Founders of the NorthLatest Release
Founders of the North 1.24
Author: Shade Gabriel / Sifonseal
Patch Compatibility:
1.24e - 1.27a LAN: Compatible1.32 - 1.36 Reforged: Compatible3.0.x Definitive: Untested
Terrain minimap
Lobby Preview
Preview image from the map file
What's in the map file
Extracted from the map file19 heroes340 items56 chat commands60 quest entriesScript: JASS
Heroes (15)
BanditNPC FractionFounderWolf SpiritShepherdessMerchantBird SpiritFalse FounderRogueTrade Guild NameBandit Guild NameMerc Guild Name
Show all (15)
Workers Guild NameCult Guild NameOrder Guild Name
Chat Commands (56)
-altar-hunting-gathering-guild-farming-fishing-wood-market-companions-wife-tower-inn-advent-everwood-caverns-quest-town-spy-cl-spiceandwolf-spiceandknife-spiceandbook-spiceandwife-spiceandquestShow all (56)
-spiceandalchem-laggl hf-name-calamityoff-calamityon-split-skip-cam-check-demand-guildava-bandit-cult-merc-order-trade-worker-t-A-B-C-D-hawk-unally-ally-vision-unvision-aqsetnightdayfundQuest Log (F9)
Welcome
Welcome (Ver 1.24)
Welcome to Founders of the North a game where you seek to rise from nothing and build your town or become a hero in this land of many opportunities.
Firstly for some basic information not listed here such as important locations you should consult the "Basic Tips and Hints" under Other Aspects.
It would help you a great deal to read at least Currency and Getting Gold leaving some of the rest for when you have settled down, Good Luck Have Fun!!
Currency
Currency Simplified :
-Buy items known as "Coins" from Merchants Guilds in the three main towns (Town buildings with black roofs, found in main towns)
-These can be sold for the same price you bought them
-Why Do This ?: Because Once you build a Town Tower or Bandit Fortress you will notice you are slowly losing money due to corruption, the only way to keep it safe, is to keep it in the form of coins.
This loss will be 5% of your total gold every 40 seconds
Getting Gold
Ways of obtaining gold
Most way of getting income can be done trough out the course of the game but some take a little money to start such as herding or merchantry.
The help guides below shows various ways to get income and how they work
Right first off let me just say that one way of getting income isn't better than any other as most are affected by the number of people doing them and doing something no one else is doing will get you better money, this is not true with fishing and farming however.
Hunting
Hunting
Hunting: Get money buy hunting the various game found around the lands and selling the hides at the local town markets
Starting Hunting:
To begin hunting you will first need a Hunting Equipment which can be bought from one of the two hunting guilds found in the northwest
(To ping these type "-hunting" )
Further Hunting:
Hunting can be the fastest way to get money earlier in the game if done properly. The hunting system is simple, if you kill a wild animal e.g. dears, rabbits, or wolves while you have "Hunting equipment" on the killing unit the wild animal will drop hides or furs which can be sold at any of the three town markets
Hunting Bands:
Hunting Bands are formed by players earlier in the game, it is simply a group of heroes hunting together, this way they will all gain inspiration from companionship and will be able to hunt using the Heroic Might ability speeding killing up greatly, they will also be able to handle wolves with ease making their profits go up from selling valuable wolf hides.
Fishing
Fishing
Fishing: Get money by fishing at various fishing spots along the coasts and rivers and selling your fish haul to the town markets
Starting Fishing: To begin fishing you need to travel to one of the Fisherman's Mills (To ping these on the mini map type "-fishing") and buy fishing equipment, as well as a fishing manual which will ping the location of most fishing spots.
Further Fishing:
Fishing is a very useful form of income; it is one of the few forms of income that isn't affected by the number of people doing it, while hunting, herding and trade are.
To fish you simply need to use the Fishing Equipment item bought from the Fishermans Guilds on one of the fishing spots found around the map, you will then be given a catch based on the area you are fishing in.
Note:
-To fish use the item on the fishing poles and hope you catch something good, there are over 20 different kinds of things to catch, from fish to oysters to old boots
-Different fishing spots will have different odds for finding each type of catch
Farming
Farming
Farming: Get money by buying seeds, planting them and simply sitting back and watching them grow
Starting Basic farming: To begin farming all you have to do is buy seeds from the Farmers Guild and plant them somewhere safe and return to them when they are fully grown to harvest the items they drop and sell these at the market
Later Farming: Obviously the small income you gain from wheat and corn will not be enough for you later so you will want to buy better seeds, to do this you will need a Seed House to be built, to build this you will need to buy plans for it from the Farmers Guild.
Note:
-Crops DO NOT grow where it is snowing
-Most crops will take a long time to grow
-Animals will attack your crops (Rabbits do massive damage to crops)
-Buying a "Horo Shrine" from the Farming Merchant will protect your crops from rabbits
-Other players can harvest your hard earned crops so be sure to keep them in a safe place
More Incomes:
Other Early Incomes:
The below help guides are various ways of getting income after you have some money to invest in making money, most of these will require some amount of money to start.
