《Quests of Silence》Magnus' Journal (Abridged), Not a chapter

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Recently, rather than work on my story and finally get around to developing some plot, I have been working on what I wanted to do with the game world. Little of what I'm posting here would have anything do do with the story line but much to do with world building and may crop up in the story. And so, I decided to post some of what I have been working on. If you hadn't noticed before this is supposed to be the MC's journal about what he finds with the world (also known as my cheat sheet to go back to when I don't remember what I originally meant).

Disclaimer: I fully reserve the right to completely alter any of this if plot demands it, or I just don't like the feel of the numbers anymore.

Stats

Spoiler :

Stat types

Acquired stat (gain through exercise)

Obtained stat (gained through class and quest and deed)

Distributed stats (From leveling and freely allocatable points from tasks and quests)

A generated stat (G) must be earned before it will show up on the stats screen. If not yet earned items with that stat bonus will be useless. Some classes generate a stat upon earning the class. All stats after primary stats are considered generated.

Base stats (Distribution never available) ratio

Primary stats (Distribution available after attaining status plate)

Secondary Stats (Unable to be distributed to before Trial of Fire)

Tertiary Stats (Unable to be distributed to before Trial of Void)

Quaternary Stats (Unable to be distributed to before Trial of Power)

Basic stats (can’t distribute points)

Level [a value of strength of the soul]

Experience [how close you are to increasing your soul strength]

Health [how much damage you can take]

(G)HP regen [regen of hp in battle, 5x outside of battle, 20x when resting]

Mana [how much magic you can do]

(G)MP regen [regen of mp in battle, 5x outside of battle, 20x when resting]

Stamina [base 10, how much physical activity you can do]

(G)Stamina Regen [regen of stam in battle, 5x outside of battle, 20x when resting]

(G)Qi [current value of Qi energy]

Hunger [base 100, increases over time, nearing max lowers various stats]

Thirst [base 100, increases over time, nearing max lowers various stats]

(G)Move speed [maximum movement speed(m/s), alters based on weight being carried]

(G)Attack speed [maximum number of times attacking per sec, alters based on weapon]

Offence [personal damage value, with attack value of weapon gives damage]

Defence [personal protection value, with armor value where hit gives protection]

Accuracy

Crit Damage

Natural Mana regen rate: 120 sec /mana

Natural Health regen rate: 120 sec /mana (6 sec/ mana when resting)

Natural Stamina regen rate: 360 sec/stamina (9sec/ stamina when resting)

Natural Mana/Stamina movement 1 mana / second

Natural Hunger increase: 30 min/ hunger

Natural thirst increase: 30 min/ hunger

Natural Movespeed: 8 meters/sec ~17 miles per hour

Natural skin attack value: 0.2

Natural skin armor value: 0.2

Might stats

[spoiler]

Offence: Strength(STR) increases physical offence at a rate of 1:1 Brawn increases PO at a ratio of 1:2 and clout increases physical offence at a ratio of 2:1. Force will increase offence at a rate of 1:(STR/250).

Strength affects weight a person can carry in lbs. Below 5x their level of strength a person can carry and equip anything without penalty. Above 5x and below 10x their movement speed lowers, at 5 it decreases by 10% and before 10 it lowers by 50%. Above 10x and below 15x a person has lowered attack speed ranging from a decrease of 10% at 10 to a decrease of 50% before 15. Above 15x and below 20x a person has both movement and attack speed lowered and enter an encumbered state. At 15x move and attack speed is lowered by 60%, at 20x they are reduced by 95%. At 20x, a person is no longer able to attack.

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Stamina consumption is also increased based on amount carried. Under 5x no penalty, over 5x and under 10x it increase to 50% increased consumption, from 10x to 20x it increases to 100% increased consumption, over 20x stamina consumption increases by 2x for every additional 10x increase in weight to stamina. ie: 20x weight 2x stamina, 30x weight 4x stamina, 40x weight 8x...

The encumbered state increases the ease in which a person can be knocked down. When encumbered a person will have a great difficulty in standing after being knocked down.

Lifting weight is separate from carrying. Amount able to lift is equal to (STR) kg. Lifting amount counts equipment and adds to carry weight at a 2x amount. When lift value is exceeded, you suffer the immobilized ailment. Lifting and Carry weight do not include the weight of the person unless under increased gravity or similar effects.

