- LORE CHANGELOG
- We've been working on a new website theme, there may be some teething problems, please report any issues found by clicking [here]
- We've got a Discord server to keep the community connected, [click here to join now]
- Introduce yourself to the new A'therys Guilds system [click here]
- The Test Server is now open [click here] for the discussion thread
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(brought to you by Conquest Reforged Survival Mode)
We have a new survival server hosted on survival.atherys.com and on version 1.12.2 of the Conquest Reforged Launcher. (Download the Launcher here) This server is different to the plot server because you can build anywhere on the infinite world and with whoever you want. You can share resources using the chest lock plugin called Latch (https://ore.spongepowered.org/IchorPowered/Latch), more on that later.
The server has a rollback tool incase of the inevitable grief, and all players are given access to the inspection tool so they can report it using the google form. (https://goo.gl/forms/RlwKBjgNlAT3D4Y63)
The world seed was hand picked by our Build Team and PvP is enabled globally for that added fun. More builds to be released and developed, but here’s one: (Maybe you could send us some)
We also have ranks on the server to allow players to gain permissions and extras as they play. These ranks are “The Respected” and “The Trusted”, both have their own suffix aswell as permissions:
/prism inspect (Block state lookup) [Grief Prevention]
AFK Kick Bypass
Player limit Bypass
/kittycannon (No entity/environment damage)
Staff keep a close eye on the server and if they see a worth player of the following (see below) ranks will be awarded:
This is the first rank other than the default and is for players who have
shown a keen interest in the survival server and have created a settlement on the server with a handful of people. they are active in Discord and in-game. they welcome new members and show them the ropes. These players have access to /tpa and bypass the AFK kick, they also have a red “The Respected” suffix and access to set 3 homes.
This is the final rank (for now) and in order to obtain this players should go out of their way to bring new players to A’therys,
(optional) retweating tweets/instagram posts by @atheryshorizons will be recognised and appreciated. have created multiple settlements across the server. getting new members introduced to A'therys; the lore, A'therys Horizons, the build server, etc. This rank has a bunch of fun commands, aswell as 5 homes and are able to join if the server is full. They can also change their display name using /nick. Comes with a gold "The Trusted" suffix. These people also aid the staff on recognising other players with these traits.
These ranks will gain more permissions as we develop the server on the lead up to the A’therys Horizons server release. There is also possibility that players with the Trusted rank will gain beta access to A’therys Horizons in the future.
Latch is a plugin which is very similar to LWC from A’therys Evo. It allows you to lock private, public, donation and shared chests, doors etc.
5 different types of locks Public locks - anyone can access, just applies protection Private locks - only players the owner adds can access Password always locks - players with the password can access (required to type every time) Password once locks - players with the password can access (only need to type the first time) Donation locks - (applies to containers) only players the owner adds can withdraw, anyone can deposit The limits for this plugin are currently set at default, however we will probably increase these soon, as Conquest Reforged holds a lot more items than standard vanilla, so don’t panic! The limits at the moment are:
donation=12 password_always=12 password_once=12 private=24 public=12 total=64 Let us know what you think of the limits in the comments if you like!
Prism is a grief prevention plugin that we also use on the plot server. It basically allows us to check grief and roll it back if needed, similar to LogBlock from A’therys Evo. All players have access to the /pr i command to check if something looks out of place. If you do find a grief, promptly report it using the google form above and then we can roll it back.
Joining and Rules
1. Upon joining, you will spawn inside a cave like this:
2. Follow this broken up path through until you get to here:
3. At this point you will want to check the rules thoroughly and say hi (maybe?)
Our rules in detail can be found at https://atherys.com/rules but here is a copy incase you are new here:
No Inappropriate Links in Chat (/info rule1) - Will result in a mute
No Harassment (/info rule2) - Will result in a ban
No Excessive Language (/info rule3) - Will result in a mute
No Hacking (Attempting) (/info rule4) - Will result in a ban
And No Griefing (/info rule5) - Will definitely result in a ban
Ofcourse, these can be appealed on our forums, here’s a link to that section: https://atherys.com/forums/forum/33-ban-appeals/ You will need to create a forum account.
4. And then after that… it’s your journey. Good luck!
How do I set multiple homes?
You can use "/sethome [name]" to set another home. Using "/sethome" on it's own will set a home called "home"
So, how do I teleport to one of my several homes?
You can do "/home [name]" and that will allow you to teleport to all your different homes. Do "/home list" if you're not sure what homes you have!
Are you looking to buy a prime piece of property this side of the Stormwall?
Well have I got a deal for you!
