-putting.
2.0 – Storyline
The storyline you follow depends initially on which continent you start, or which region. Not all
regions are available to start in. At games release a minimum of Hogwarts, Durmstrang, Ilvermony
and one of the Asian schools should be available to play. The others can be released as regional
expansion packs.
2.1 – Europe
Post secrecy act Europe is divided. The dark witch known simply as Muirgein has begun
a campaign to lift the act and bring the magical population back out of hiding. She is not
without support; up and down Great Britain and Ireland witches and wizards are choosing
sides. Conflict is brewing. Across the continent the school Durmstrang has openly
declared support for Muirgein’s revolt, and factions are appearing continent wide on
different sides of the conflict. This declaration has led to a collapse of the wizarding
government in Northern Europe, paving the way for tribes of goblins and giants to declare
themselves rulers of large areas. Thankfully in the British Isles the recently formed
Ministry of Magic is keeping control of the magical creature populations, however more
rural areas are not as controlled as they once were. Stories of vampires, giants and other
magical creatures are becoming more common, rangers from creature reserves have
mostly been called back to protect human settlements leaving little in the way of
protection in the area.
The huge primeval forests around Europe are being used as staging grounds for revolt,
castles have been re-inhabited, and spells used for war are being relearnt. Studies in wand
lore and armour crafting are being doubled, anything for an advantage in the war to come.
Players choose a school in which to start and follow the evolution of the events unfolding.
2.3 – Mediterranean
Pirates. An unexpected foe has appeared in the form of a fleet of ships captained by
wizards. They are sailing around the coast lines raiding the wizarding communities, and
taking anything they want. Due to being water-borne and jumping from location to
location stopping them has proven very difficult. There are even rumours they are
kidnapping muggles to use as crew. Bizarrely the open attitude toward the muggles isn’t
one of complete domination and they are considered almost equals. The combination of
muggle weaponry and wizarding might makes defence a tricky thing. Blocking an
incoming spell is one thing, blocking an incoming cannon ball another. Underestimating
muggles is a national pass time for many, however these fleets use them to great effect in
their raiding parties ashore.
In Egypt and the Levant, the ancient practice of soul-merging is beginning to reappear.
Long ago witches and wizards would merge their souls with the soul of an animal. This
bizarre sounding ritual destabilises their soul and body, causing grotesque
metamorphosis. By damaging their soul in such a way horrendous magics can be
performed allowing the wizard to rip the life from another human and add it to their own,
extending their life unnaturally. Not immortal, but unable to die of old age if enough lives
are sacrificed. Stories of the deformed wizards are still found in Egyptian mythology to
this day. This incredibly dark magic was deemed inhuman and outlawed globally. The
most famous group thousands of years ago declared themselves Gods/Pharaohs and rulers
of the muggles and wizards alike.
2.5 – Asia
Based in China one main (huge) school teaches the witches and wizards of the region.
China is mostly in a peaceful state, prime ground for hunting new magics and discovering
lost secrets. Still, all is not entirely well. Large tribes of hobgoblins, ogres and other
humanoid creatures unhappy with Wizard rule rebel in the more far flung areas. They
must be either destroyed or reasoned with. Muggles think the Great Wall ends near the
Jade Gate; but it doesn’t, the wizarding community extended the wall a long time ago to
keep out… other threats. The barren lands around the wall are hostile and unforgiving,
deserts, mountains and deep unexplored lakes offer a lot.
Japan (expansion pack), One Japanese school (Mahoutokoro) teaches the entire
archipelago, it remains neutral, despite the divided kingdoms of the island.
3.0 – Regions
The world would be split into regions, each region would have distinct zones where possible
connected for ease of play. Below are some examples of what sort of zones we could see. All
images are taken from World of Warcraft, and are just supposed to be the sort of thing the game
could look like.
3.1 – British Isles
3.1.1 – Hogwarts
The only school in the region, a popular starting zone. A huge castle with
extensive grounds to explore. The lake can be used as can the forest, it’s not
yet forbidden but not entirely safe. Walls work as the boundy, as do the large
mountains to the north. Inside the castle new players complete lots of
introductionary quests to get them used to how the game is played. Secret
tunnels and rooms abound and have many items to find and secrets to unlock.
