《Polaris Dark》Polaris Dark - Full Glossary
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This section is a Glossary of different items. It will be updated when there is notable information available. Spoiler: Information
Poor items are of the lowest rating, consisting of mostly trash that even NPC shopkeepers will not buy. Most of them are usually trash but there are a few things that are hidden as this quality and requires some of sufficient skill to figure out their true worth.
Common items are the most basic of all rarity ratings, making up over 90% of all items acquired and traded. Common items are what most people will have during their early game period and most normal NPCs will have these items on them.
The next level up are the Uncommon items. These are rarer than the common rating, being better and can be considered as finely made/crafted regular items. In comparison, Uncommon rating equipment may have higher defense or offense ratings than the common rating version of the same type of item. Uncommon rating consumable items would have a higher recovery or healing rate than the same item of the common tier.
After the Uncommon rating is the Rare rarity rating. Rare items are high performance items that can be considered as exquisitely made/crafted regular items with a stronger effect than the previous tier. From here on, items can have enchantments that exist already on itself that can be useful in all sorts of situations.
Epic rarity items are typically stronger than the previous tier with all of them having at least one enchantment. Most Epic tier items have two to three enchantments and are stronger than Rare items. The only exception to this rule is when the Epic rarity item has a special ability instead of enchantments, then it will only have that ability instead.
After the Epic tier is the Artifact rarity items. These are extremely rare items that have multiple enchantments as well as at least one special ability. Even a master craftsman cannot make these items without knowledge of ancient recipes and descriptions. Artifact level items are rare even among the upper class nobles as having even a single item from this rarity rating means that you are extremely wealthy.
Legendary items are the second highest item rarity (not including Unique). These are elusive items that have gone down history as equipment and items that are powerful enough to slay dragons, destroy arch demons and explore places that are normally unreachable. Legendary items are so rare that most of them are unique and are one-of-a-kind. Legendary items have powerful enchantments as well as powerful special abilities that can turn the tide of a battle when used.
Where the Legendary items are heroic and are based on mortal accomplishments, the Celestial tier of items is the top and most sought for items that seem not to exist... or at least, they are not owned by anyone. The only place that has an item of this rarity is the main Cathedral of Aina, one of the main religions in this world. Celestial tier items generally increases the base power of the character that has the item. Their special abilities are often blessings from the Deities or Deity-like individuals.
Titles come in the same rarity ratings....
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Comparisons
When comparing an average Fruit Knife...
Poor Weapon - Attack: 2-4
Common Weapon - Attack: 4-7
Uncommon Weapon - Attack: 5-9
Rare Weapon - Attack: 7-11
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When comparing a Basic Healing Potion...
Poor Spoilt Healing Potion - Recover -100HP
Common Basic Healing Potion - Recover 50HP
Uncommon Basic Healing Potion - Recover 75HP
Rare Basic Healing Potion - Recover 150HP
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Epic Basic Healing Potion - Recover 300HP
Artifact Basic Healing Potion - Recover 600HP Money. The world runs on money. Even Heaven and Hell runs on money. Well... at least, according to all those Xianxia novels. This will be a small list of currency that is used in the world of Eschaterra. There will be more currencies later on as the story progresses. The people in the game world will often refer to the currency by their names so this will make it clear for you. Spoiler: information
Continent of Aschena
Copper Coin - This is the smallest available currency of this continent. The copper coin is known as the Raster and is two centimeters in diameter. It is made of pure copper with a strange engraved marking that cannot be counterfeited. This is the most commonly used and exchanged coinage for commoners.
Large Copper Coin - A copper coin worth twenty-five copper coins. It is essentially the same as the Raster but is oval in shape, making it two centimeters at its smallest and four centimeters at its widest side. Understandably, the name of this coin is the Large Rasters.
Silver Coin - The silver coin is the second smallest denomination of currency in this continent. The silver coin is called Istolte and is two centimeters in diameter of pure silver. The coin is engraved with the same mark as the copper coins. In comparison, it is worth one hundred Raster coins (Four Large Copper Coins).
Large Silver Coin - Obviously there is the large version of the silver coin. With the same shape as the large copper coin, this large silver coin is aptly named Large Istolte. Not only is it the same shape of the large copper coin; it is also the same value in comparison as it is worth twenty-five silver coins.