Herding
Herding
Herding: Get money by raising sheep or pigs to later kill them for profit
Starting Herding: To begin herding you will need to build a Barn (Obtained after your Store House becomes a Farm House), so this cannot be done at the very start of the game. Once you build a barn you can train pigs and sheep that will slowly recover mp or "Get fatter", when these sheep or pigs are killed they will drop Trade Goods Wool from Sheep, Meat from Pigs etc… only if they have over 200 mp.
Further Herding: Herding is simple, the animals will grow in "quality" as they graze, their progress can be checked by looking at the mp (Progress / 220). These animals can be harvested for good when their "quality" or fatness is over 200, any less and the goods you get won't be worth selling. (Going beyond 200 does not provide further bonuses)
To harvest an animal simply kill it.
Note:
- Other players and wolves can kill your animals and steal your profits, so it is good to keep them somewhere safe, e.g. fenced in.
- DONT kill them when they got less than 200 mp because you did pay 100g to train them so you would only be losing money
Gathering
Gathering
Gathering : Get money by finding herbs and either selling them at face value or using them for medical or alchemical concoctions.
Starting Gathering: To begin gathering you will need to obtain Gathering Equipment from a Hunters Guild (Ping these with "-gathering"), then you simply need to use the equipment anywhere around the north (The map) and wait while the user looks around to find herbs. After some time herbs will be found, they may not be found, don't be discouraged, simply look again.
Note:
- When Gathering Equipment is used it will take some time to find herbs
- Gathering Equipment can ONLY be used by your hero or your wife
Alchemy
Alchemy
Alchemy : Get money by making potions and other concoctions using herbs and various other items found in the north.
Alchemy might not be the best money at first but it can be very useful.
Starting Alchemy: To begin Alchemy you will need a Cauldron which can be bought from a Hunters Guild (Ping these with "-hunting" or "-gathering"). You will then need to obtain herbs to extract their "properties", these can be obtained through gathering.
The Property Pool : Founders Of The North has a unique alchemy system that uses the properties of certain items rather than the items themselves, these properties as those that were used by the alchemist of the day.
Basics :
- All herbs will have properties that can be extracted by the Cauldron
- These properties will then be added to your "Pool"
- The properties in your pool can be used along with "Potion Vials" to make various potions
- Currently you can only obtain vials from Caravans and Leonardo The Thinker
Merchantry
Merchantry
Merchantry: The concept of trade is simple, each good is sold at different values in each of the three main towns in the north, this way you can make money in the difference in price, however the price of all goods will increase when the supply of that good decreases in that town i.e. you buy that good, in the same way the price will drop if the supply increases i.e. you sell lots of that good to that town.
Market Repot:
Buying this item will display the current prices of all goods in this town. This item can be found in each of the Town Markets. (To ping these type "-market")
Later Incomes:
Later Incomes:
The below help guides are various ways of getting income after the game has progressed a bit.
Banditry
Banditry
Bandit play involves hiding from patrols and running from town guards which chasing town defenseless travelers and trade caravans to make a living, or at least that's how it is at first.
Becoming a Bandit:
You will become a bandit when you die and have no means of reviving yourself; this is when you don't own a Farm House or a Town Tower (Upgrades of Store House).
It is not possible to become a bandit before the grace period ends.
Early Banditry Tips:
- Use the Sneak (Hoy Key: i ) skill to slip in and out of towns when you need to buy
items or find companionship at the tavern.
(Remember if you run out of inspiration going to the Tavern will fix you up real fast)
- You will be able to sell items at your Hide Out
- Buying a Torch will help you out at nights as will careful use of the Hide ability
- The backstab bonus from the Sneak ability can be used for quick and silent kills
- You can revive yourself at your Hide Out
As you get money and infamy you will be able to build a Bandit Camp where you can hire others to work under you and begin your path to becoming a bandit lord of the north.
Production Chains
Production Chains:
Some items can be used by building to make more valuable items which can be sold to make more money, these are production chains.
E.g.
- Fish can be used with Fireplace to make Meat which can be sold for more if sold to the
right market.
- Wheat and Corn can be used to make Flour at a Windmill, which can then be used to
make Bread in a bakery.
Most buildings built by the Engineer are Tier 4 buildings, which are buildings that work to make more valuable items from less valuable ones.
Mining
Mining:
There are three types of raw materials you can mine, but you can only have one mine, this means you will have to choose which kind of resource you will want to mine.
Iron :
Iron can be used to make weapons for you units; this is the most common sort of mine.
Silver :
Silver can be used to make trade good to sell and can also be used to make the best weapons if you have Iron Ore as well.
Sulfur :
Sulfur is used to make a very valuable trade good to sell as well as various other useful items; Sulfur is the rarest type of deposit.
