SEIROMEM'S PROFILE

Seiromem
I would have more makerscore If I did things.
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SRW2: Yoshi's Archipelag...
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Faulty Fortune Cookies

After eating at a chinese buffet my family got into a small talk about funny fortunes a fortune cookie might have instead of the usually "Your personality makes you no enemies" or "You're on the right path don't worry babe <3"
Perhaps something a little more violent, maybe foreboding or just downright pointless.

Something like:
"Everyone Knows."

"Don't worry, you'll look cool with a scar."

"Considering other options can be a healthy life choice."

"You would probably kick a puppy."

"They're going to find out."

Can you guys think of anything?

What's the First Videogame you've ever played?

What's the game that you first played? Do you think it affected your life in any way, by introducing you to gaming or anything else? Do you think it truly matter what your first played game was?

The first game I can recall playing was Age Of Empires II. I played it when I was around 4. I asked my parents practically every day if I could play the computer, simply because I was curious about what to do with it. Most likely after some rapid clicking I started AoE II and played in it. I played it nearly every day after that, and soon I was playing the rest of my brothers' games. I know there's something to say about me loving a Real-time strategy game (I obviously played on the easiest difficulty) that young, but I don't now what it is =X
I honestly don't think it mattered that I played that first, however. Back then I didn't expect videogames to be anything but fun.

[Poll] Favorite Hair Color?

What's your favorite hair color, either on you or other people? Mine would have to be red hair, though I have brown myself. It most likely has to do with my favorite color being red. In some cases I think it's more vibrant than most other hair colors, and I like vibrant.
As for hair color on me, I could c-HAIR less! Ha.
Anyways I'd not want to dye it or anything, so I guess my preferred is brown.

Voice Acting Scenarios wanted.

Heyo, I want to record myself voice acting for various reasons but I'm in a bit of a bind, I have no good "Scenario" ideas, as in what to sound like and to say.

So, I'd like YOU guys to give me simple scenarios. I will attempt any accent, I can't go very high but I can go pretty low. Anyways give me something like:

"You're an old man yelling at them young whippersnappers."

Then I'll record my voice yelling that line, and once I get like 10 recordings I'll compile them into a video for your amusement. Be as creative as you like! Just don't tell me to say anything derogatory. A sample of terrible, terrible, horrid, repulsive, wretched voice acting of mine and some good bits of my sister's voices are here:

This is creative, right?

The Highlander's Tomb (Team Forum RPG)

The contents of this hide box is the process of creating a character.
So! Let's get into the numbers and stuff. I'm sure you like that. And custom stuff. That is the draw of this, right?

Create your character using these parameters:
Str, Dex, Perc, Magi, Endu
Breakdown of each stat:
Str= Strength, How strong you are, your physical strength. You need a certain stat to wear certain armors.
Dex= Dexterity: How good you are at handling your weapon and moving around. This also helps with dodging.
Perc= Perception: How well you perceive things. This'll help when looking around a room in the tomb or perhaps for scavenging/foraging supplies in and around town! Which is helpful. This also helps with dodging.
Magi= Your magical prowess. How well you can handle the mythical power of magic! Meaning your Spell effectiveness and your ability to not get injured by spells, and sensing magic.
ENDU= Endurance. You armor decides whether the hit you take will injury you or not. Your endurance is how long you can go on while injured!

Injury Persistence
Roll to beat a DC that increases every 1-4 turns you bare it. (Depends on how severe the injury is.)
Some injuries start higher on the list depending on intensity.
2, 4, 6, 8, 10, 13, 16, 19, 22, 26, 30, 35, 40, 46, 52, 59, 67, 75, 84, 94, 105, 117, 130, 144 etc.

You get 40 points for your character to start with at level 1. Each level nets you 7 more stat points to allocate. Enjoy!