Gold Coin - Most RPGs will always have this iconic currency coin. In the continent of Aschena, this is the standard currency denomination of trade by successful merchants. This coin is called the "Cestine" as is rare among commoners (barring high-ranking adventurers and merchants). This coin is engraved with the continent's official crest as cannot be counterfeited. The gold coin is worth a hundred silver Istotle (Four Large Silver Coins).
Gold Medallion - Like the other two large coins, the gold medallion is of the same shape and same denomination as the silver and copper coins; being the same oval shape and is worth twenty-five gold coins. It is named Large Cestine for obvious reasons.
Platinum Card - This is a small, half-centimeter thick, plate with a width of two and a half centimeters and a length of four centimeters. The platinum card is engraved with the continent's official crest and is worth a hundred gold Cestine coins (Four Large Gold Coins). This denomination of currency is ironically known as the Platina.
In short:
100 Copper (4 Large Copper) -> 1 Silver
100 Silver (4 Large Silver) -> 1 Gold
100 Gold (4 Large Gold) -> 1 Platinum Not like there is anything better to do first than to learn about the world you "live" in when you playing in a VRMMORPG right? Most people don't give reading a second thought as they ready too many textbooks in real life in school already and are fed up with reading.
Library Reading Tiers
Spoiler: Information
White Tier: The basic tier for a white wooden library pass. This is the initial library pass that allows the holder to read general history books, general skill books and other non-specialized reading material.
Yellow Tier: The second tier for yellow wooden library pass. This is the second level library pass that allows the holder to read the up to the second tier books. Second tier books have more specialized information on history and there are few on basic magic history and spells.
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Green Tier: This is the third tier green metal library pass that allows the holder to read up to third tier books. The third tier books contain Rare Tier books that explains the basics of some crafting professions such as blacksmith, jeweler and alchemy. There are also books about spell weaving and basic magic circles in this tier.
Indigo Tier: The fourth tier of library passes is the indigo and bronze plated one. This tier contains mostly Rare Tier and Magic Tier books. No other information is given on this.
Black-Silver Tier: The second last (Fifth) library pass tier. The pass is a black metal card with it's edge and design plated with silver. It also has inscriptions engraved in the same silver color. No other information is given on this tier.
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Royal Tier: This pass grants you the right to review the royal library at your leisure. It is a red metal card with the edge and design plated in silver. It has glowing inscribed runes on the card in the same golden color. No other information on this tier.
Sage Tier: ??? Magic Inscriptions: Magic items and artifacts require a lot of time and patience to make. Some are easy to create while others combine both time and difficulty in a single package. The most important part of the magic item is the . This system is what allows the magic items to carry mana from the source to the output (Think of this as logic gates or electronic circuits). The rails, when placed in certain orders and patterns, are also responsible for many of the desired effects. Spoiler: Information
Standard Magic Inscription System
Single-Railed Magic Line: This is the basic inscription lines that can be written with special ink or engraved (with mana) on to a material (preferably a good mana conductor). The Single-Railed Magic Line is a simple inscription that looks like a single line drawn or etched on the material. It appears as a single line that will glow a soft, red color when mana is running through it. Simple effect singled-railed magic lines are simple to make and only requires patience and time to write.
Multi-Railed Magic Line: This is the advanced form of inscription lines. Multi-railed magic lines are written or engraved in the same way as single-railed magic lines are except the design is and effect is different. This advanced inscription line is formed by at least two interconnected single-railed magic lines that form a "system". The more rails there are (up to a maximum of five) the more complex it becomes. It appears in a similar to that of the single-railed magic line but glows in a different color with each "rail" added. Two rails glows in a pale orange color, three rails glows in a mellow yellow color, four rails glow in a light lime-green color while the maximum of five rails glow in a soft cyan color. The more rails there are in multi-railed magic line system, the more difficult it is to make.
Formless Magic Inscription System
Free System Magic Inscription: Free system magic inscriptions are powerful and complex, requiring a true master of inscriptions to make. Unlike the previous two systems of inscription, this one cannot be made with simple mana-infused engravings nor regular ink. Free system magic inscriptions require special materials to work as they do not require linear rails like the standard inscription system. The materials required for the desired effect changes from one to another, depending on what kind of effect you wish to have.
Lost Magic Inscription System
Cendrillon Magic System: It is only known that the Standard Magic Inscription System and Formless Magic Inscription System are originally a part of this magic system. There is supposed to be two other parts to this system but it has been forgotten to the ages. This is one of the two lost magic systems that have been rediscovered.
