-- SpiritQuest
ALT="Furcadia!" BORDER=0

Main

Dream Links:

StarFighters:
Lock and Load
Exibition Summer 2006

Space Quest:
Project Genisis
1st Place
Spring Festival 2006


ClanWars!
Exibition Spring 2005

SpiritQuest
3rd Place
Wolf Howl 2004

ArenaMasters
2nd Place
Festival of the Sun 2004


The Bard's Tail
3rd Place
Spring Festival 2004





An Epic Quest in an Epic World

Time Passes, the world changes,
Spirits drift in the wind.
Good and Evil, Dark and Light.
Dawn and Dusk, Day and Night.


Once Again, the Hero's Spirit has faded, The Clans have fallen into Ruin, The Ancient Spirits have been Locked away in The Tomb, and the Hall of Heroes is in need of Heroes.
Can the Clan Halls and Fortresses be Rebuilt? Are there Any who can free the Ancients and Recover the Sword of Spirits?
Only Time will Tell.


Evolution is the 3rd installment of the SpiritQuest series taking many of the ideas and systems from previous versions and combining them in a new way using my unique Lock and Load system.


World Time:
The dream uses the "Time Module" introduced in SpiritQuest: Dark Harvest.
Time passes with day and night complete with random weather effects.

Every 6 seconds real time = 1 minute world time
Every 6 minutes real time = 1 hour world time
Every 2 hours real time = 1 day world time
The Day and Night is divided evenly with 12 hours world time each.

The World:
It takes about 1 "World" day to 1 Hour of Dream activity for the Base World to be generated. The Landscape is constantly growing and evolving as Furre's interact with it. There are 2 forest, a River and a Mountain Range that are in a constant state of erosion and growth.
Hold a Hatchet or Axe and you cut down trees when you move into them, otherwise use F3 to chop them down.
Hold a Pick to chip away at most "Mountains" or F3 on those stubborn ones. With a Spear in your paws you can Fish. You will collect WOOD, STONES, RUNES, HIDES and can catch FISH which can then be used to do a variety of other things including help build Clan Halls. The forest and river are really very tame areas with the easiest quests and relatively friendly as there is no pvp, creatures are easily avoidable, and a player can just hang out, fish, swim and camp if fighting monsters or exploring dangerous dungeons isn't thier thing. At night however, Werewolves, Vampires and Bats come out.

Clan Halls and Fortress:
Once you finish the Fighter's Quest you must join a Clan to get access to more Quests.
Clans and the Clan Halls also advance in Levels. The Clan Hall and Fortress begin in "Ruins" and the Oracle has no power. But as players join a Clan the Clan Hall and Oracle can gain Levels. At Level 1 the Clan Halls gets a Crafter, Storage and the Oracle, at Level 2 will cast a temporoary AURA (increased defense) and ENCHANTMENT (increased attack) on clan member's. Every 2 Levels the strength of the Auras and Enchantments increases.
With each New Level the Crafter learns a New Skill and adds new features to the Clan Hall and Clan Fortress.


Inventory:
Compass:
Everyone has a Basic Compass in thier Inventory from the start. Say COMPASS for Your Current Location. The Tracker's Magic Compass  reveals the current Quest. Location or the x,y of where you need to go next.
Bag:
Find the Bag to Complete the Traveler's Quest. Say BAG to look inside it. With it you can collect collectable items in the dream that can be used for other things. It holds Gold, Stones, Wood, Fish, Hides*, Runes*, Blue Keys*, and Gold Keys*.  Items with * can be taken out by saying GET <item name>
Backpack:
Find the Backpack to complete the Tracker's Quest. Say BACKPACK to look inside it. It comes with a Magic Compass, Spellbook, Lute, Hatchet, Pick, Spear and will hold the Fighter's Blade when you complete the Fighter's Quest. Say the Word in all CAPS to take the item out of your bag, [F2] to Equip it.
Weapons Bag:
When you start the Warrior's Quest you recieve a Weapons Bag that will hold all the Weapons you get for the rest of the game. Say WEAPONS to look inside it. Say the Word in CAPS to take it out. [F2] to equip it.

Magic and Mana:
Magic will be a great help to being to complete the Quests and Challenges. Spells take Mana to be able to use and until you've completed the first Tombs Quest require you have a Spellbook in your paws. Mana is refreshed to 100% every 6 minutes or World hour.
Common Spells that have no requirements are:
COMPASS and HOME
Beginning Spells can be used by any Class IF they have a Spellbook in thier paws and have enough Mana.
A player can also find, win, and buy Runes and Amulets which have mana free Spell effects.
Advanced Spells are Learned after finishing Quests in the Tombs. When all the Advanced Spells are Learned a player must then choose a class that can cast one of the 4 types of Spells without a Spellbook.
Protector = Heaven, Destroyer = Hell, Defender = Earth, Avenger = Sky
Players can cast Any type spell when Holding the SpiritSword.
Item Spells do not use mana but use the item or an item charge. Command USE <item>