Elemental Affinities and Deficiencies!
Once you've got that, you get to choose Three elemental affinities and two elemental deficiency. That is if you choose earth, water, and air as Aff and dark + light as def, then you get a +1/d of your Aff level added to any roll having to do with that element. Consequently, any roll having to do with one of your deficiencies gets subtracted by 1/2 your def level. Every time you level up you pick one of the elements you previously chose and up it's affinity level. So, you choose either water, earth or air to go from 1 to 2. Every 3 level ups (so on level 4, then 7, then 11 etc.) you must increase your elemental deficiencies by 1.
SHOULD YOU DECIDE: You could only choose TWO elemental affinities and convert the extra one into a 7 point stat boost! Yay!

The elements are: Fire, Water, Earth, Air, Magi, Force(non-elemental), Miasmal, Angelus, and Demoni.

MAGI= The Ancient Force of MAGIC! It is Magic in it's purest form, uncontaminated by any element, it's pure, fresh ENERGY!
Miasmal= The leftover energy of death. Energy that eventually decays into Magi, which is used to create souls.

You character: Give them a weapon (something I've heard of or is relatively easy to explain), an armor specialty in Light, Medium, Heavy, or MAGI, a name, a class name and your species! There are little parameters for this, so go wild! But not Mighty Behemoth Duck Born Of Cthulhu. Actually, go ahead and do that! Just remember you're only level one.

Don't make skills. I do that based on your character.


POST ALL ACTIONS IN BOLD! so I don't have to sift through your discussions all the time and maybe get what you actually wanted to do right.

Success will be measured through a roll that I will do. 1-20

1 is a failure, 20 is a success no matter what. All other numbers get modified based on your situation and are checked against a difficulty level. For example: Push small boulder requires you to roll at least an 15 strength check. Push Large boulder requires at least 22 strength check. The only way to be able to push the small boulder would be having your strength modifier bring you up past 20, which happens at higher stat points.
Rolling a 1, no matter your modifiers, results in failure. Rolling a 20 is the same, except it results in success.

STATUS EFFECT LIST:

Note: All states are induced by some kind of magic, I;E They are negative (Or positive!) effects of magic use.
FORCE Stun: You can't do anything more for one turn.
FIRE Burn: You're burned! If you're hit in the burned area you'll have to roll higher to deal with the injury
If water elemental damage is dealt to the burned area, you are instead cured of the burn.
VITA Paralysis: You're stopped from moving and taking actions until you're cured!
DEMONI Defiled: Similar to burn, if you're injured in the defiled area you must make a higher check to deal with the injury. Getting hit with angelous in that area cures defilement.
However, you have your Endu bonus is Halved!
ANGELOUS Regenerous: You have increased Endu bonus by 50% and have a +1/2 your angelous aff to deal with an injury! You can't have this state while being defiled.
EARTH Sundered: Your DEX and PERC bonuses are cut in half! Similar to burn, if you are injured by earth moves and are healed by Air moves and cured of sunder.
MIASMAL Diseased: Varying effects are applied to you, all of them detrimental.
MAGI Siphoned:Your MAGI is halved! One of your MAGI skills either goes on cool down or gets an extended cool down.
FORCE Tired: Everybody gets tired once in a while. Some more easily than others I;E those with low ENDU. A tired person's effectiveness is halved! All bonuses are 1/2! Rest to recover.
EARTH/DEMONI Petrified: Same as Paralysis, though it is only cured by destroying what petrified you.
AIR Confuzzeled: Your PERC is distorted!
FORCE Hunger: Everybody gets hungry, too. Not eating for an extended period of time causes hunger, which slowly drains your Endu (-1 to endu every turn). Eat something to cure hunger.
MAGI Valkinon's Disease: ???!?!?!?!?!?@!#$_)*-=><./,:"
AIR Winded: You're out of breath and move slowly for 2 turns. You cannot attack but can perform actions.
MIASMAL Fearstriken: -4 to all rolls!



HOW TO LEVEL UP!

You don't level up by conventional means. Absorb a Power Stone to level up.
A Power Stone is a one-use item that will increase your level. Meaning you get to allocate 7 more stat points and increase one of your elemental affinities!