Guilds:
Guilds:
The below help guides explain the guilds system as simply as possible and then again in more depth below that. The guilds system is fairly simple to understand but it can be difficult to utilize it to its maximum potential, however if this is done, it can become a great tool for your faction!
All primary guild actions occur at Guild Houses
(To ping these type "-guild")
Guild Concept Basics:
Guilds are similar to business partnerships; they are formed by a group of like minded individuals looking towards a single or various goals.
Fundamentally guilds can be used in Founders of the North to do two key things, to provide you with various invaluable guild functions and to provide a source of steady and reliable income.
All aspects of guilds have been broken down more thoroughly in the various help guides below.
Founding
Founding a Guild
Requirements : Founding a guild may only require 3000 gold but it is not advised that you do so as soon as you can afford to, this would only cause you to have a small guild not even worth maintaining
How To Found a Guild : To found a guild you must go to a Guild House (To ping these type "-guild") and open the Guild Options menu found there, clicking on any of the empty guild slots will allow you to pick which type of guild you wish to found, assuming this is possible.
There can only be Four guilds at any one time in The North!
Guild Founding Further Notes :
Once founded, the guild will have the first seat (First place of the guild) taken by the founding player and the second and third will be occupied by two of the NPC factions of The North (i.e. a baron or viscount) leaving two empty seats for other players to join.
Initially control is divided equally between the founding player and two NPC factions
Founding members will begin with a contribution value of 2000
Guild Type
Guild Types
Guild Types : There are various types of guilds that provide different forms of aids or tactical tools, when founding a guild it is important to consider the demand for that kind of guild in your current game, picking the type of guild you want to found will become easier once you are more accustomed to their functions.
Guild types can be broken up into two groups, those that provide constructive aids and those that provide tactical tools and advantages, currently only the second kind is available as of yet, but you will see more guild types in coming versions of FOTN.
Currently Available Guild Types:
- Bandit Organization
- Mercenary Guild
Guild Type Further Notes :
Be careful when founding a competitive guild, as the existence of two guild of the same kind will cause the auto generated income (Refer to Guild Income) to be divided in two for both guilds, further more unless you promote your guild by placing guild reps strategically you will also be losing business.
Control
Guild Control
Function Of Control : Your guild control value is the % of the guild that you yourself control, this will determine what portion of the guilds incomes and losses affect you.
You control % as well as well as other figures can be displayed using the Guild Details menu at any Guild House (To ping these type "-guild")
Minupulating Control :
To increase control simply fund the guild, that is put money into it through the Guild Options menu at any Guild House
Withdrawing money from the guild will cause you to lose control as others would own a greater proportion of the guild. The basic principles of a partnership business apply to the basic functions of guilds.
Income
Guild Income
Generating Income : The main source of guild income will be from purchases made by players, each time a guild rep sells a good or service, 50% of the value of the sold item is sent directly into the guilds income. While sales to players is the primary means of income, guilds also provide income generated by the general populace of The North, this income is determined by the demand for the guilds services in the North at the current time and the supply of said service (i.e. how many competitors does the guild have?), there are various factors that affect this demand.
NOTE: A guild will incur losses each time one of their guild reps is killed; this can make wolves, calamities and generic road raiding bandits a real treat to the success of smaller guilds.
Income Distribution : The income of the guild is NOT distributed equally, but is distributed based on each seat holders control over the guild; you will receive gold equal to your control percentage.
Reinvestment : Whenever you are given income from your guild, 50% of this is automatically reinvested right back into the guild, this is the only way for the guild to grow without you constantly funding it, don't fret however as this 50% is not lost, it can be withdrawn at anytime from the guild fund at the loss of control.
(Reinvestment will also cause your control contribution to go up each time you receive an income as it is the same as funding the guild in a very minor way, however this obviously won't affect your control percentage as all other seat holder also contributed funds exactly proportionate to their own control over the guild.)
Guild Functions
Guild Functions
The below help guides outline various guilds and details about what they can be used for.
Bandit Organization
Bandit Organization
These details will be added in a later version, as this version was released in a rush due to undue delays; sorry for the inconvenience but for now you will have to figure out what each of the guilds can do yourself.
Mercenary Guild
Mercenary Guild
These details will be added in a later version, as this version was released in a rush due to undue delays; sorry for the inconvenience but for now you will have to figure out what each of the guilds can do yourself.
Peoples Guild
Peoples Guild
These details will be added in a later version, as this version was released in a rush due to undue delays; sorry for the inconvenience but for now you will have to figure out what each of the guilds can do yourself.
NPC Towns :
NPC Towns/Factions
The guides below will explain the details of each of the deplomatic actions you can engage in with the NPC villages around the North
Relations
Relation:
Each of the individual villages and towns of the North controlled by NPC factions has an opinion towards each of the players' factions. You relationship with a NPC faction effects how you can interact with them. Once friendly enough you can become allies with a NPC faction, while they maybe owners of small towns they can be huge political and financial assets.
Building good relations:
Building good relations is simple; the easiest way to go about it is to send NPC factions gifts through the NPC faction Options menu that is accessed at the Guild House in each of the small NPC villages.