Aleksandria Magic System: This is the second of the two lost magic systems that has been rediscovered. It is not understood at this time so it cannot be used.
Elysien Magic System: Not enough Information. Ascendancy Combat Terms Spoiler: Information
AoE: Area of Effect. This literally means a skill, ability or spell that affects a certain area rather than a single target (or multiple targets). Whether or not there are any targets in the certain area is not important.
Critical Hit: Otherwise known as "Critical Strike", or simply "Critical!", this means that the person or creature attacking has struck the target with a blow that deals a large than normal damage to the target. Under hidden stats (unless unlocked by a player), Critical Damage (damage done when scoring a critical hit) is normally at 1.5x normal damage of the skill, attack or spell.
Critical Damage: Connected with "Critical Hit", this term is used when a person or creatures successfully deals a blow that results in a critical. Critical Damage, as explained above, is normally 1.5x normal damage unless raised by special effects or a player has unlocked the critical damage stat, removing it from the hidden stats portion.
Fatal Hit: Fatal hit, or Fatal Strike, is an attack that lands on a normally fatal zone. It deals 2-3 times more damage than a normal attack (not including a critical overlay on top of a Fatal Hit). Magic-Enhanced animals and monsters will receive this hit instead of being instantly killed by it like normal animals do. Players also receive Fatal Hits instead of being killed in one hit unless it's a decapitation or being sliced in half (or into pieces).
Miss: An attack that would've hit but is narrowly avoided unintentionally. This is one of the functions of the luck stat and can turn the tide in battle with just a single "Miss". Those with the agility and dexterity (or the reflex hidden stat) will not receive a "Miss" when intentionally dodging an attack (unless he/she tripped and the attack was avoided unintentionally like that).
Status Ailment: When talking about "Status Ailment", it refers to status debuffs, rather than the opposite. A Status Ailment is an "abnormal" condition that affects the person or creature. A few examples would be: "Poisoned", "Cursed", "Frostbite", "Burn", "Slow", "Silence", "Blind", "Bleed", "Fracture", "Purify", "Enraged", etc.... Each is with its own negative effect, causing harm or having a rather problematic annoyance while playing. Quest difficulty is separated by letter grades, types and can also be identified by the tier of quest it placed as. You can take quests above your level, but that is not advised as even when you are at the level of the letter grade (not including rank F and rank E, many quests requires multiple players of that level average to complete. The type of quest is the number after the dash (-).
When there is an 'x' after the quest type (ex. Difficulty B-2x), that means that the quest is much harder than usual, placing the quest at the higher portion of the level range. It is not difficult enough to warrant a rank up but is possibly one of the most difficult quests within that letter grade. There are only six different Tiers of quests and they indicate the general location or event rather than the difficulty.
Difficulty Letter Grade Approximation
Spoiler: Information
- F: Level 1-10
- E: Level 11-20
- D: Level 21-50
- C: Level 51-100
- B: Level 101-250
- A: Level 251-400
- S: Level 401-500
- X: Level 501-650
- Y: Level 651+
Quest Type
- 1: General Quest (Non combat related - Ex. Gathering Materials, Crafting, In city Delivery, etc)
- 2: Combat Quest (Requires fighting - Ex. Monster subjugation, Bandit hunting, Out of City Escort, etc)
- 3: Escape Quest (Stealth or Speed related - Ex. Flee the region, Escape the Monster, etc)
- 4: Puzzle Quest (Problem Solving related - Ex. Move the blocks, Figure out the Pictures, etc)
- 5: Dungeon Quest (Multiple Type - Ex. Escape the Dungeon, Solve the trials, etc)
- 6: Siege Quest (Defense or Siege related - Ex. Protect the Keep, Destroy and take over the Fortress, etc)
- 7: Royal Quest (Given by Royalty - Ex. Build a Monument, Diplomatic Situations, Kingdom Management, etc)
- 8: Religious Quest (Given by Religion - Ex. Destroy the Undead, Search for the Lost Holy Artifact, etc)
- 9: Profession Quest (Profession-Related - Ex. Discover the rune for Fire, Build a house, Extend your Trade, etc)
Quest Type
Tier 1: General (Most quests are of this type)
Tier 2: Chain (A few quests revolve around a plot that continues for several "phases")
Tier 3: Prison (A quest that has something to do with a Prison)
Tier 4: Naval (Quests that have to do with traveling on a body of water)
Tier 5: Great War (Quests that given during times of War)
Tier 6: World (Quests that have a huge impact on the world)
These are the colors for representing special, multiple-objective quests
Current Objective Pending
Objective Completed Successfully
Objective Completed Perfectly
Objective Failed (Non-Critical)
Objective Failed (Quest Failed)
Objective Bypassed (Skipped) Monsters, animals, and creatures have their own ranking and rarity tiers as well; their names are color coded while Elite version of the same mob have an asterisk (ex. Spirit Dragon*) at the end of the name. The Elite mobs are at least three times stronger than the mob with same name.