Today we have a special post for you as a small update, which will hopefully provide some insight into the functioning of towns in Horizons. As you know, towns are an important aspect of the server experience. They provide us with shelter, community, and inspire us to build and immerse ourselves in the map. However, some changes are important to know for the release of Horizons.
- Towns will no longer be purchasable with real money: all towns will be available within the game using in-game currency.
- We will no longer be using Towny; a custom plugin is being developed for our specific needs.
- There will be a minimum player requirement to start a town. No longer will one or two person towns be allowed to set up – our preliminary go-to number has been 10 people, but this may change (however it will not change drastically, so be prepared.) Without this minimum your purchase will be rejected by your nation head.
- Each town will be required to pay a periodic upkeep through in-game currency. This will automatically be charged to your town bank; nonpayment will result in penalties up to eventual removal of your town. The upkeep will require that minimum of people to meet – extra hands will lighten the burden for you. Maintaining an active player-base will therefore be crucial to the survival of your town. We are aware that this number is high – it is meant to be. You may need to reach out to players you have not traditionally played with to meet the requirements. With this, new players will be valued as potential contributors to the towns upkeep and be welcomed everywhere.
- Towns who keep their PvP status on (more on this later*) will be granted special privilege – their upkeep rates will be lower, allowing for less work to be spent mining and trading, and more time slaying and looting. This may not seem like much of a benefit at first, but players will quickly see the value in having to pay less tax. There will be more information on this process at a later date.
- To facilitate players without a town, capitals will be livable – Considered a starter town, the nation head will be tasked with overseeing the running of their nation hub. In it you will be given opportunity for room and board in case you are unable to join a player-ran town. Your lodgings may not be as luxurious as if you were in a player ran town though.
More information will be released later, and all above is subject to change! This is the working explanation for the town mechanic – it may be tweaked, however the main points are relatively safe to assume as true unless stated otherwise.
(Just an example of a title deed given by a nation Head)
I'll do it in 2 blocks, as past and present are just a quick update on what has happened and why.
Past and Present:
From roughly October, the Heroes team was working on what we now call "The MOBA" update. This was a trail run thing designed by one of our members. It got to it's late stages, however most of the heroes team, and indeed the pvp community had fallen out with this idea due to it's blandness and lack of different play styles. After some re-assessment, many polls on the forums and talks after self chats with people who were interested to listen, the heroes team decided on a rework that would reach a middle ground between those who wanted super relaxed, small skill pool pvp, and those who liked having lots of skills to play with. This was 8 skills and 1 passive/toggle. The heroes team then knuckled down and spent several months basically reshaping the entire heroes roster. Including the creation of 61 new skills for classes. At this point it was late January and the server had wained a considerable amount. PvP was a very rare occurrence and the population was at a worrying place. It was at this point that I was let in on the concept of Horizons and that, actually, the heroes update was pointless as we were no longer willing to put money into it (About $400-$600 was needed for the skills to be coded) due to the fact that the server was going kaput soon.
That anecdote is why you haven't seen much activity from the Heroes Team since December. Because quite literally there has been no point in trying to make the big changes, and in fact we were instructed not too. Now, onto the fun bit where I get to explain the current CONCEPTS for Horizons.
Goodbye, Heroes! I for one will certainly not miss you and your garbage code! Remember EVERYTHING I talk about here is COMPLETELY CONCEPTUAL. NONE of this this could happen.
As we are going modded, there is 0 point in using a plugin for our pvp system. Instead @HaedHutner and his team of sparkly new dev have offered to code a custom work of art for us! How lovely! From this point on, anything we want is only limited by our imagination (and what Haed can be arsed to code)! Since february, me and a couple of select helpers have been dreaming up a brand new PvP system. One that will put Heroes to shame. It is formed of two major components we called "Branched Levelling" and "Attributed Armour"
If any of you have played Path Of Exile or Borderlands, you'll already have an idea on what kind of system this is going to be. There is a total of 4 classes; Warrior, Mage, Priest, Rogue. Each will have a tree of skills that can only be accessed by unlocking the predecessor skill. The trees will look something like this (Presume the lines join together at the ultimate skill):
As you can see, each class has 2 'major' trees, with 2 'minor' trees coming out the sides.
In addition, the player gets to choose 1 of 4 passives right at the get-go, the player will progressively unlock a skill point every 5 levels (1, 5, 10, 15, 20, 25. Max level being 25). This means a total of 6 skills and 1 passive for a fully levelled class. If you wish to change your build, there will be an in-game fee and it will have to be done in very certain locations.