3.1.2 – Hogsmeade
Local town, connected to Hogwarts, players can walk between the two. Here
players can sell and buy things, as well as explore the area.
3.1.3 - Scottish Mountains
Connected to Hogsmeade this is a large mountainous zone with various level
creatures, different areas of it might best be left until players are a higher
level. Trolls, and other mountain faring creatures live here (are giants wiped
out here yet? Go have a look if you dare).
3.1.5 – Fens
Marshland, many magical creatures. Encampments.
3.1.6 – Heathland
Rolling fields or heathland, scattered woods and large gorse bushes.
3.3.3 –Fleet
Zone set mostly at sea, around a small archipelago in the Baleares. Several
ships, some abandoned, looks like the Mermaids had enough of pirate
activity.
3.4 – Eastern Mediterranean
3.4.1 – Valley of the Dead
Egypt holds a huge wealth of magical history. Pyramids, tombs, crypts hold
secrets that need discovering. Beware what lies in the sand, and the dark
catacombs below.
3.4.2 – Nile
Many miles upstream of the Nile can be found many wizarding
encampments. The isolation means minimal muggle interference. Wildlife
can easily cause harm in the water and the surrounding area has become
infested with followers of the ancient ways.
3.9 – China
3.9.1 – Ogre Camp
3.10 – Japan
3.11 – India
3.12 – Peru
3.13 – Brazil
4.0 – Schools
4.1 – Hogwarts
Based in Scotland, this castle is one of the largest and oldest in the world. Many secret
passages, dungeons and sources of magic can be found and abused. Any race (apart from
Native American) can begin here. Players are sorted into one of 4 houses.
4.2 – Beauxbatons (expansion)
Available as one of the two schools in the Mediterranean area. Beauxbatons covers
France and the Western Med.
4.3 – Durmstrang
Based inside the Arctic Circle, Durmstrang has a strong connection to Dark Magic, and
outright objects to the International Secrets Act. Based in the mountains the surrounding
area is both beautiful and dangerous.
4.4 – Ilivermony
The largest school in North America, students from all over the continent are welcome.
The politics of day to day life are ignored here. Sorting like Hogwarts is in 4 houses
4.5 – Egyptian School (expansion)
Available as one of the two schools in the Mediterranean area. This school has students
from Greece, Egypt and all around the Levant and Anatolia. The historical magics here
run deep and the school has a strong Classics feel to it.
4.6 – Chinese School
4.7 – Mahoutokoro (Japan)
4.8 – Uagadou (Africa)
4.9 – Castelobruxo (Brazil)
5.1 – Light
Light side are to be portrayed as the good guys (mostly), choosing the faction determines
which story line you follow. Choosing light will alter your quest and missions to interrupt
and destroy the works of Dark Wizards. Choosing the light faction also grants you access
to the light magic skill, this typically works to protect others and is best paired with
Defence and healing magic. Light players are always grouped together in rated and non
rated PvP.
5.2 – Dark
Dark side are to be portrayed as the bad guys (mostly), choosing the faction determines
which story line you follow. Choosing dark will alter your quest and missions to interrupt
and destroy the works of Light Wizards. Choosing the dark faction also grants you access
to the dark magic skill, this typically works to corrupt and cause pain, it is best paired
with Offence and Control magic. Dark players are always grouped together in rated and
non rated PvP.
6.0 – PvP
6.1 – Ranked
Ranked PvP works by giving you a competitive rating based on your win rate. You play
other teams of similar rating to yourself, by winning you gain rank, and losing you drop
it. Players are not sorted by their character level but simply by competitive rating. Rating
is split into ranks for players to earn their way up. Those ranks are (heavily subject to
change):
1. Muggle
2. First Year
3. OWL
4. NEWT
5. Wizard/Dark Wizard
6. Auror/Death Eater
7. Master/Dark Lord
6.2 – Unranked
Unranked PvP works the same as ranked PvP, however your rating is unknown. Winning
or losing doesn’t count toward anything, there are no rewards. It’s just for enjoyment and
gaining experience with different spells.