Brawn lowers the effects of individually weighted objects. Each point of brawn lowers the effective weight of every object carried by modifier (1 / (1 +(SQRT(Brawn * STR/1000000)))). Brawn also increases accuracy by 2 per point.

Clout creates aoe damage outside of a physical attack at a range of about (Clout/1000) meters. Clout damage is equal to (1 - (.9^(SQRT(Clout * STR/25000))) of the physical attack. Aoe damage is explosive.

Force will ignore p.armor by a modifier of (1 - .9^(SQRT(Force * STR/25000)). The natural knockback will also hit for (SQRT(Force * Brawn / 1000000)) meters. The full effects of force can only be seen when attacking at full strength attack speed with no noticeable armor penetration or knockback at under 50% attack speed.

Strength [effects damage of physical weapons, increases offence stat]

Sec-Strength

Brawn [reduces effects of weight in objects]

Clout [deals aoe physical damage in an area around attack]

Tert-Strength

Force [lowers effects of opponents p.armor, knockback]

Power

Health(HP) is the amount of damage a person can take before dying. It is increased by Vitality(VIT) at a ratio of 1:10, constitution at a ratio of 1:1, Physique at a ratio of 1:5, and by Build at a ratio of 1:(VIT/25).

Constitution also generates the HP regen stat. Interval of regeneration is 120 * 0.5^(Vit/1000) seconds. Regeneration amount is (1 +SQRT(Constitution/10)) hp.

Physique lowers the penalties associated with stacking multiple types of armor. Reduction of lost stats from multi-stack penalty decreased by modifier (1 / (1 + (SQRT(Physique * VIT / 1000000)))). Increases Physical Defence stat at a ratio of 1:2

Build will also decrease the move speed loss of being over-weighted by modifier (0.9^(SQRT(Build * Physique / 25000))).

Vitality [increases HP base by 10 per stat]

Sec-Vitality

Constitution [generates HP regen, 1hp per stat]

Physique [lowers penalties of armor, increases defence stat]

Tert-Vitality

Build [greatly increases hp with bonus dependent on vit]

Physical Defence: Endurance(END) increases physical defence at a rate of 1:1, Toughness at a ratio of 1:2 and Fortitude at a ratio of 2:1, Tenacity at a rate of 1:(END/250). As previously mention, Physique increases Physical Defence by 1:2.

Endurance has two additional effects. It lowers pain felt when damaged by the value, ie when hit with 20 damage and having 10 endurance it will feel as painful as 10 damage. Minimum pain reduction is to that of being poked firmly. Second effect is lowering the potency of side effects of health depletion.

Toughness amplifies the armor modification value by modifier (1/(1 + SQRT ( Toughness * END / 1000000)).

Fortitude increases value of natural armor to (0.2 + Fortitude/1000) and applies to both pArmor and mArmor. Also increases the armor value of worn armor by a modifier (1 +SQRT(Fortitude * END/1000000).

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Tenacity creates an undead state that enables you to keep moving your body after death by (0.9^(Tenacity * END / 25000)) minutes before incapacitation. In this state stats are modified by (1 - (1/(1 + SQRT( Tenacity * Fortitude / 1000000))))).

(G)Endurance [lowers pain felt, increases defence stat, lowers effect of low hp]

Sec-Endurance

Toughness [Lowers armor modification value]

Fortitude [increases natural armor, armor of equipment]

Tert-Endurance

Tenacity [movement while incapacitated]

Resilience

Precision stats

Spoiler :

When a person attacks with a skill, they get a small notifier of where the attack should go in the form of a small dot (aimpoint). This dot is the center of their aimbox. It appears at the beginning of initiation as a black dot that moves around depending on where the person is trying to aim. At the end of the initiation period going into the activation period, the dot will flash red at the final point and fade away. The aimbox is the area around the dot that the skill can actually go toward and is not displayed.

Accuracy(ACC) increases Offence by (Accuracy/4 -Offence) if > 0. Accuracy also alters the size of the aim box on all skills and attacks. Modifier (ACC/Offence) for hit box size. Limiting size ACC = Offence/2 and hitbox double in size, ACC = 4x Offence and hitbox fourth the size.