LEARNING SKILLS: Every three level ups you'll learn a new skill!
What that skill actually is depends on your stats+ affinities + weapon and on my imagination. Also on your choice of these options:
Passive / Active Skill
Support Skill/ Attack Skills / Misc Skill!

Pick either a passive or active, THEN either support/attack/Misc! Then I'll whip up a skills based on your current skills and elemental affinites. And stats. And weapons. I'm repeating myself.
Once you use a power stone, it's destroyed! So choose carefully!

HOW TO UPGRADE YOUR EQUIPMENT

1: Add-ons/Attachments: but I can only think of attacthments for the crossbow, such as a recoil buffer, an addition arrow "Slot" so you don't need to reload after firing one but double the reload time, or you can fire two at the same time at the cost of more reload time.

2: Enchant it. Like the weapon you have? Well, you'll need runes and elemental essence to enchant what you like. Combinations don't always = both. For example, demoni enchanted swords just add on more demoni elemental damage, same for fire. However Demoni AND Fire (in that order) enchantment = Ability to defile!

You can also UPGRADE enchantments by using the same runes and essence you used for the original enchantment + a POWER STONE. Because you're basically leveling up your weapon's enchantment"

Since it will never be obvious, the Antique shop sells runes and essence.
There's also the possibility of a tertiary enchantment, which is a boost to your current enchantment. Using the previous example, a Demoni-Fire sword enchantment will Deal Demoni Elemental Damage and have a chance to defile, if you add on force as the tertiary enchantment the power of the enchantment is boosted.
Lvl 1: Demoni-Fire-Force = BOOSTED Demoni elemental damage that may defile.

HOWEVER! The Tertiary enchantment CANNOT be the opposite of the Primary enchantment. You can have the secondary enchantment be the opposite- for example Demoni-Angelus-Force, BUT NOT Demoni-Force-Angelus! If you do the latter mentioned enchantment, the angelus magic will actually DECREASE the power of the enchantment due to conflicting elements. Be very careful!

Here are some enchantment costs, replace the ____ with whatever element you're using.
x1 _____ Rune x2 _______ Essence = Basic Enchant (Primary only)
x2 _____ Rune x4 _______ Essence SECONDARY: x1 _____Rune x2 _____ Essence = Complex Enchant (Primary + Secondary)
x3 _____ Rune x6 _______ Essence SECONDARY: x2 _____ Rune x4 _____ Essence TERTIARY: x1 _____ Rune x2 _____Essence Intricate Enchant(Primary, Secondary, and Tertiary)

To get rid of an enchant, you'll need to relocate it or reduce it to Miasma.

To relocate it: You'll need an alter, the item it'll be relocated to, and a good MAGI skill. A bad MAGI skill will simply destroy the enchanted item, so be careful!

To reduce the enchantment to miasma: You'll need an alter and a GREAT magi skill, then the miasma will solidify into a MAGI stone afterwords. What those do is a secret!

Once you remove the enchant, you can easily re-enchant the item!
Also, due to the cost of enchanting, it takes no time at all! It's just risky too, if you mess up you can say buh-bye to your weapon! The higher the MAGI the better!
There will be merchants and the like about town (and in the tomb!) that can enchant, reduce the enchant, or move the enchant for you! (with a price)

Elements and their opposites:
Magi =/= Force
Water =/= Fire
Earth =/= Air
Vita =/= Miasmal
Demoni =/= Angelus

YOU'LL NEED A GOOD MAGI STAT FOR THIS!

3: Temper it. Get the same material your weapon is made out of and find a blacksmith to temper it! Or try it yourself, that will be based on your Dex + Endu + the tool you're using (regular grindstone- whatever)
Forging one from scratch requires Dex + Endu + Str.

Current Characters:
Lvl 8 Zuko the Savage War Mage - Demon - Male
ATK: 26 ENDU: 17 MAGI: 26 DEX: 14 PERC: 14
AFF: Lvl 4 DEMONI Lvl 3 FIRE Lvl 3 FORCE
DIF: Lvl 2 Angelus Lvl 2 Water
SKILLS
PASSIVE: Demonic Charm
You are more persuasive and are able to win argument more easily, as well as become more attractive to those of the opposite gender.

