《Maker Of Power》Things useful to know (for u and for me)
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Since in my country I don't use feet, I won't be using them here either. 1 meter = 3ft 3.4in / 1ft = 0.3m
Adventure ranks: Weak to Strong:
Probationary License -> Bronze -> Steel -> Silver -> Gold -> Platinum -> White Gold -> Diamond -> Emerald -> Ruby -> Red Diamond -> Red Magic Diamond -> Enchanted Green Myrthil
Money: (Worldwide accepted coin)
100 copper coins = 1 silver coin
100 silver coins = 1 gold coin
100 gold coins = 1 platinum coin
100 platinum coins = 1 royal (a platinum coin but with a ruby in the center and a small circle of gold surrounding the ruby)
100 royals = 1 king (a ruby-like coin with a crown carved on both sides)
Enchantments and Runes:
Basic -> Intermediate -> Advanced -> Legendary -> Ancient -> Mythical (Example: Basic Rune of Speed; Mythical Enchantment of Durability) (Usually you can only put one or two basic enchantments/runes in something, whereas you can put ten mythical ones on the same thing because they utilize mana better)
Enchantments work by absorbing ambient mana 24/7 and grant boosts. If implemented on armor it can be durability, or toughness, or even shock-absorbent or just shiny.
Runes work only when the user feeds them mana, they give temporary boosts only when mana is active. Can be placed on items for when feeding them mana they activate spells or also giving boosts when in armors or weapons.
The rank of nobles from worse to best:
Baronet (mostly best knights with some land) -> Baron (where real nobility starts, still mostly military command) -> Viscount (kind of dropped military command and focus more on money than wars) -> Earl (regress back to military but fairly deep into the money-making business) -> Marquess (generally most loyal to the king, ministers they can be called sometimes) -> Duke (only sons of kings) -> King (top dog of the kingdom)
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Metals that work better with enchantments/runes: Worse to best: (the worse the metal the more the mana usage erodes it; Example: The last one doesn't erode, while the first needs to be replaced constantly or the enchantments/runes stop working. Not all the metals are here, but you get the point. If they are not mentioned here then I will say where they are when they appear.)
Bronze -> Iron -> Steel -> Mana Steel -> Mythril -> Red Mythril -> Blue Mythril -> Mananium -> Green Mythril / Emerald Mythril -> Crystalized Mana Adamantium
Skills evolution: (Example, level range)
Basic Mana Sense 0-25 -> Mana Sense 26-50 -> Intermidiate Mana Sense 51-100 -> Advanced Mana Sense 101-200 -> Improved Mana Sense 201-300 -> Absolute Mana Sense 301-500-> Godly Mana Sense 501-not known
Basic Weapon Mastery 0-25 -> Weapon Mastery 26-50 -> Intermidiate Weapon Mastery 51-100 -> Advanced Weapon Mastery 101-200 -> Improved Weapon Mastery 201-300 -> Absolute Weapon Mastery 301-500-> Godly Weapon Mastery 501-not known
Stats:
Vit = Vitality
Str = Strengh
End = Endurance
Dex = Dexterity
Agi = Agility
Int = Intelligence
Will = Willpower
Per = Perception
Numbers: (Yech)
Health = Vit*15+Str*0.1
Stamina = End*20+Agi*3
Mana = Int*25+Wil*2
Health Regen = Vit*0.015
Stamina Regen = (End*0.05)/2
Mana Regen = (Int*0.05+Wil*0.005)/2
For each 100 global skill levels, you gain 5 Free stats until 500 total skill levels.
Exp required to level:
level 1 = 10
level 2 until level 10 = previous level^1.1
level 10 until level 50 = previous level^1.05
level 50 until level oo = no math because I am tired of doing it and most of the kills will be off-camera so yeah, I can cheese this all I want, I don't want this book to be full of math, although I will be the one doing it and you won't see... meh whatever.
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Notifications: (something like this)
*Ding* Obtained the skill: (skill name)!
*Ding* (Skill name) has reached level (level)!
*Ding* You have slain a Level (level) (name [tag](class name)) and gained (number) exp!
*Ding* Your class (class name) has reached level (level) (stats awarded)!
*Ding* Congratulations! For hitting the (rank) skill-related milestone in (skill name), you have gained (bonus stats).
Congratulations! (bonus stats) for achieving another skill-related milestone.
*Ding* (old rank + skill name + level (25/50/100/...) has evolved to (new rank + skill name + level 26/51/101/...)!
Class:
After you gain your first class, you must level it to level 25 before upgrading it. The more you level your class, the better the options will be when you go upgrading it. After you get your main class to level 50, you can pick a second class. The exp share will be 60% to your first class and 40% to your second class. At level 100 you can upgrade both the first and the second class.
First-class available upgrade time: level 25, level 100, level 200 then stops, all exp goes to the other one
Second-class: can gain it at level 50 in the first class, upgrade it at level 100 and level 200 all exp goes to the other one
Third class: can gain when the first and second are at level 200
Then the three classes can be upgraded every 100 levels, the exp goes 55% 30% 15% until all classes reach the next milestone (when they reach 300, 400, 500...). Once the first class reaches the next milestone the exp is divided equally to the remaining until all reach the milestone so that you can proceed with the evolution can be procced.
Known guild prices:
Each basic goblin ear: 2 coppers
Each basic goblin tongue: 5 coppers
Each basic goblin corpse: 12 coppers
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