Giving gifts will have a positive effect on the NPC faction's relation to you, however giving a lot of gifts at once is not the same as prolonged loyalty. Each time you give a gift each day the value of your gift reduces, however this value
is reset at the beginning of the next day.
Ruining you relations:
Killing villages in NPC towns will reduce their opinion of you as will demanding tribute form them.
Alliances
Alliances:
Once you have gained a relationship that is "very good" or greater you will be able to successfully offer and alliance to the NPC faction. There are however several factors that could change this, a faction's desire to form an alliance is based on several factors that include their relationship with the offering party, their relationship with a current ally if any and how secure their town is, if they feel they need protection they will gladly accept anyone as their ally.
Requesting Aid:
Once you are allied with an NPC faction you will be able to request aid from them this will be either troops or resources based on whether you can support more troops or not.
This aid value builds up over time based on the wealth of the NPC faction. If they leader of the faction is a high ranking guild member or an Earl, they will generally be able to provide a large amount of aid.
Funding Defenses:
Once you are allied with an NPC faction you will be able to fund the construction of towers around the NPC towns, this will increase their opinion of you as well as help secure their town.
You can only build a set amount of towers around each town, funding the defenses anymore will simply heal the towers.
Demanding Tribute
Demanding Tribute:
While it is great to unite the North through politics, it can take time and a lot of money to befriend all those nobles… why not just … "ask" them for their… monetary support …
Demanding tribute will cause NPC factions to hate you, they will not submit to your demands unless you have at the least a fair army.
The yield from demanding tribute is less than the yield from demanding aid from an ally.
Demanding tribute will cause a war with any players that are allies to the faction.
Membership
Membership
Join the founders' community at official site and gain access to special members only features.
Contribute to our new forum, soak in player submitted guides and more.
Why wait till your next game to access these members only features; minimize and join us now.
FOTN Official Website
http://fotnofficial.webs.com/index.htm
To learn how to access member features visit the members only page.
Commands and Locations
Commands
List Of Basic Commands :
Noob Locations :
Equipment Sellers: Pings the locations of stores that sell items needed to earn different forms of income
-hunting
-fishing
-farming
-gathering
-wood
-tower
-market (Pings the locations of the three town markets)
Town Locations: Pings the locations of recommended places for you to found your new town
-town
Other Commands:
-cam (Resets Camera)
-cl (Clear Massages)
Ally / Unally System
Ally / Unally System :
Can be opened with commands "-ally" and "-unally"
Share / Unshare Vision System :
Can be opened with commands "-vision" or "-unvision"
Simple as that.
Basics and Tips
Basics and Tips:
- You can only sell items at a Town Market
- You can revive your hero at the Farm House and Town Tower (Upgrades of Store House Tent)
- You should buy cions from the Merchant's guild which can be sold for the same price (Stop you from
losing money)
- Mana will be refered to as Inspiration
- Heroes or "Charectors" can only gain Inspiration from "Companionship", in other words by being around other charectors
Spliting Item Stacks
Spliting Item Stacks:
To split an item stack carried by you leader (Either you Founder or Bandit) type:
"-split [Invent slot with item] [Desired amount to split]"
This will create a new stack of the item in the said slot with the amount desired and give it to your leader.
Simple as that
E.G.
"-split 1 10"
This will take 10 from the stack in slot 1 and form a new stack with 10 in it.
Obviously this will not work if the enter split amount is greater than the amount in the original stack of the item in the mentioned slot, beyond that there is nothing more to it.
Nightfall
Nightfall:
The importance of day or night has been stressed greatly in this game, many aspects of play will change during the night, and the few most important ones are listed below:
- During night all units will experience slower movement speeds
- There is a massive decrease in line of sight during night to the extent that some units
cant even see where they are stepping
- All wolves will begin hunting at night this means that if attacked they will call for their
pack and this can be difficult to contend with
- There are some places that can only be accessed at night
For more info I guess you will have to find out yourself
Advnt Guild
The below help guides give a general idea of what sort of quest is to be expected from each division of the Adventurer's Guild. (I.e. Request Board, Basic Quests, and Advanced Quests)
Request Board
The Request Board
The Request Board is a simple system where random items will be requested by NPCs of the North each day.
If these requests are met the Adventurer's will pay you handsomely for your services, this pay will decrease with each item in each category (e.g. the herbs category) that is delivered making it more profitable than before to do something everyone else isn't doing, another system to automatically balance incomes for more skilled players.
Instructions :
Simply bring the requested item to the guild with your hero.
Bear in mind that the rewards are based on the supply of the requested item, that is, if requests are often met then the rewards will slowly decline for that type of request as there is a steady supply, inversely as the demand grows the rewards will also grow.