Common Tier: The most common of mobs.
Rare Tier: Often twice as strong as common tier mobs of the same name.
Magic Tier: Often has a prefix in front of the name that suggests its ability (three times stronger than Rare Tier mobs of the same name).
Epic Tier: Same as the Magic Tier but mobs are ten times more powerful than Magic Tier mobs of the same name. These mobs and bosses are usually named.
Legendary Tier: Ultimate level bosses that have multiple special abilities as well as being so powerful, they cannot be compared to Epic Tier creatures anymore. Be careful, makes sure you have a raid team with every player higher than level 400 to be able to tackle the easiest legendary creatures.
Divine Tier: Speculative Tier that has not been confirmed.
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Basically, normal animals and creatures that are killed normally like decapitation, cut in half, pierced brain, pierced heart, whatever else, will die from the fatal blow. These include bats, wolves, cats, lions, bears, deer and other regular animals that normally appear in the real world. Rare Tier animals are simply less common variants of such animals and have the same weakness as the normal animals. From Magic Tier and onward, the animals are "Magic-Enhanced" and even a fatal blow will not kill them outright but rather deal damage known as "Fatal Hit", which is a term explained in the combat terms section. All monsters will receive "Fatal Hit" instead of being killed instantly as well (such as goblins, slimes, chimeras, hydras, kobolds, etc).
Status Effects are conditions that a player, NPC or any creature can be placed in that boosts their performance or weakens them. It can have a negligent effect or can be a massive problem or a great asset. Usually, we attribute status "ailments" or "afflictions" as negative effects (debuffs) while status buff/boosts as positive effects. Be warned that there are some status effects that have to do with mature material as well so please read at your own discretion. Spoiler: Information
Status Effects: Positive (Status) Up A relatively standard stat boost effect that increases the target's abilities by a certain amount that is listed on the technique or spell. Some examples include: , , , , , and others. Impervious This status buff causes the target to become immune to all status effects. Both positive and negative effects (aside from this status effect and a few special ones) will be removed upon receiving this status effect and the all incoming effects will be negated. Cloak The standard invisibility status effect that causes the target to vanish from sight. This status effect only affects the sense of vision and does not have anything to do with the other four senses. Targets under the status buff can still be hit by attacks and can be canceled if the target strikes an enemy. Missing the attack will not cancel the status. Ethereal This status effect causes the target to become intangible and translucent for a set duration of time. The target cannot be affected by physical attacks nor can the target inflict physical attacks on enemies. Magic attacks are not affected by this status buff.
Status Effects: Negative Burn In Ascendancy this status effect is under the "Heat" hidden element status effects instead of being fire-based like many RPG games have them as. A creature or person afflicted with will continuously take heat element damage over a set amount of time (or until removed). There are multiple stages of and each has it's own set of effects.
: Target takes 1 damage per second
: Target takes 5 damage per second
: Target takes 15 damage per second
: Target takes 50 damage per second
: Target takes 100 damage per second
: Target takes 500 damage per second[/b] Professions, is what Ascendancy uses to represent what "class" or "job" the player/NPC has attained. Each profession has its own unique skills, spells or abilities along with weaknesses that can be exploited during PvP (player versus player) combat. Winning in both PvE (player versus environment) and PvP will require both your own skill and the knowledge of the opposing profession(s)
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Unsorted Information
Basic -> Novice -> Apprentice -> Adept -> Expert -> Master -> Saint -> Imperial -> Exceed -> Deity ---> Endless
Basic: Cleric, Warrior, Wizard, Marksman, Sigil Lord
Prestige: Tactician, Infantry, General, Captain
Variant: Dark Knight, Hermit, Arbalester, Battle Magus
Hybrid: Paladin, Warlock,
Unique: Eluvia, Mastermind,
Legacy: N/A
Incomplete: Clearmind
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