Effective accuracy is separate from Accuracy and has an effect on aim box size. Base aim box size is based on movespeed and attackspeed being applied at full power, or the value given in a status window. Effective accuracy reduces this size by moving and attacking slower. The modifier is applied at (0.5^((max attack speed - current attack speed)/max attack speed) * (0.5^((max move speed - current move speed)/max move speed)). It should be noted that skills that boost move speed or attackspeed over base value will increase the size of the aim box. ie: not moving will shrink aimbox size in half, slow attack speed can also decrease aimbox.

Agility increases Acc at a rate of 1:1, Finess increases Acc at a rate of 2:1, Flexibility increases ACC at a rate of 1:2, Dexterity increases Acc at a rate of 1: (AGL/250).

Agility(AGL) also increases the ability to control movement of the body precisely especially at higher speeds. This aids in dodging by thin margins. To be able to run without the possibility of misstepping/ tripping a person needs (Movespeed * 2) in agility, lower levels of agility decrease correct placement of limbs. To run at full speed and have full attack control requires Movespeed*5. In between 2x and 5x a person will have more limited possibilities of attack. Agility greater than 10x movespeed will enable acrobatic feats while attacking. Acrobatic definition applied liberally.

Finess increases movespeed above base to (Base + (SQRT(Finess * AGL/10000)) m/s. It should be noted that move speed acceleration is approximately 10 * STR/(Total mass in kg) m/s^2, total mass includes both the mass of the person and everything they carry regardless of weight reduction. High momentum with stops faster than max MSA will cause internal damage proportional to total mass and speed change. This partially includes falling damage.

Flexibility creates the ability to alter the direction of a skill while in effect by (SQRT(Flexibility * AGL/1000000) degrees per second. This alteration is from the current position of the skill activator as the point of origin.

Dexterity increases the ability to move stamina through a person’s body to a given point at a rate of (1 + SQRT(Dexterity * Flexibility/1000000) stamina per second. This lowers the initiation time of stamina skills. Dexterity also lowers the knockdown and knockback effects by a factor of (0.9^(SQRT(Dexterity * AGL/ 25000))).

Agility [accuracy at higher speeds and with skills] (smaller hitbox)

Sec-Agility

Finess [Generates Move speed]

Flexibility [ability to alter skill endpoint during effect]

Tert-Agility

Dexterity [lowers physical skill initiation time]

Deftness

Criticals are created by attacks dealing damage of high enough value on an area of weakness in the target. These areas of weakness are were various ailments can be inflicted when hit there. In humans: head for dazed, throat for silence, and joints for impaired move and attack speed. The difference between a critical hit a decisive hit is that critical hit ailments will fade with time while decisive hits need to be healed to be revoked. Not to be confused will fatal blows that deal instant death. Ie, head blows: critical = dazed, decisive = concussion, fatal = death. Most decisive blows are revoked by death.

Bonus damage dealt from critical hit 25%, luck increases chance at ratio of 5:1 percent, Chance increases it at ratio of 4:1 percent, Intuition increases it at ratio of 3:1 percent and Fortune increases it at ratio of 1:(Luck/10) percent. Crit damage modifier = (1.25 + (Luck/500) + (Chance/400) + (Intuition/300) + (Fortune * Luck /100000))

Luck also has the benefit of increasing the number of drops from killed monsters by Base * (1 + (Luck/1000)), and increase the rate that higher tier rarity items drop by modifier (Base * (1 + (Luck/100000))).

Chance increases the length of time an ailment lasts to Base * (1 + SQRT(Chance * Luck / 1000000).

Intuition increases the chance of inflicting an ailment by modifier (base ailment chance * (1 + SQRT(Intuition * Luck/1000000))) = chance of ailment affliction with required damage.

Fortune lowers the effect of critical damage by modifier 0.9^(Fortune*Luck/25000).

Luck [increases damage of critical hits, random chance favors you)

Sec-Luck

Chance [increases ailment duration]

Intuition [increases ailment chance]

Tert-Luck

Fortune [lowers damage taken by critical hits](crit damage can be

Damage-Over-Time (DOT) is not reduced by armor values and unless it is elemental is not affected by attributes. Resistance can lower the DOT damage by modifiers (0.5^(Resistance /100). Reflex can increase DOT damage by a 5:1 ratio percentage, Swiftness by 4:1, Quickness by 10:1, and responsiveness by 1:1. Modifier of (1 + (Reflex/500) + (Swiftness/400) + (Quickness/1000) + (Responsiveness/100)).

Reflex also enables the changing of aimpoint during activation by (Reflex /1000) degrees per second with the current position of the activator as the point of origin.