SPELLS

Command
Name
Effect
Mana Cost
Duration
Type
HOME
Return
Teleport to Sanctuary
0
Spell: Instant
Common
COMPASS
Compass
Show Locations
0
Spell: Instant
Common
HEAL
Calm Spirit
Calm Spirit for 25 Life
10
Spell: Instant
Heaven
LIFE
Restore Spirit
Restore Spirit to Full Life
20
Spell: Instant
Heaven
FLAME
Flame Lick
Burn anything but Stone with the Flames of Hell
10 x Level Damage
5
Spell: Instant:
1-3+ seconds
Hell
FIRE
Hellfire
All Weapons Ignite with Hellfire
Strips any other Enchantment and Increases Attack Power by 3
10
Enchantment
Fades at New World Hour Emit
Hell
SHAKE
Tremor
Rock erupts from the ground in an Area around the Caster.
10 x Level Damage in front of Caster
10
Spell: Instant
1 second
Earth
SHIELD
Armor of Earth
Creates a Stone Shield Aura that Increases Defense by 3 Striping any other Aura
20
Aura
Fades at New World Hour Emit
Earth
STRIKE
Lightning Strike
Destroys any object in front of the Caster
5 x Level Damage
10
Spell: Instant
1 second
Sky
STORM
Lighting Storm
Summons a Lightning Storm that Destroys objects in an Area around the Caster.
20 x Level Damage in front of the Caster
20
Spell: Instant
1 second
Sky
USE RUNE
Random
One of 3 Types Possible
See Amulets for Possible Effects
Uses Rune
See Amulets
Item
USE AMULET
Amulet of Life
Restores the Spirit to Full Life
1 Amulet Charge
Spell: Instant
Item
USE AMULET
Amulet of Defense
Aura of Defense: Increases Defense by 1 and can be added to any existing Aura
1 Amulet Charge
Aura
Fades at New World Hour Emit
Item
USE AMULET
Amulet of Power
Enchantment of Power: Increases Attack Power by 1 and can be added to any existing Enchantment
1 Amulet Charge
Enchantment
Fades at New World Hour Emit
Item
Action:
Touch Clan Oracle
Aura of Dragon or Phoenix Clan Aura: Increases Defense by Clan Level / 2 Stripping any other Aura
Free
Aura
Fades at New World Hour Emit
Oracle
Action:
Touch Clan Oracle
Enchantment of Dragon or Phoenix
Clan Enchantment: Increases Attack Power by Clan Level / 2 Stripping any other Enchantment
Free
Enchantment
Fades at New World Hour Emit
Oracle
FOR HONOR
SpiritSword
Cast Restore Spirit (Full Heal), Clan Aura, and Clan Enchantment
1 Use per World Hour
Aura and Enchantment Fade at New World Hour Emit
Item

Primary Quests:
The primary Quests are Linear and must be done in order and are given by the Oracle of Spirits. Most Quests are directly related to the players Class development as well as lead to unlocking the ability to join either the Dragon or the Phoenix Clan.
Quests can only be done one time by each player though others can help. Bonus Quests and Hall of Hero Challenges can be done over and over.
  • Explorer's Quest
  • Bard's Quest
  • Tracker's Quest
  • Fighter's Quest
  • Oracle Quest
    • Dragon Quest
    • Phoenix Quest
  • Warrior's Quest
    • Sword Quest
    • Axe Quest
    • Hammer Quest
  • Ancient's Quest
    • Undead Defender
    • Undead Protector
    • Undead Destroyer
    • Undead Avenger
  • SpiritSword Quest
    • SpiritSword Hilt
    • SpiritSword Blade
    • Ritual of Binding
Bonus Quests:
There are some common quests that are related to World Interaction that can be done in any order. They are all repeatable and awarded automatically..

  • Camper Bonus Quest
  • Fisherman Bonus Quest
  • Beastmaster Bonus Quest
  • The Lost Boy Quest
The Hall of Heroes:
Beneath the Sanctuary of Spirits is the Hall of Heroes where players will find Challenges that are not quests but mini-games that can be repeated.
  • The Sleeper
    • A New version of my "Classic" Sleeping Dragon
  • The Gauntlet
    • The Ultimate Monster Arena: 1 World Hour to Defeat as many "Bosses" as possible



Lock and Load:
This exclusive feature allows you to LOCK your ID and return later and restore your stats.
Just say LOCK to generate a random 5 digit password! (10000 possible passwords)
Then, when you return or need to reload your ID just type [LOAD <password>
Stats are autosaved with every action by the DS and remain until the Dream is Reloaded or Reset.

There are times when the DS might loose track of your ID, mostly if you leave Furcadia without leaving the dream then restart Furcadia.