Skills
WEAP: Reaver Slash. A slash with your empowered sword that may defile an enemy.
4 Turn Cooldown.

MAGI: Impose Will (FORCE)
Assert your dominance on a creature and force it to do an action.
7 Turn Cooldown

MAGI: Dark Fire= Demoni+ Fire elemental spell damage.
3 Turn Cooldown.

MAGI: Empower (Force): Empower one person, increasing their strength for 3 turns.
2 Turn Cooldown after the boost is gone.

MAGI: Scorch (Fire): Burst an enemy into flames, melting a layer of armor or flesh if not wearing armor.
6 Turn Cooldown


Lvl 8 Kairy Qiuvan the Mercenary - Human - Female
ATK:18 ENDU:21 MAGI:13 DEX:22 PERC:22
AFF: Lvl 3 Fire Lvl 4 Air Lvl 3 Force
DIF:Lvl 2 Magi Lvl 2 Miasmal
SKILLS
PASSIVE: Ruthless Efficiency
Kairy is so precise that she gains a bonus in DEX and PERC when firing a ranged weapon.
PASSIVE: Treasure Sense: Kairy knows just where to find treasure, even if it seems highly unlikely.

WEAP: Zip Shot, using the power of air you fire bolts at enemies almost instantaneously!
2 Turn Cooldown

WEAP: Quickload, using the power of air you load your weapon instantly once.
2 Turn Cooldown.

MAGI: Welken Bolster: Empower your allies with fiery force similar to that of a Welken! Increases ATK and adds fire elemental damage to an allies weapon. MAY BURN THE RECEIVER!
2 Turn Cooldown after the boost is gone.

WEAP: Armor Melter: Create a magical bolt that you fire from your crossbow! Melts through metal armor, get's stopped by scale armor, and sets fire to leather armor.
8 Turn Cooldown


Lvl 8 Wes the Paladin - Borin' Old Human (A subspecies of human) - Male
ATK:17 ENDU:28 MAGI:24 DEX:16 PERC:11
AFF: Lvl 2 Water Lvl 3 MAGI Lvl 4 Angelus
DIF: Lvl 2 Demoni Lvl 2 Vita
SKILLS
PASSIVE: Borin' Old Giliath Endurance
Have a chance to defy death! That attack would of killed you, but you can take it. You are, after all, very righteous!

MAGI: Soothe Wounds S:
Use your righteousness to soothe the wounds of your comrades and increase the speed at which they move!
4 Turn Cooldown

MAGI: Small Barrier H: Sets up a small barrier at a location, blocking spells and projectiles as well as creating a small mist behind it, soothing wounds of those behind it very lightly. Lasts for 2 Turns.
4 Turn Cooldown after the barrier disappears.

MAGI: Soak: Soak a unit in magical water. Increases their fire resistance by 1 level.
2 Turn Cooldown after the boost is gone.

MAGI: Benevolence: Creates a thick mist of Angelous magic around an ally, shielding them from Demoni and Angelous magic as well as preventing one injury for 2 turns. (5 Turn cooldown)

MAGI: Smite (Angelous): Smite an enemy with magic, Siphoning them and Weakening them. Deals Angelous damage.
5 Turn Cooldown


DECEASED Lvl 7 Bazyli the Pure Born Mage - humanoid - Male.
ATK:2 ENDU:13 MAGI:50 DEX:10 PERC:20

AFF:Lvl 1 MAGI Lvl 5 Miasmal Lvl 3 Angelus
DIF:Lvl 3 Fire Lvl 1 Demoni
SKILLS:
PASSIVE: Ancient Power: Bazyli's ancient power causes him to gain an extra 1 point in MAGI every time he levels up for free!
He also cannot be injured by the elements he has an affinity for but also gets injured when harmed by the element he has a deficiency for.

PASSIVE: Clairvoyence: Bazyli's Magical power and elemental affinities give him the chance to see through certain objects and perceive what he normally couldn't.