Swiftness lowers the period of DOT damage (time between consecutive damage points) by modifier (1 / (1 +SQRT(Swift*Reflex/1000000))) for your attacks.

Quickness generates the attack speed stat. Increases this stat by modifier Base * (1 + SQRT(Quickness * Reflex / 1000000)) att/s.

Responsiveness increases the recovery rate of skills, lowers cooldown by modifier 0.9^SQRT(Response * Reflex / 25000). Increases the amount of time for which DOT is applied by modifier (1 + SQRT(Response * Swiftness /1000000)).

(G)Reflex [alter endpoint of skill during activation]

Sec- Reflex

Swiftness [increases dot damage, more frequent damage]

Quickness [Generates/Increases Attack speed]

Tert- Reflex

Responsiveness [lowers cooldown of skills, length dot is applied]

Reaction

Magic Stats

Spoiler :

Mana(MP) is the amount of mana a person stores within their mana pool and can use before running out. It is increased by Intellect(INT) at a ratio of 1:10, Acumen at a ratio of 1:1, Insight at a ratio of 1:5, and by Guile at a ratio of 1:(INT/25).

Acumen also generates the MP regen stat. Interval of regeneration is 120 * 0.5^(INT/1000) seconds. Regeneration amount is (1 +Acumen/10) mp.

Insight lowers the initiation time of magic skills by increasing the flow rate of mana through a person’s body. Modifies as (1 + SQRT(Insight * INT/ 1000000) mana per second. A skill that requires 100 mana will take 100 seconds for enough mana to be available naturally. With a mana flow rate of 2, 50 seconds would be removed from the initiation time. This time does not include how long it takes to shape the mana before it can be activated.

Savvy will ignore mArmor by a modifier of (1 - 0.9^(Savvy * INT / 25000)). The natural knockback of magic will also hit for (SQRT(Savvy * Insight / 1000000)) meters.

Guile lowers the opponent's ability to regenerate health, mana, and stamina for ( SQRT(Guile * Acumen / 100000) minutes after they are hit. The activation is dependent on a minimum value of damage dealt to activate. After going into effect, their ability to regenerate is lowered by modifier 0.9^(Guile * INT / 25000).

Intellect [increases mana by 10 per stat, increases damage dealt by spells]

Sec-Intellect

Acumen [generates Mana regen, increases mana regen]

Insight [lowers initiation time of spells]

Tert-Intellect

Savvy [creates knockback, mArmor penetration]

Guile [lowers opponent regeneration rates]

Magical Offence increases magical damage, magical damage is most easily recognized if it consumes mana to initiate. Willpower increases mOffence by 1:1, Knowledge increases 1:2, Determination by 2:1, Resolve by 1:(WIL/250)

Willpower(WIL) also signifies the amount of mana/stamina that can be safely controlled. More M/S than this amount can be used but will be lost. Between 1x and 2x of WIL 10% of M/S will be lost per minute, at 3x- 5x 50% of total M/S will be lost per minute, at 5x+ all M/S will be lost after 1 minute. This loss is continuous over the minute. Mana loss will lower available hp, Stamina loss will lower available mp.

Knowledge increases the ease at which new skills can be made and makes it easier to tier up skill. Number of times in a row needed to learn a new skill is reduced by modifier (1 / (1 + SQRT(Knowledge * Willpower /1000000))) and rounded up to the nearest whole number.

Determination increases the range at which personal mana can be extended before it dissolves into ambient mana. All personal mana extended beyond this point instantly disperses. Base value of 1 cm from closest edge of a mana channel. Determination increases the range to (0.01 + SQRT(Determination * Willpower / 1000000)) meters. Shaped mana can be extended beyond the distance that personal mana can go. Personal mana that extends beyond this range while still inside the body causes damage when evaporating.

Resolve increases the duration of effect on active skills. Modifier (0.9^ (-SQRT (Resolve * WIL / 25000))

Willpower [capacity of mana/stamina controllable]

Sec-Willpower

Knowledge [skill formation]

Determination [distance from skill start]

Tert-Willpower

Resolve [increases time of effect of skills]

Magical Defence: Concentration(CON) increases magical defence at a rate of 1:1, Focus at a ratio of 1:2 and Resolution at a ratio of 2:1, Intent at a rate of 1:(CON/250).