Basic Quests
Basic Quests
Basic Quest Details:
These Basic Quests provide an alternate method of creeping to dungeon crawling, while they don't drop chests, completion of the quests will give you token that can be used to purchase special items at certain merchants as well as the cash reward of course. Basic Quests vary greatly; they could be simple quests to find lost items, investigating cult activities, raiding bandit camps, saving helpless nobles, finding lost persons, solving ancient riddles or various other deeds.
Be warned however, some of these quests can be very difficult and it would be wise to bring an extra pair of hands…or several…
Reset:
All Basic Quest will be RESET (Made Invalid) every three days, this is to move past quests that are too difficult for the players to complete at that time.
Obtaining A Quest:
To obtain a Basic quest simply select one of the quests available in the menu accessed by pressing the Basic Quest Options button. If there are no quests available, simply select "Seek new quest" to try and find a new quest.
There are only so many quests available at a time, if you are unable to fine one, try again on another day, and remember to get in early before others beat you to it.
Completing A Quest:
To finish a Basic Quest you must retrieve some form of proof that you did indeed complete the quest and bring it back to the guild. Once there you simply need to address the same quest again (The same way you obtained it initially) to turn the quest in.( I.e. Select the quest you wish to finish from the Basic Quest Options menu)
Quest Generation:
One Basic Quest is generated each day, three are generated every third day. Only a total of thirteen quests can be accumulated at any one time.
Advanced Quests
Advanced Quests
COMING SOON!!
Dungeons
Dungeons
Dark and dangerous dungeons await in the lonely corners of the north, these are places for adventurers and heroes alike to test their skills and obtain great treasures.
These dungeons can only be entered by heroes, leaving their mercenaries and armies behind.
A
Siege
Siege
It's stupid to think that you will be able to crush a powerful enemy town with just one massive attack; this is an almost impossible task.
To destroy a town you will need to "Siege" it, this is where you stop the enemy from leaving their town by building your own defenses around it as your first attack happens and building Training Grounds near their base (They can be built fast) stopping them from going to a market and taking away their source of income making them unable to fight back (^.^)
Awakenings
Awakenings :
Awakenings are when a boss is spawned on the map by a player who has an item called "Special : Dark Age Literature" which can be obtained from answering the Fun Quiz correctly.
Each of the spawned bosses will drop an Artifact, an item of great power.
To perform an awakening you must seek out "Talia The Collector" a wandering NPC who will be able to awaken bosses if you are holding the Dark Age Literature when you buy the awakening item.
Calamity
Calamities:
Calamities are terrible events called on using "Special : Dark Age Literature" which can be obtained from answering the Fun Quiz correctly.
Calamities may be difficult to deal with but those who are willing to deal with them will be rewarded with special items, some calamities have a boss that must be killed to end them, others are not so simple.
It is difficult to defeat these on your own; you might need the help of trusted allies if you intend to survive.
Some items obtained through calamities:
-Plague Essence
-Heart of Darkness
To start a "Calamity" Obtain two Dark Age Literatures and venture to the Overgrown Altar in the north (-altar to ping)
Concent
Disable Calamities:
To show you do not want calamities type "-calamityoff"
Enable Calamities :
To show you consent to a calamity again type "-calamityon"
Simple as that.
Unsealing
Unsealing
Unsealing is an ancient art of the north; it has the ability to release the true power of an object.
Unsealing can be used to release the true form of an artifact; an unsealed artifact does not drop when the wielder dies, as it is bound to their soul and spirit.
Unsealing Artifact Blades:
To unseal artifact blades you will need the "Spirit Of The North " artifact obtained from the Great Owl Spirit Famriel. Simply brining the two items together will release their true power.
Blood vengeance is unsealed with Heart of Darkness not Spirit Of The North.
Training
Training Your Armies:
Since all units again attack speed each time they attack and gain defense each time they get attacked its not a bad idea to make your units "Spar" so that when they are needed they will be better than any of your enemies units.
Healing Wells
It's a good idea to have then spar next to your wells, this way no one will get hurt and they will reach "Master" level attack and defense in no time.
Caravans/Merchants
Caravans, merchants and travelers are some of the many people that wonder the great north.
Caravans: Sell various useful items. Each caravan route sells a different special item; these can be very useful in turning the tide of a battle.
Merchants: These merchants sell items outside town markets and contently change their inventory, check in often to see if there is an item that peeks your interest. Merchants will sell various equipment, sometimes these might even be artifacts!
Travellers: Both travelers and caravans are converse targets to try get lucky and obtain a rare item or two, but mostly they are there to act as feed for Bandit players.
Companions
Companion:
Companions refers to the potential partners in the game, these include:
- The Apprentice Merchant
- The Wolf Spirit
- The Shepherdess
- The Alchemist
To chose a partner find them around the map and use the "Ceremonial Ring" item ability on them, after doing so you will be teleported to either The Northern Shrine or The Great Church.
Having obtained a partner you will now have access to more skills as well as their "Companionship"
(Read Basic Tips for more info on Companionship )
With more experience you will realise which partner is best suited to your playing style
To ping the location of the companions on your mini map type "-companions" or "-wife"
FOTN AI
AIs Of The North
The below help guides provide information on each of the optional AIs available for Founders Of The North.