WEAP: Twirling MAGI Ball of Doom lvl1: Bazyli uses his magic power to
swing the ball by the chain around him for a short time, creating a semi barrier against enemies and
harms any who get too close. Once one enemy gets too close, the ball stops
and he is stunned and backs up for one turn.
2 Turn Cooldown.

MAGI: Miasmal Currents: Bazyli siphons an enemy and absorbs his miasma, solidifying it into
MAGI. He then transfers this MAGI to an ally, booting their next spell's power.
2 Turn Cooldown after the boost is gone.

MAGI: Buster Ball Blast: Bazyli fires out a ball of pure magical
energy, causing spell damage of the MAGI element to the first thing it hits.
3 Turn Cooldown.

MAGI: Holy Covenant: Bazyli calls upon his holy covenant, and with
it burns an enemy with a ray of light!
3 Turn Cooldown.


Lvl 8 Razuna: the Thief - Half-Elf - Male
ATK:28 ENDU:15 MAGI:8 DEX:28 PERC:17
AFF: Lvl 1 Miasmal Lvl 8 Force Lvl 1 MAGI
DEF:Lvl 2 Fire Lvl 2 Water
SKILLS:
PASSIVE: White Raven Companion: You have a white raven companion!
You can command this raven to do many things alongside you during your
turn. Want it to scout out the area? Scavenge for supplies? Gouge an enemy's eyes?
PASSIVE II: Counter Attack: Have a chance of countering an attack if you successfully dodged it.

SUP: Power Strikes: Your DEX and ATK are increased by 5 for 3 turns.
Your weapons gain FORCE elemental damage.
2 Turn Cooldown after the boost is gone.

SUP: Fake out: You fake an enemy out and barge into them, stunning them
for one turn. Have a chance to pick their pockets.
3 Turn Cooldown.

WEAP: Dual Pierce: Use your two Gladius to pierce an enemy in a
specific spot, ignoring armor.
4 Turn Cooldown.

Magi: Aura Burst (Force): Channel your strength into a ball of FORCE energy that blasts a foe. Magic attack that uses your attack, not magi.
6 Turn Cooldown


Gourd:
LvL 1 Gourd
ATK: 7 ENDU: 1 MAGI: 0 DEX: 50 PERC: 50
WEAP: Talons ARMOR: None AFFINITIES: Angelus and AIR
Deficiencies: Electro, Demoni, Fire, Force, and MAGI.
Ominous Caw

Villainous Event?

So, I was just browsing the welp forum like I never do, and I came across this topic

and everyone's replies were somewhat varied yet most of them referred to a lack of good villains in RMN games in general.

Let's fix that shall we?

we could have an event where participants would create a game focusing/revolving around the villain. Such a game would require not just a good villain(s) but good characters to interact with the villain(s) so it wouldn't be some "one-trick pony" event like "USE MUSHROOMS A LOT" or some crap I would totally come up with.

Deciding who the winner is would be simple: Whoever the community likes most (So using a poll) is the winner. After all, this event was inspired by some RMNers saying their aren't really good villains they could think of.

These articles seem to be a good source for helping out/giving suggestions to the participants (including myself)

Ideas, suggestions, condemnation, support?

Castles Masterpiece Sequel

CASTLES MASTERPIECE SET SEQUEL

For those of you who don't know what Castles-Masterpiece Set is
CLICK HERE

anyways, I decided I didn't want to wait for someone else to do something for me so I'm going to do it!

The castle's masterpiece set was an SMBX event where we practiced designing castles that were challenging, which did not exactly mean difficult, basically.

Level Submissions:
Of course, the way the level submissions were handled were with one person giving feedback and suggesting changes if the level wasn't up to par, and even if it was feedback was still given to make the castle even better.
This has the obvious flaw of putting too much work onto one person.
The best way to prevent this: Multiple Judges! I know i am incapable of judging levels and giving suggestions, so I'd rather have at least three other people do that.

THIS TIME though, we should be more strict.