Just in case people are still confused, let me create an example. I am playing warrior. At level 1 I picked 'Defensive Skill 1' as my first skill. When hitting level 5, I have a choice of; 'Offensive skill 1', 'Support Skill 1' or 'Defensive Skill 2'. At level 10 the choices will change again based on what I picked at level 5.
Hopefully this system will create a sense of uniqueness with every class, giving the player room to switch and change their 'build' in ways they think will improve their effectiveness and counter the meta. You can specialise down one tree, or try and spread out more in order to cover more bases.
This is where the game gets VERY interesting. Within the game we will introduce a number of attributes which will add passive bonuses to the base characteristics of a player. Let me give some examples.
Strength: +0.5 damage with Swords, Axes, Maces and Hammers per level. (With modded, custom weapons are a thing! No more farming tool combat!)
Intellect: +1 damage per level on skills that deal magic damage.
Piety: +1 total healing on all healing skills you cast per level.
Endurance: +5 Max Hitpoints per level.
What does 'Per Level' mean? Well, ALL armour will have these stats randomly assigned to them. No armour piece can have more than 3 different attributes on it at any time, and the total number of attributes that can be found on one piece of armour is as follows:
So in total, a player can have up to 25 attribute points at any one time.
What stops you from just piling on 25 Endurance and having 150 extra hit points then? Well. No player can benefit from more than 10 in one attribute at any time. That means if a player has a total of 12 points of Endurance on their armour, they will still only benefit from 10 points worth. This creates a system where players must mix and match their armour pieces in order to create the best set of bounces they can. for example, a Warrior may want 10 Strength, 10 Endurance and 5 Resolve (+0.5 health regen per level).
This not only creates a fun system of armour in which players can further influence their own play style. But it creates a whole new, very large market in which players can haggle for the perfect pieces of armour to complete their sets. Got a helmet with +5 intellect? I'm sure a mage will pay a hefty price for that. Oh, he has one with +2 endurance and +3 strength? Maybe a swap can be organised.
With terms of player-crafted armour, the current idea is that it will be fixed so that the armour will not spawn with maximum attributes. If you want that sweet 25 point set, you're going to have to venture into the shattered lands for it!
What do you all think? Do you like this new CONCEPT? Do you think it's a step up from our current old and outdated heroes plugin?
(You guys all asked about it, so I'm tagging you so you get to see it)
Thank to people such as @JupiterRome, @BlackRuins and @Brady for their input in this so far.
But wait, there is more!
The heroes team is uneeded for all intensive purposes. What I do need, however, is a team for Horizons pvp. I've already had a bunch of people offer their time to the cause, however I wanted to extend a formal invite to anyone who wishes to apply before accepting/denying those who have already asked. If you wish to join in, please fill out this form. Note, even if you are denied, you will be put on the 'playtesting' list of player who will have first access to this as it gets coded in order to play-test and trouble shoot.
Time On Atherys:
Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans):
What you will bring to a new pvp system:
Ability to take no for an answer:
Thanks for reading! Sorry for the mega-post.
Hello everyone, new and old!
As you may or may not have heard, we have brought back a functional build of A'therys Evo onto the server. We've noticed that a lot of people have been wanting a taste of the A'therys experience and having a place in-game to relive some of your favourite memories will go a long way towards achieving that.
Xathas posted a post in a topic,December 24, 2018
So with the website returning to it's dark theme, we've made a bunch of improvements to the lorelanding!
Added a MAP to the lorelanding!
This map (see below for all 5 playable nations lit up) will light up a nation when you hover over it; and allow you to click into it to go to the nation's overview page!
Original Map Artistic Render by @cicetil
Overlay graphics and new HoriRule [the nifty divider in the lore sections] by @Xathas
Xathas posted a post in a topic,December 22, 2018
Small Governmental Update put in today!
Added Government of the Gennaian Isles
Governmental Concepts originally by @Xathas
Very long-winded Isles Chat with @Foe, @Tristan_vr, @raxiam, @Dani, and @redninja685 . Fortunately there were no casualties. 🤯
Compiled by Xathas; Edits and Revisions by @Foe
It's that time of week again!
Today we explore the city risen from seafoam, Glasscastle.
Added the cty of Glasscastle to Atvoria
Original draft by @Xathas
Critiques and edits by @RuddyF , @Rynelf , and @Kmartinator
Happy New Year, and Wiki-Entry Wednesday!
This week marks a return to new nation info, specifically: Dalkun-Tir
Added Technology of Dalkun-Tir to the Wiki
Original draft by @Dani
Second draft by @Xathas
Critiques and edits by @Dani , @Foe , and @Kmartinator
Added Marao's Fall to the Wiki
Original draft by @Xathas
Critiques and edits by @RuddyF , @Foe , and @Kmartinator