Concentration also lowers the effects of low mana. Each point of concentration is considered equal to having an extra point of mana left in the mana pool. Having a concentration equal to 20% or more of total mana will stop all effects. One point of concentration is enough to prevent incapacitation from no mana. This effect decreases over time if mana is not replenished. Every minute in which mana remains on zero concentration is lowered by 1 until mana is returned to max.

Focus increases the speed and accuracy of shaping mana/stamina into it’s proper form for skill activation. This lowers the time it takes for skills to activate. Modifier (1/(1 +(SQRT(Focus * Willpower / 1000000). A side property is an increase in volume any give point of mana can fully occupy by Modifier (1 +Focus / 1000).

Mana channels start at approximately 1 centimeter in diameter and rests between the bones of most limbs. They connect into the mana pool at the persons head from the inside of the main spine bone. Smaller mana flows spread out from the main channels along arteries and veins. Mana in these smaller paths form stamina and can no longer be use as personal mana. The small size of the main mana channels combined with the natural distance personal mana can be shaped is what causes damage when more mana than will power available is used and subsequently lost. When stamina is overused and lost it pulls from the mana channels lower available mana even though the mana is not converted to stamina immediately.

Resolution increases the diameter of mana channels by (SQRT(Resolution * Will / 1000000)) meters. When the size of a mana channel is increased beyond the skin it pushes away ambient mana until an orb is formed as a single all-encompassing mana channel that is called a mana aura. Unless specific skills are used, the mana of the channels are the same density of nearby ambient mana. A person's sensitivity to alterations in the ambient mana is proportional to mana channel surface area exposed. A hostile skill that passes through the outer boundary of the mana aura will have it’s offence lowered by (Resolution / 100) for both physical and magical. Please note, mana aura is different from aura but have much in common.

Intent increases and lowers the effects of skills passing through mana aura boundary as recognized by the mana aura owner. A hostile skill has it’s effect lowered by modifier 0.9^(SQRT(Intent * Will / 25000) after passing through the mana channel. An allied skill will be increased by 0.9^(-SQRT(Intent * Resolution / 25000)))

(G)Concentration [lowers effect of spell/skill rebound, lowers effect of low mana, m def]

Sec-Concentration

Focus [forming mana, activation]

Resolution [mana channel size]

Tert-Concentration

Intent [increases effect power]

Other General Stats

Spoiler :

Skills earn experience through repeated use of the skill. Each tier of a skill requires double the effort per point of experience compared to the last tier and higher grade skills have higher base requirements. ie: Basic magic at basic level takes 100 mana per exp point, at beginner 200 mana, at novice 400, at initiate 800…

Diligence increase the rate at which skill xp can be gained. Base / (1 + other bonus + Diligence/1000). Diligence is often earned by production class due to their higher number of skills and amount of effort needed to earn a single xp point in those skills.

Acquired stats are earned through effort and it takes x amount of work for each increase. It takes more effort for each additional point of that stat. A person who places freely distributed stats from leveling up will have as much difficulty in earning an additional acquired stats as if all of their stats had been acquired. This also increases with stat bonuses from equipment. Acquiring stats in a training hall is separate from this calculation because it works as a spell that forces acquisition of stats.

Perseverance lowers the number of stats when calculating how much effort is required to earn an additional stat. Total stat being acquired - (Perseverance * Diligence / 5000) = stat level to be acquired.

Discipline stores a portion experience lost to death that doubles the amount of experience gained until the experience captured is gone. Total exp storable = Discipline * Diligence.

Earnestness increases the experience gain of the soul from all sources. Exp modifier increased by 0.9^(SQRT(Earnestness * Diligence / 25000)).

(G)Diligence [increases rate of skill xp gain]

Sec-Diligence

Perseverance [increases rate at which Acquired stats are earned]

Discipline [Lowers xp loss upon death/incapacitation]

Tert-Diligence

Earnestness [increases rate of character xp gain]

Validation

When facing opponents of a higher level there is a nerfing effect in place. A hidden value, call it the under level (u-lvl), is the difference between your level and the hostile’s level. Modifier (1 + (underlevel / (Your lvl + hostile lvl). This modifier applies to total offence and defence in addition to all skills in relation to this specific opponent. This modifier goes into place against the lower lvl of the two, ie you for a positive value them for a negative.