Themes:

There wasn't any themes in the last masterpiece set, so we had a variety of submissions. While this isn't bad at all, it still made for a lack of consistency; there was also a lack of plot.
I have a solution for both these things!

Level Rules:
These read as such:
-We're going for quality over quantity here, so you may submit up to 3 levels total.
-You are not limited to staying within any of the “styles” the castles previous Mario games adhered to. Use them as guidelines, but don't be afraid to innovate. Have fun with it!
-You may use custom graphics and MP3s if you wish.
-The game will only utilize Mario and Luigi as characters, so don't make Peach or Toad levels.
-All water must be swimmable. Waterfalls must not be.
-An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
-This will be a strictly one player game. You don't have to design your castle to support co-op.
-No secret stars.
-No dialogue! That means no message blocks, signs, or talking npcs!
-You must have at least one power
up. Remember that the amount of power-ups and how you place them contributes greatly to the difficulty of a level.
-Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.
----------------------------------------
-I feel a different way of handling this is in order.
I think we should instead have a limit of 1 level at a time.
Once that level has gone through the full extent of judging and has been deemed "The best it can be" so to speak, then, and only then, should you start making your second castle.
-I vote keep it
-same with this one
-yup
-agreed
-I think we should "keep in mind" 2-player but not focus on it.
-Definitely!
-I'm going to agree to this and state that I plan to have myself be an exception if you all like my idea (explained below)
-I'd like to change this to at least two: one at the start, one in the middle.
-Agreed.

With all the concepts out of the way, it's time for my idea!

Theme Idea:

I say that Dr Toadly some archeologist toad how boring meets with Mario on his ship, and he tells Mario he'll pay him 1000000 gold coins if he searches the ruins in 4-5 "Areas" (this being where the theme comes in) The ruins in a given area don't have to have similar block structure or graphics style. They just share the "Theme" of that area (Desert, Forest etc.) and nothing more.
However, I might suggest that we have similar enemies for the sake of consistency.
There should be the same amount of ruins in each area, and one "final" ruin that requires stars from each ruin to play.
Ruins being castles, but for the sake of the story, they'd just be called ruins.

Things that need deciding:
-My Rules suggestion and any others
-My Theme idea, and any others
-Agreement on level submission stuff
-If we accept my theme ideas, we'd need to know how many areas and what their themes are.

Something I didn't cover, complaints about me?

I hope you suggest stuff, this is all I could think of that would be relevant!

Need some help with custom monster battlers!

The only help I need is making the aforementioned battlers fit into the graphic style my game has.
I can draw the monsters I want no problem, I just don't have any software to edit the drawing to make it look like it would belong in my game's world.

So all I need is someone to take the monsters I give and edit them so they fit the VX RTP.

If you can help, thanks! If you know someone who can help, please ask them!

Dimensional Tears (FORUM RPG)

Dimensional Tears Forum RPG
This is a forum RPG where you decide everything you do, and where 'I' Decide everything that happens.

Create your character: You can be anything from a fishman to a robot to a starfish for all I care, just not something that's overpowered! (Like a 50 ft stone golem whose mere steps cause earthquakes.)

After you create your character, think up a passive ability. This is something you do not use, but something that can help you out. IE: A poison immunity or the ability to breath underwater for a longer period of time.

Then, you think of one Active Ability, this is something you activate at any time. However you can only use it a certain amount of rounds based on what it does. This can be anything from a weak magic attack to techniques to in-depth analysis of a situation! (Info Grab)

The way damage and looting and, basically, everything is decided is by dice roll.
If you Role: 1: You pretty much screwed that up so bad you hurt yourself!
2:You failed miserably and the enemy/hazard reacts!
3:Neutral, you didn't really fail but you didn't succeed either.
4:You done did good! You have a moderate success on your hands!
5:Amazing! This worked out far better than you expected!
6:Amazing, this worked out pretty great, but unfortunately something else got damaged, and that's not as good.....

The Stats that are affected by role is:
Stealth: How well you sneak
Combat: How well you fight!
Sub Categories (Variations in boost for combat)
Attack: How well you attack! Block: How well you block/dodge!