6.3 – Free World
No restrictions PvP, just fight one another with what you have at your disposal.
7.0 – PvE
7.1 – Dungeons
Small group content, the number of players required to complete will vary but 5 is the
typical group size. Expect strong opponents you cannot defeat alone. Rewards here are
typically better than those from solo questing.
7.2 – Raids
Large group PvE, 20 players group together to tackle powerful opponents. The story line
will lead to these raids, expect to find exceptionally powerful wizards, and creatures. As
well as large events that require multiple fighters to defeat. Rewards here are typically
better than those in Dungeons.
7.3 – Questing
The main bulk of leveling up involves completing quests and fighting NPC’s. These are
standard MMO style missions given by NPC’s so you complete tasks, unlock secrets and
learn new powers. Testing your magic against things ranging from goblins, to local
dark/light wizards
7.4 – World Events
Scaling encounters found in the world, rather than in instanced dungeons or raids. World
Events are designed to be fought by as few as 10 players but with no upper limit. Their
difficulty (for each individual player) should ideally not change when more players fight
them.
World Events can be a single enemy (for example a lone rogue dragon) or a group of
enemies (wolf pack, or attack by pirates). Defeating the world event awards everyone
who takes part with loot. Mob health would increase as more players join the fight.
8.0 – Skills
This is a list of all the different skills a player can learn, they can learn all of them and are not
limited. Many/most spells require a mix of skills to learn so focusing entirely on just one isn’t
always beneficial. Each time you level up a skill any spells tied to that skill are improved in
power, or have their cooldowns reduced.
Below is the skills panel from Runescape, it lists the skills, your level and the ‘spells’ you would
unlock for gaining high enough skill.
The skills pane could be quite similar, all the skills listed and when clicked on offer a full list of
spells, abilities and unlocks as well as which level or requirements are needed.
EXAMPLE: - Player levels up defensive magic to level 25 and also levels up elemental magic to
level 50. They now unlock the spell Rock Wall (place holder name). The player can now begin to
use this and begin to level up said spell (which in turn also levels up the skills of defence and
elemental magic).
The player will likely only keep a select few spells on their toolbar, otherwise they will end up
with hundreds of spells. This means there are huge numbers of combinations of spells to use to
create individual wizards and witches.
In 1st Person Mode you are limited to 5 spells from your campaign account.
8.10 – Potions
Brewing skill, potions can be used for a broad variety of things. Doesn’t require other
skills, but the ingredients may. Potions can be used aggressively (throw them at people),
defensively (drink them yourself, or throw them at allies), or sold to make money.
Improvement beings less resources per potion, and more effective potions.
Most potions also come with a permanent version only usable by the crafter. This allows
offensive potions to be used without fear of them running out all the time. Permeant
potions are very expensive to make. Squibs can make most potions, permanent versions
allow them to do much the same things wizards can.
8.12 – Magizoology
The study of magical creatures. Not just study but control as well, high levels of this skill
combined with others allow players to keep creatures as pets and even use them in
combat. The most desired being the rare phoenix which blocks the leathal Avada Kedavra
spell.
8.14 – Tailoring
The creation of robes and other clothes. Higher levels allow the mixing of magic into the
clothing giving unique properties. Defensive spells are very potent here deflecting some
spells entirely. Or else use your clothing to boost your other spells. Robes offer very little
protection from swords and physical damage.
8.17 – Metalwork
For the humble adventurer or squib who prefers to minimise wand usage and instead hit
people with a sword. Metalwork is as important to squibs as Wand Lore is to magic users.
8.20 – Flying
Learn to fly, this is a requirement for magic users wanting to get around. High levels
allow the use of faster brooms, and more exotic flying implements. Fancy a go on a flying
carpet? How about a Griffon? Maybe you are even good enough at Magizoology to
convince a dragon to give you a ride…
For game play purposes flying might not be available until after certain criteria are met.
