Difference between revisions of "Glossary of krafties"

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(Created page with "'''Krafties:''' Krafties is the name of the unique species of creatures found through the temples. The creatures are believed to be immortal, and has existed at the time of th...")
 
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'''Krafties:''' Krafties is the name of the unique species of creatures found through the temples. The creatures are believed to be immortal, and has existed at the time of the Big Bang. Little is known of their origin other than they seem to be formed by a unique interdimensional energy.
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'''Krafties:''' Krafties is the name of the unique species of creatures found through the temples. Little is known of their origin other than they seem to be formed by a unique energy.  
  
'''Handlers:''' Handlers are the ones chosen to raise and train bonded Krafties. Each one is bonded to a Kraftie and can command them to combat wild Krafties and bond with others they capture.
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'''Handlers:''' Handler is the term for a player of Krafties.
  
'''Energy:''' or "E" for short, is considered the fundamental cosmic energy that is theorized to be the "god particle" that formed the Big Bang and created the cosmos. It is a unique interdimensional form of power that seems to be channeled through mystical Temples, and solidifies into the semi-sentient creatures known as the Krafties. E is very rare and aside from being stored by the Krafties, is difficult to find. This energy, when funneled through portable temples can summon the unbonded wild Krafties, or if channeled with a bonded Kraftie, can be used to forge items of power and elemental souls to use to bond an unbonded Kraftie.
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'''Energy:''' A rare cosmic energy that is pivotal in the creation of items and souls in the game. It is theorized that the Krafties themselves are made up of this power.
  
'''Temples:''' Little is known of these alien temples other than they seem to be able to focus Energy through them. These temples have various powers, including summoning unbonded Krafties, forging mystical items and even creating new elemental souls.
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'''Temples:''' The temples have various uses, such as spawning wild Krafties, creating items and souls, or linking with others for PVP battle.
  
'''Bonded/UnBonded:''' An Unbonded Kraftie is a wild creature, often wandering around Home temples. These creatures are theorized by scientists as being the reason behind the legends of "Gremlins" and "imps". Handlers can battle against these Unbonded, either to defeat them, sending their energy back into the temples, or to capture them and later bond them with elemental souls. Those creatures are known as the Bonded, and share a mental connection with their handler and even share a form of sentience.
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'''Wild/Unbonded/Bonded:''' Krafties come in several forms. Wild Krafties are creatures that handlers can battle against, either to defeat them for ingredient drops or to be captured. Captured Krafties are called Unbonded, and can be used to bond with a soul to create a bonded Kraftie.
  
 
'''Souls:''' A soul is when sufficient energy is forged through a temple with a bonded creature to create a sentient energy signature. This soul will transform into one of four elemental forms: Earth, Wind, Water, and Fire. When a soul is bonded to an unbonded creature, the Kraftie becomes a bonded creature linked to its handler and takes on several traits.
 
'''Souls:''' A soul is when sufficient energy is forged through a temple with a bonded creature to create a sentient energy signature. This soul will transform into one of four elemental forms: Earth, Wind, Water, and Fire. When a soul is bonded to an unbonded creature, the Kraftie becomes a bonded creature linked to its handler and takes on several traits.
  
'''Orb:''' An orb is when a Bound creature can transform its body into pure energy, forming a visible orb of light to follow its handler. This form provides only an ease to script lag in busy sims.
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'''Bonding:''' The act of bonding is the uniting of an unbonded Kraftie creature with an elemental soul. This creature binds itself to the handler, and possesses natural traits that make each one unique.
  
'''Shadows:''' Each bound Kraftie can draw out a shadow version of itself, created by what some believe to be a form of Anti-energy. This shadow creature mirrors the original in ability and strength. It tends to be used for the sake of combat training and experience to others who challenge it.
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'''Affinity:''' Each Kraftie develops a unique mental link to their handler, identified as a creature's affinity. The higher the creature's affinity, the deeper the bond between them and their handler.
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'''Orb:''' An orb is when a Kraftie can transform its body into pure energy, forming a visible orb of light to follow its handler. Orb form is used to reduce script lag in crowded sims.
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'''Shadows:''' Each bound Kraftie can draw out a shadow version of itself, created by what some believe to be a form of anti-matter. This shadow creature mirrors the original in ability and strength. Shadow creatures are used for sparring with your own Kraftie for experience.

Revision as of 14:13, 15 August 2012

Krafties: Krafties is the name of the unique species of creatures found through the temples. Little is known of their origin other than they seem to be formed by a unique energy.

Handlers: Handler is the term for a player of Krafties.

Energy: A rare cosmic energy that is pivotal in the creation of items and souls in the game. It is theorized that the Krafties themselves are made up of this power.

Temples: The temples have various uses, such as spawning wild Krafties, creating items and souls, or linking with others for PVP battle.

Wild/Unbonded/Bonded: Krafties come in several forms. Wild Krafties are creatures that handlers can battle against, either to defeat them for ingredient drops or to be captured. Captured Krafties are called Unbonded, and can be used to bond with a soul to create a bonded Kraftie.

Souls: A soul is when sufficient energy is forged through a temple with a bonded creature to create a sentient energy signature. This soul will transform into one of four elemental forms: Earth, Wind, Water, and Fire. When a soul is bonded to an unbonded creature, the Kraftie becomes a bonded creature linked to its handler and takes on several traits.

Bonding: The act of bonding is the uniting of an unbonded Kraftie creature with an elemental soul. This creature binds itself to the handler, and possesses natural traits that make each one unique.

Affinity: Each Kraftie develops a unique mental link to their handler, identified as a creature's affinity. The higher the creature's affinity, the deeper the bond between them and their handler.

Orb: An orb is when a Kraftie can transform its body into pure energy, forming a visible orb of light to follow its handler. Orb form is used to reduce script lag in crowded sims.

Shadows: Each bound Kraftie can draw out a shadow version of itself, created by what some believe to be a form of anti-matter. This shadow creature mirrors the original in ability and strength. Shadow creatures are used for sparring with your own Kraftie for experience.