Analysis: How well you can perceive a situation!
Looting: How much loot and how good it is!
Other: This is basically oddjobs such as Alchemy or raft-building.

Chose one of these you want to automatically get a +1 for(this lasts forever or until you get cursed), or choose to get a +2 for 7 rounds! (7 IS a lucky number) however you must also chose one that'll be at -1 for the 7 rounds as well.
A +1 adds a 1 to your role. For example, if you role a 4(moderate success), you'd get a 5 (Great success!).
However if you role a 5(Great success!), you do not get a 6 no matter how many +1s you have. If you get a 6, you stay at a 6(Great success +Damage to something).


After this, say what your starting equipment is (Weapon, Armor and 1 accessory) and where you want to appear in the land of:
Kanora


Once you decide where, I'll tell you what in the world is around you! You could literally appear ANYWHERE!
EXCEPT: Izzigo City & Factory, Karro City & Mine, Tynoar City & Mine

Now you are wondering what your goal is, and so I'll tell you.
ESCAPE: You've gotta get back to your own dimension, wherever it be, for you are fading away! After 500 Rounds, you'll fade away into non-existence. SO you have plenty of time, just don't go dickin' around!

Player Vs Player is allowed, but it's definitely not smart (Unless you really want to)

There'll be a Karma Gauge: This is basically what type of allies you can obtain.

EXAMPLE IF YOU'RE CONFUSED:
Matt the Warrior: Human; Passive- Warrior Spirit- Cannot be Stunned/Paralyzed; Active- Double Slash- Attack twice; Knack- +1 Combat (Or +2Combat, -1 Stealth for 7 rounds): Equipment-Rusty Sword (+1 Attack), Leather Armor (+1 Block), Warrior's Band (+1 Combat): Appear in the Kyro Valley


You may join after you die, but you start over! It'll be fine early on, but later.....

Any questions, please ask!
Other than that, join up! Please.
I'm lonely.

It may be in your best interest to also read some:
Juicy Info:
STATUSES: Poison (You're weakened! -1 in combat!) Stun/Paralysis (Your action is interrupted for that round!) Curse (You get a -1 in any stat for as long as you let it exist! To be cured, find a priest or something) and Silence (You cannot speak! It'll go away after 3 rounds or until you cure it!)
MONSTERS SO FAR: Drakor: Small Drakes babied by a mother dragon
Ferall: Sturdy wolves, hunt in packs
Gyor: a giant domesticated animal with layers of fat all over it's body.
Maulipede: A man-eating armored bug! It burrows through soil and ambushes unwary travelers.
Known Loot So Far: Blue Soothing Cloth(+1 Healing)
Jugs (Contents do unknown things)
Wehtstone's (Stones filled with water, unknown usage)
Deaths: None )=
The 3 Races: The Karro Humans, live in the land of Karro. Like to explore and have a variety of skills. Tynoar Giants: Peaceful and powerful giants of the Tynoar Lands, they are a bit selfish however, and have formed a treaty to keep their land to themselves, with travelers being an exception.
The Izzigo Lizardfolk who keep to themselves. They're rather industrialized and keep to the north.
Did you Know? There are 5 power stone throughout the land to give you a stat boost!
Bosses So Far:
Dragon: A powerful winged beast with the potential to breathe a variety of breaths!
None Slain
(Bosses are major creatures of great power and loot, they travel the land and you'd need to be very luck or unlucky to find them!)



CURRENT PLAYERS: Wildwes as Wes
Jeroen_Sol as 142857
LockeZ as Kwimi
Liberty as Tiska
Gourd_Clae as Gourdy the Great

What do you call a "Great Mario Level"?

I'm in the process of making my second Mario game, and have realized I had several amazing levels, yet plenty of terrible ones in my first one. I'm trying to figure out what makes them good and what makes them bad.
What do you feel makes a Mario level good and bad?
Is it the Graphics, the amount of enemies, the music?
Even the name?
What about it made it amazing or terrible, or both?