Note: Adding too many AI to one game will eventually cause lag in large games, this is caused by the Warcraft III AI system and is therefore unavoidable.
Bandit AI
Bandit AI (Comp Easy)
Added by setting player slot to: Comp Easy
Details :
These bandits are simple cutthroats and deceivers, they will roam the North, killing travelers, raiding towns, and generally causing havoc in whatever way suits their fancy.
They won't however be too much to handle as they know little of war and find it very difficult to fund a war effort.
Renaming
Renaming Fraction :
To change the name of your fraction simply type:
"-name [Desired name]"
Simple as that your have changed your name
Camera Resets
Camera Resets :
To reset camera type:
"-cam"
This exists mainly to reset the camera if an issue should arise
Changelog
Change log (Full Log at FOTN Site)
Version 1.24
- Indestructible Town Towers no longer cause spawn in the Dakenstien calamity
- Fixed typos in Basic Quest massages
- Increased the income of "Earl" class NPC factions
- Addition of NPC town relations system which now allows players to engage in several diplomatic actions with the small villages around the North.
- Players can give gift to NPC factions to increase their relationship (Explained further in game)
- Player can for alliances with NPC factions once a good relationship is established. NPC factions consider several factors when deciding if they will enter an alliance, this is explained in game.
- Allies of an NPC faction can request "aid". NPC factions will then provide military or monetary aid based on their ability to do which is determined by the wealth of the NPC faction itself (Accounting for numerous factors)
- Allies of an NPC faction can fund the construction of defenses at NPC villages/towns, improving security and relations
- Enhancements to existing the NPC faction "security" system and system that calculates total security factor in the North
- Players can demand tribute from NPC factions; while this yields profit it will decrease the faction's opinion of the player
- Killing villages will have a slightly smaller effect on NPC relations than before
- NPC Alliance system will cause a war when one player demands tribute from an NPC faction under the protection of another player.
- Extended help guide further to include information on NPC town relations
- Expansion of Festival area in preparation for the soon to be added Grand Festival event
- Fixed typos mentioned on official site
- Fixed issues with command to find active spies
BETA Thanks
Thx Beta Peoples !
List Of Beta Testers:
- Ben_dover
- Elite5150
- die_fuke477
- goblinlord21
- Nicholas2
- eadon
Contributors
Contributors
This is in no way even close to a full list of contributors; it is simply one that has begun running since the birth of the FOTN official forums.
The list contains those who have contributed ideas, found countless bugs, helped solve issues, or supported FOTN significantly in some way.
I am well aware that there are some that should be on the list but are not, it would be a lot of work to comb through Hive for those who contributed greatly in the past, this list is comprised of those who have done so recently.
In no particular order:
Domasi (Admin/Ideas)
The Pale King (Admin/Ideas/Hilarious)
Tleno (Ideas)
Tradesend (Ideas)
Keaponlaffin (Ideas)
Hero_Lief (Admin/Ideas)
Blazer (Forum/Ideas)
Drake0 (Ideas)
Abc1337 (Ideas/Icons)
Drondert (Ideas/Forum)
Phoenix (Ideas)
Meal (Ideas/Forum/Hilarious)
FibSaSk (Admin /Forum)
Darkmuch (Ideas)
The Flamestorm (Ideas)
Soulless Ginger (Idiocy)
Looking forward to the expansion of this list ^^
Suggestions
Contact Us
If you either have suggestions or would like to report bug/imbalances etc join the Forum at the FOTN site, or at Hiveworkshop.
COMING SOON!
Below are a few things that will be added to the map in later versions, get ready for them!!
Founding Guilds
In the next addition you will be able to found Guilds! What doesn't sound that great? Well that's because you don't know what I mean, these guilds will be founded then controlled by an AI, each guild spreading its influence across the north, creating new NPCs and shops around the north, players can then struggle for control of guilds by contributing to them. Take over your opponent's massive guild or start your own to rival theirs, these guilds range from trade companies, mercenary guilds, alchemist groups, bandit organizations, to dark sects.
Be ready for them!
Epic Boss Battles
Epic Boss Battles
The Fallen Shepherd of Everwood not enough to quench your evil riding thirsts, well with the expansion of the RPG element of FOTN, not only will you get quests and NPC interaction, you will get some awesome new boss battles with their own twists and turns, bring your friend because these new dungeon titans will be nothing like what you have faced before!!
Items Galore
Items Galore
Hundreds of new items will be added to expand the RPG element of FOTN and to allow you to customize your Founder/Bandits look.
Dungeon Looting
Chests in Dungeons
Monsters in dungeons will have a chance to drop chests, the more powerful the monster the greater the contents of the chests, this should give some real incentive for those cave crawlers to give it their all!!