A secondary effect of underlevel is fear ailment. When under fear, a person is unable to initiate skills. When fighting higher lvl opponents a fear check rolls once every 10 seconds. The fear ailment has a possibility of being applied at (u-lvl / character lvl)% for 10 seconds.

Courage alters the u-lvl by directly adding to the person’s level. u-lvl = Character lvl + Courage - Opponent lvl. U-lvl minimum by this method is 0.

Bloodlust has the opposite effect against monsters. The effective level of opponents is decreased by (Courage * Bloodlust / 1000). This works against both higher and lower lvl opponents. Bloodlust can lower the opponent’s level at most half of their lvl. ie: a lvl 500 can only be lowered to lvl 250 by bloodlust.

Defiance increases skill effect when facing higher level opponents. Skills effects are increased by modifier (1 + SQRT(Courage * Defiance / 1000000)). Defiance does not boost skills against lower level opponents.

Bravery increases the gain rate of skill and character xp against higher lvl monsters. Modifier to ( 1 + (Opponent lvl / Character lvl) * (0.9^(SQRT(-Courage * Bravery / 25000))) for character xp. Skill xp bonus of (1 + (Opponent lvl / Character lvl) * (SQRT(Bravery * Defiance / 1000000))).

(G)Courage [lowers penalty of underlvl from higher lvl monsters]

Sec-Courage

Bloodlust [lowers ability of lower lvl monsters]

Defiance [raises skill effects against higher lvl monsters]

Tert-Courage

Bravery [Increases gains of fighting higher lvl monsters]

Quart Courage

Ferocity

Fighting Spirit

When fighting in a group the experience from kills is distributed based on how much damage was done by who. If a person in the party takes action during the fight they gain from a pool of 50% of the experience the creature could give. If they took no action, either beneficial to the party or detrimental to the enemy, but are in the party they gain 10% of the experience from the enemy. The leader of the party has an additional pool of 10% experience gain. ie: a monster that can give 10 xp is killed, everyone who attacked it gains 5/(number of people attacking) xp and everyone who didn’t help at all gains 1/(number of people doing nothing) xp with the leader getting an additional 1 xp.

When the leader of a party has a leadership value lower than the members of the party, xp is distributed by pool 20% to all, and 10% to the person who dealt the killing blow.

The maximum size of a party is six. Seven people cannot join a party, instead the party has to be split up into two separate parties, one of which is subordinate to the leading party. This is called a raid. Experience from a raid is the same as if a the different parties in the raid were individual people in a party(raid) but scales up and down depending on leadership.

A raid can’t distribute exp up from a subordinate party if the leading party leadership is less than the number of people in the parties under their control. Instead, the xp gain is stopped at the party level and does not benefit the other parties in the raid. ie: a raid with 6 members requires the leadership of the leading party to have 6 leadership stats and a raid with 36 members requires 36 stat points in the leadership party. The leadership stats can be distributed across the entire leadership party, not just the leader alone. If the leader of a subordinate party does not have enough leadership points then none of his party members can receive experience from other parties in the raid even if the raid leader party has enough points in leadership. This extends upward from raid level, to troop level, to Company level and beyond.

Command increase the xp gain of those within your party who work as designated by the leader. Command increases the gains of the party within their individual pool up to (SQRT(Leadership * Command / 100000) exp. This cannot exceed the total of the pool they are part of. ie: 5 people are drawing from a pool of 5 xp, they can each gain a maximum 5 xp. This works per individual case of earned xp, not total xp from a fight.

Control increases the effect of activities that have been designated by the leader. When the leader has designated it, the power of the action is increased by modifier (1 + SQRT(Control * Leadership /1000000). ie: formations, attacks, skills...

Authority increases the power of combinations of actions between different people/parties. Successful combinations have their effect increased by (0.9^(-SQRT(Authority * Control/10000)). Failed combinations have penalty effects decreased by modifier (1 - 0.9^(SQRT(Authority * leadership / 25000)). Most common penalty effect is damage.

(G) Leadership [increases max party members and groups useable]

Sec-Leadership

Command [increases xp gain of those who follow your commands]

Control [increases effect of actions you have commanded]

Tert-Leadership

Authority [increases effectiveness of combo skills of your party]

While mana is the basis of all magic skills, stamina is the basis of physical skills. Stamina is the muscle fibers of your body absorbing mana to replenish and strengthen itself. After it has been absorbed, it can no longer be used like mana. Instead it increases the capacity of physical action. With stamina, a person can run faster, lift more, hit harder, and do more. But stamina does not throw out sword blasts, that is exclusive to mana. Instead, a skill like Blow that uses a great deal of stamina greatly enhances physical attack at the cost of lost energy in the muscles that were used. Stamina is replenished by mana being pulled from mana channels by arteries.