9.0 – Spells
Each spell can level from 1 to 100. Casting the spell grants experience, enough experience gains
you an increase in spell level. The experience also goes toward levelling the skills tied to the
spell. Higher level spells grant not only more powerful spells but also new effects. This is an
example of the skills pane from World of Warcraft, each spell would be levelled up in the same
way the skills below would be. You can track them on a pane.
Examples below:
Level Stinging Hex Incacerous Reducto Aguamenti
1 Damage + a DoT Incapacitites High damage Pushes target
target with a rope against solid backward ever so
for 5s targets, very slightly. Pools on
strong against the floor
summoned items.
25 Higher Damage + Incapacitates Smashes walls + Pushes target
stronger DoT target with a high damage backward and
chain (harder to large pool of
break) water on the
floor (can be
flash frozen)
50 Damage, DoT + Incapacitates Ignores weak Blasts target
periodic target with a steel Protego spells backwards
incapacitation chain (harder to
break)
100 Damage + DoT + Incapacitates Blasts multiple
periodic target with a targets
incapacitation chain + effect backwards
EXAMPLE: Player has recently unlocked the spell Rock Wall. At level 1 it simply puts up a wall
of rock blocking sight, and gets destroyed after 100 damage. After using the spell in combat many
times, the spell has levelled up to level 2, this gives it more damage to absorb. By level 25 the
spell has gained an effect. Rock Wall now has thorns attached, anyone getting too close is lashed
out at and takes damage. After continuing to level up the player reaches 50 and gets another
effect. The wall now entangles nearby players and mobs, they take damage from the wall and
cannot run away for x seconds. At level 75 the wall deflects many spells, making it harder to
destroy. At level 100 the wall now reflects spells back at the caster. All by the most powerful
spells are reflected and the spell has reached maximum power.
10.0 – Items
This is the item type, everyone is restricted to how many they can use at once. You can’t wear 6
sets of robes for example. Many items will have requirements to wear them. For example a
powerful shield may require high defence skill to use. Each item also has an item level which
determines how many stats it has on it.
Slots:
12.0 – Stats
Found on items through the world, the vast variety of stats and potential item combinations mean
getting a perfect setup is very hard. Ideally stats work on as minimal random chance as possible.
12.1 – Health
Total health your character has.
12.2 – Magic Pool
Casting spells is tiring, this determines how long you can cast spells for before needing a
break. Different spells use up more of your magic pool that others.
12.3 – Stamina
Used in place of Magic Pool for squibs, determines how long you can fight for before
needing a break. Different attacks use up more of your stamina pool that others.
12.4 – Resistance to XYZ
Each skill or spell that causes damage or incapacitates has a stat that reduces that damage
or incapacitation time, for example -50 damage from all offence spells (meaning if your
spell only does 40 damage and a player has -50 damage reduction then you do 0 damage),
or –75% damage from Sectumsemptra. Stats are additive.
12.5 – Improvement to XYZ
Increases a skill or spell in a similar way to how resistance works. +50 damage to
Dumbledore’s Arrow, or +25% damage to Stinging Hex
12.6 – Critical spell chance
Chance to cause bonus damage from that spell (or all spells)
12.7 – Critical spell reduction
Decreases chance to be critically hit.
EXAMPLE: A player may want to specialise in very high power spells. To do this they should wear
robes which boost magical power, (rather than things like dragon hide which are strong against magic
or metal armour which is strong against melee damage). Then try to find items which boost the spells
they use most frequently, or more generalist stat boosts.
If a player is wanting to specialist in non wand combat, they might go for lots of crafted armour that
absorbs spells hitting them, and reduces the time they are crowd controlled. They may go for a shield,
and take skills in herbology to attack people with plants, or take potions and blow up targets with
those.
