Rubies of Eventide
|This article may contain material discouraged by the guidelines for video game subjects. (December 2008)|
|Rubies of Eventide|
|Developer(s)||Mnemosyne, LLC (a.k.a. Cyber Warrior, Inc.)|
|Publisher(s)||Mnemosyne, LLC (a.k.a. Cyber Warrior, Inc.)|
|Release date(s)||June 2003|
Rubies of Eventide was a "free" to play (donation-funded) massively multiplayer online role-playing game previously published by Mnemosyne, LLC. Powered by the Lithtech Jupiter engine, Rubies of Eventide is set in the quasi-medieval fantasy world of Vormis represented by a 3D world. The game launched in June 2003, shut down and restarted and after 6 years, ceased operation in August 2009.
CyberWarrior, Inc. launched Rubies of Eventide on 2 June 2003 as a paid service. Citing low subscription rates, CyberWarrior announced that the game would cease operations in December, 2003 but later managed to secure additional funding for some months. Later, two former CyberWarrior developers, together with the founder of the game, set up a private server to play the game with close friends and relatives, but found that some hardcore fans managed to hook themselves to their connection. After leasing the game to Mnemosyne, LLC. in 2004, the mmorpg continued to operate today on a donation-based model. Players were able to start and play accounts for free (with limited server space), while patrons gain priority in game access during peak usage, and certain in-game benefits.
Rubies' unique combat mode is an “asynchronous real-time turn-based hybrid combat.” For players this means planning moves strategically with more attention to tactical planning than split-second decisions. This combat system combines turn-based and real-time elements. Under attack mode, every action has a preparation and recovery time, which varies depending on what action is taken (attack, movement), the weapon being wielded, and the strength of the user's character. This way, the player can cancel its action when in preparation time (e.g. cancel the attack and run away), but after the action is performed he has to wait until the recovery time is over (and for a few seconds he is vulnerable to his opponents).
Another unique innovation in combat is the combat circle. When a battle begins, all other characters disappear and cannot join the battle, except for any aggressive NPCs nearby that might add up, or if in PvP, other members of the opposite party. This eliminates the problem of kill stealing and allows players to battle their foes without having to worry about outside interference. A red "radius of engagement" circle appears on the player's radar to indicate where the player and his opponent can move. If either combatant chooses to exit this ring, combat will effectively cease.
Character advancement is facilitated by gaining XP (experience points) through combat to raise in levels. With every certain amount of XP gained, DP (development points) are earned. Distributing DP in different skills is how the player learns and grows in skills. The current maximum level to train for DP is 51. After that, no DP is currently awarded for leveling up.
Death and Dying
When a player died, there were several methods available to bring his character back to life. Any player could use the '/rtt' or '/temple' command to return to the temple. This would spawn the character in whichever temple he was currently bound to. He could also get resurrected by another player via a spell or they could carry his corpse to a temple to be resurrected by the healer there. If the player logged off the game while dead he would still be dead and in the same location when he or she logged back in.
In each server, there were "guilds," groups of players, requiring at least six to begin, that banded together for their common good. Guilds often did such things as hunted together, shared goods and money, and, in the case of the Nemesis server, declared war on one another. Once a party of six has been made, a leader goes into the basement of the Kajblood Keep in the main zone and, with 1 larn worth of money, could purchase a registered guild name.
Loot and Buying
Currency in the world of Vormis was organized into denominations of Imperials, Degnars, Larn, and Prox (from lowest to highest). It could be acquired directly off corpses (loot), selling goods obtained from creatures, or such private ventures as placing bounties on other people. All creatures killed could be looted for whatever they have on them. Players' property was secure on their dead bodies, however, unless the person resurrected (by doing the command "/rtt") and left behind his or her uninsured items.
Players could insure their items by going to local Wardens, non-player characters that make insured items travel with you even if you die. This was especially useful for Armour and Weaponry.
Supplies could be bought in local towns from non-player vendors for money, and goods looted could be sold to any vendor with the "sell" command.
- "Thank you for visiting Mnemosyne, but we are now closed.". Mnemosyne, LLC. Retrieved 2009-08-17.[dead link]
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- Keeler, John (2001-08-11). "Rubies of Eventide Review". ign.com - RPG Vault. Retrieved 2007-05-23.
- "Rubies of Eventide Game Manual". Mnemosyne LLC. 2004-09-01. Retrieved 2007-05-23.