Show all items (324)
Fog HornPotion : Vial Of NightTrade Good : CropsTrade Good : MeatTrade Good : Wool/CottonTrade Good : Southern BrewTrade Good : FursTrade Good : SaltTrade Good : General ArmsTrade Good : Alchemical ProductsTrade Good : Silver GoodsBuilding Info: Market Place / North Market ReportBuilding Info: Market Place / South Market ReportBuilding Info: Market Place / West Market ReportStack of LumberChest of GoldCurrency : Faram CoinCurrency : Firring Silver CoinCurrency : Trenni Silver CoinCurrency : Trenni Gold CoinHunting EquipmentSurvival Guide for DummiesWeapon PoisonRaw Material : Deer HideRaw Material : Rabbit FurRaw Material : Wolf HideRaw Material : Pack Wolf HideGathering : Blue Streamer HaulGathering : Royal Ringer HaulGathering : Bloated Guppy HaulGathering : Red Herring HaulGathering : Lake Snake HaulGathering : Long Nosed Northern Kriller HaulGathering : Violent Sniper CrabGathering : Hermit Crab HaulGathering : Oyster HaulGathering : PearlGathering : Sea ShellsFishing EquipmentBuilding Info: Fishermans GuildTorchCrops : WheatCrops : CornCrops : CabbageCrops : BlackberriesCrops : StrawberriesCrops : TomatoesCrops : WatermelonsCrops : CucumbersCrops : PotatoesCrop Seeds : WheatCrop Seeds : CornCrop Seeds : CabbageCrop Seeds : CucumberCrop Seeds : PotatoesCrop Seeds : TomatoesCrop Seeds : StrawberriesCrop Seeds : BlackberriesCrop Seeds : WatermelonsGuard TowerBuilding Info: Hunters GuildBuilding Plans : Seed HouseRaw Material : Iron OreRaw Material : Silver OreRaw Material : SulfurHooded CloakArmor : HidemailWeapon : Quality Iron WeaponsWeapon : Quality Steel WeaponsBreadFresh BreadCeremonial RingCurrency : Old Faram CoinSpecial : Dark Age LiteratureArmor : Quality HidemailFishing ManualFishing NetLake BoatyardSea DocksAwaken The Countess DracularaAwaken White FangAwaken Frozen Bear SpiritAwaken Enraged Bear Spirit OkkunBuilding Info: Farmers GuildWeapon : Quality Silver WeaponsRaw Material : FlourWhiteFang's White FangBurning SoulBlood VengeanceSword Of DamnationJewel Of The NorthLocation: Hunter's GuildLocation: Fisherman's GuildLocation: Farmer's GuildLocation: Town MarketsLocation: Merchant's GuildLocation: Tavern / InnBuilding Plans : Basic War MachinesLocation: Talia The CollectorLocation: Leonardo The ThinkerLocation: CompanionsPotion : Plague CureBuy Hunting EquipmentCalamity: Plague!!Special : Plague EssenceCalamity: The CovenantBrewed BeerLucky ShellCrops : Infected CropsStun ShroomsAwaken Famriell The Great Owl SpiritRoastTown HornCrops : GrapesCrop Seeds : Grape Vine SeedsPotion : Vampires Blood PotionPotion : Standard Potion VialPotion : Advanced Potion VialSpirit Of The NorthEternal Jewel Of The NorthRelentless Burning SoulHeart Of DarknessAwakened Blood VengeanceGathering EquipmentHerb : FennelHerb : ElecampaneHerb : HenbaneHerb : BelladonnaHerb : AngelicaHerb : JuniperHerb : AltenasHerb : AgrimonyHerb : AlkanetHerb : AgaricHerb : Yellow Snow DropHerb : EndiveHerb : ImperatoriaHerb : BarleyHerb : Adam and Eve RootsPotion : Healing ConcoctionPotion : Vial of HealingPotion : Hybrid Plague CurePotion : Vial Of RagePotion : Vial Of GustCalamity: Curse Of The Lycanthrope- - - Alchemical Property Pool - - -Alchemical Concoction CauldronExtract PropertiesExact AlchemyPotion : Witch's EyePotion : Vial Of GalePotion : Rage ConcoctionPotion : Alistair's Unbiased ConcoctionPotion : Protective PotentMake Potion : Vial of HealingMake Potion : Healing Concoction (Moon)Make Potion : Healing Concoction (Sun)Make Potion : Vial of Healing (Water)Potion : Winters Slumber PotionMake Potion : Winters Slumber PotionMake Potion : Vial Of Gale (Jupiter)Make Potion : Vial Of GaleMake Potion : Vial Of GustMake Potion : Vial Of RageMake Potion : Rage ConcoctionMake Potion : Alistair's Unbiased Concoction (Fire)Make Potion : Alistair's Unbiased Concoction (Wind)Make Potion : Witch's Eye (wind)Make Potion : Plague CureMake Potion : Witch's Eye (Earth)Unit Info: CaravansSpecial : Half Deciphered ScriptTown InfoBuilding Info: Mercenary