13.0 – Factions
These are groups of wizards (or other creatures) and how much they like you. You gain reputation
with the groups by doing quests of other things for them. Getting reputation to a high enough
level with grant you special rewards. In World of Warcraft the reputation levels are split up
thusly: Hated (attack you on sight), Unfriendly (won’t kill you, but won’t talk to you either),
Neutral (can now talk to them), Friendly (small rewards), Honoured (good rewards), Revered
(excellent rewards), Exalted (exceptional rewards). A similar system could work well here. Below
are examples of factions (obviously better names are required):
13.1 – Hogwarts School (both)
13.2 – Durmstrang School (dark)
13.3 – Ilvermony School (both)
13.4 - Native American Tribe 1 (both)
13.5 – Native Wizard Exterminators (dark)
13.6 - Ministry of Magic (light)
13.7 – Goblin tribe 1
14.0 – Titles
For some achievements, or competing certain tasks you may get a title as a reward to display by
your name. The idea of these is that they are rare and difficult to obtain. Competitive PvP contains
some titles, and major PvE achievements also award them. Examples:
15.0 – Traits
When you create a character you get a trait. The majority of these are just natural affinities to
certain skills. For example every skill has a natural affinity trait that gives +5% experience
when using spells/skills that go with it. At the character creation screen you get a selection of
traits to choose from. Rare and Ultra-rare traits are not chosen but have a small chance of
giving a bonus trait, rare traits are tied to the trait you pick, ultra rare ones are not. You cannot
get both a rare and ultra rare trait. The idea in traits is they cannot effect your actual combat in
anyway, so no +5% damage traits.
There are also rare and ultra rare traits, examples below:
Squib – cannot cast magic at all. However gets a 10% exp boost to certain skills such
as armour and metal smithing. Squibs excel in hand to hand combat and tend to use
thick magic proof armours. Squibs can level any skill that doesn’t involve wand use,
such as potions and herbology. Squibs skip past school and have a separate starting
area. (Might be better to make this a choice earlier, rather than a trait)
Transfiguration expert - +5% exp. to transfiguration magic
Transfiguration master (rare) - +10% exp. to transfiguration magic
Anamorphamagus (Ultra rare) – Can change appearance at will, a button appears on
the character pane which brings them back to the character creation screen and
allows changes to be made.
Albino (rare) – Characters skin changes to white, apperation takes half as long to
complete and a boost to healing magic 10% exp. (chance to trigger when player has a
+healing bonus trait)
Werewolf(?) – Turns into a wolf during the fullmoon. If the player has certain items
they can still control themselves. If not, they lose control at random intervals for 10s.
Can be very effective in PvP in wolf form.
Parselmouth (ultra rare)– snakes will (mostly) not attack you, when using a wand
containing basilisk horn disarm abilities cannot work, as the wand works without
being in contact.
17.0 – Achievements
The achievement system is influenced by that found in SW:TOR and WoW. Each zone would
have achievements for defeating x number of each creature, as well as completing a large number
of tasks. Such as quests completed, treasure found, as well as any other hidden secrets.
All achievements would be bound to an account, not a character. This means if you successfully
defeat 249/250 dark wizards on one character, you only have to defeat 1 on another to get the
achievement bound to your account, this means to complete all achievements you will need
multiple characters. If a player wants to have a character not bound to their achievement list it is
possible through an option on the character selection screen. Characters are by default bound to
the achievements.
18.0 – Quidditch
Players sign up as either a team or in solo queue. Roles are selected on a first click, first get basis.
Abilities in quidditch are limited but use standard controls. Beaters right click to swing the
location you hit is based on the crosshair (don’t hit other players or you will get the enemy team
penalties!), chasers get throw and catch abilities based on the cross hair location again, goal
keepers get a catch or punch/kick (cross hair). Seekers role may have to adjust slightly to make
gameplay possible. Games should be done in about 15-20mins, to do this the snitch gets slower as
the game progresses. To catch the snitch the seeker flies around until he sees it, then has to get
close and click on it to catch. The amount of points gained for goals/snitch will likely be adjusted
from the series as games cannot go on for hours. The snitch would slow down as the game
progresses.
A ranked Quidditch league will release after a few months to allow teams to form.
19.0 -Screen Shots