Army PostBuilding Info: Knights Templar CastleBuilding Info: Bran CastleBuilding Info: Dark Witch's AltarBuilding Info: Great Southern PortBuilding Info: Cathedral Of The NorthDecipher Dark Age LiteratureCurrency : Firring Silver Coin (Town Center)Currency : Trenni Gold Coin (Town Center)Currency : Trenni Silver Coin (Town Center)Raw Material : QuartzTrade Good : GlassCrop Seeds : Apple Tree SeedsCrops : ApplesRaw Material : StoneTreasure PileEnraged Beast's SymbolRing of DreamsLoot : Strange BonesLoot : Ghosts CharmSpecial : Caverns KeyFine Cider BrewFine Northern WineQuest : Merin's MementoLoot : Terror ShardEssence Of WinterBuilding Info: Adventurer's GuildBuilding Info: Guild HouseHands : Rough Leather GlovesHands : Leather GlovesHands : Worn Iron GauntletsHands : Iron GauntletsArmor : Hunter HidemailFootwear : Rough Leather BootsFootwear : Leather BootsSmall Treasure PileFootwear : Worn Iron BootsArmor : Adventurer's PlatemailBuilding Info: Overgrown AltarBoss FightMembers Only Content!Hire : Northern RangerAccessory : Simple RingFootwear : Iron BootsNorthern CallingAwaken Heroic Hawk SpiritGuild OptionsGuild DetailsGuild: Mark for Death IGuild: Mark for Death IIGuild: Mark for Death IIIGuild: Sabotage IRaw Material : GunpowderItem Set : Iron ArmorItem Set : Worn Iron ArmorItem Set : Leather ArmorItem Set : Rough Leather ArmorDeadly Weapon PoisonWeapon : Basic RifleNPC Info: Talia The CollectorLeonardo's WorkshopNPC Info: Leonardo The ThinkerHire : SpyHire : Full Metal MilitantHire : MercenaryHire : Mounted MercenaryGuild: Mercenary AmbushCalamity: Dakenstein's AbominationSoul Of CreationChalice of LifeRoaring Northern CallingClaw of MaliceLoot : Everwood LeafLoot : Spirit DustEverwood Guardian's ArmorEverwood Guardian's BootsEverwood Guardian's GlovesEverwood Guardian's SetCavern Lord's ArmorCavern Lord's BootsCavern Lord's GauntletsCavern Lord's SetQuest : Bandit Patrol InfoQuest : Advanced QuestsQuest : Bandit PlansQuest : Stolen GoodsQuest : Prisoner's ResignationQuest : Prisoner's RemainsQuest : Bandit DynamiteQuest : Bandit "Dynamite"NPC Info: Adventurers Guild RepGem : SapphireGem : RubyGem : TopazGem : OpalGem : DiamondGem : AmethystQuest : Check The Request BoardQuest : Basic QuestsQuest : Bear PrintQuest : Bear's Rock MarkingsQuest : Elder Bear PeltQuest : Mufaku's FurQuest : Arachnid LegQuest : Brood Mother's PincersQuest : Bandit WeaponsArtifact / FootwearArtifact / ArmorArtifact / HandsHunter's PostGrain FarmTown OptionsWeapon : Simple SwordQuest TokenQuest : Bandit Leader's RingQuest : Dairy Of A Pesky VerminQuest : Bandits' Claimed GoodsQuest : Villager's Plan Of ActionQuest : Misplaced AmuletOff Hand : Wooden BucklerOff Hand : Wooden ShieldWeapon : Improved Simple SwordQuest : Alpha Wolf's ToothQuest : Unpaid Tavern TabNPC Info: MerchantsOff Hand : Iron ShieldWeapon : Northerner's Great SwordWeapon : The HighlanderWeapon : Northern Long SwordWeapon : Steel SwordWeapon : Simple AxeWeapon : Improved Simple AxeOff Hand : Rustic DaggerOff Hand : Rustic Rusty DaggerWeapon : Simple MaceWeapon : Improved Simple MaceFootwear : Snowdrop's FollowingQuest : Bandit Leader's KeepsakeQuest : Wolf FangQuest : Noble Daughter's ScarfQuest : Noble Daughter's DairyQuest : Gatherer's KeepsakeQuest : Gatherer's RemainsQuest : Communal SavingsAdventurer's JournalQuest : Legendary Wolf's PeltQuest : Bandit Leader's PrerogativeQuest : Alchemist's Half Eaten Rare HerbQuest : Young Wolf FangQuest : Ranger's MedallionAccessory : Simple Bracelet
Map Specifications
Terrain Dimensions224 × 224
Playable Area180 × 212
Suggested Players2 - 8
Max Slots10 slots
Size3.82 MB
Script EngineJASS
Graphics ModeSD & HD
Lobbies1,406
Author's description
Original in-game description by Shade Gabriel / SifonsealIn a land of countless perils and infinite opportunities you begin your journey. A world where the Church wars the Northern Pagans, where trade flourishes throughout the lands, a world where crafts and trades fill the days and wolves control the night.