Stamina is increased by Energy at a rate of 1:1, Vigor at a rate of 10:1, Persistence at a rate of 5:1, and Indefatigable at a rate of 2:1.

Vigor generates the stamina regen stat. Interval of regeneration is 360 * (1 / ( 1 + SQRT(Vigor *Energy/1000000) seconds. Regeneration amount is (1 +SQRT(Vigor/100)). Regeneration is distributed in 1 stamina increments.

Persistence lowers the effects of low stamina. Each point of Persistence is considered equal to having an extra point of stamina left. Having a Persistence equal to 20% or more of total stamina will stop all effects. One point of Persistence is enough to prevent incapacitation from no stamina. This effect decreases over time if stamina is not replenished. Every minute in which stamina remains on zero Persistence is lowered by 1 until stamina is returned to max.

Indefatigable lowers the amount of stamina used in skills and activities. Non-skill stamina consumption is lowered by modifier (0.9^(SQRT(Energy * Indefatigable / 25000)). Skill stamina consumption is lowered by modifier (1/(1 + SQRT(Persistence * Indefatigable / 1000000))).

Energy [how much physical activity can be done, creates stamina base]

Sec-Energy

Vigor [generates Stamina regen stat]

Persistence [lowers effect of stamina exhaustion]

Tert-Energy

Indefatigable [lowers consumption of stamina]

Hunger is the basic value that is diminished by eating. Hunger at 100% of max: continuous damage as a percentage of health, at 90% stamina unable to be replenished, at 80% continuously rumbling stomach and the stomach aches for food. Hunger increases at a base time of 1 point every 900 seconds, or 15 minutes. After using 25 stamina, hunger will increase by 1 point.

Hunger is increased by Provender at a rate of 1:10, Sustenance at a rate of 1:2, Nourishment at a rate of 1:1, and Satiation at a rate of 1:5.

Sustenance lowers the effects of high hunger. Each point of Sustenance is considered equal to having one less point of hunger. Having a Sustenance equal to 20% or more of total hunger will stop all effects. Sustenance lowers the damage done by modifier (1/(1+(SQRT(Provender * Sustenance / 1000000)))). Each period in which hunger would increase but is maxed lowers the sustenance value by 1 until hunger is lowered to 0.

Nourishment increases the amount of stamina used to increase hunger to (25 * (1 + SQRT(Nourishment * Provender / 1000000))).

Satiation increases the time period between hunger increases. 900 * (1 + SQRT(Satiation * Nourishment / 1000000) seconds. Satiation also increase the bonus effects of eating by modifier 0.9^(SQRT(Satiation * Provender / 25000)).

Provender [increases max hunger value 1:10 ratio]

Sec-Provender

Sustenance [lowers effects of high hunger points]

Nourishment [increases stamina used for hunger]

Tert-Provender

Satiation [Longer time to increase Hunger points, base 900s]

rationing

This is the basic value that is diminished by drinking. Thirst at 100% hallucinations and decreased mana over time, 90% Mana unable to be regenerated, 80% unable to talk. Thirst increases at a base time of 1 point every 900 seconds, or 15 minutes. After using 250 mana, thirst will increase by 1 point.

Thirst is increased by Quenching at a rate of 1:10, Moisturization at a rate of 1:2, Desiccation at a rate of 1:1, and Hydration at a rate of 1:5.

Moisturization lowers the effects of high thirst. Each point of Moisturization is considered equal to having one less point of thirst. Having a Moisturization equal to 20% or more of total thirst will stop all effects. Sustenance lowers the mana lost by modifier (1/(1+(SQRT(Quenching * Moisturization / 1000000))). Each period in which thirst would increase but is maxed lowers the Moisturization value by 1 until thirst is lowered to 0.

Desiccation increases the amount of mana used to increase hunger to (250 * (1 + SQRT(Desiccation * Quenching / 1000000)).

Hydration increases the time period between thirst increases. 900 * (1 + SQRT(Hydration * Desiccation / 1000000)) seconds. Hydration also increase the bonus effects of drinking by modifier 0.9^(-SQRT(Hydration * Quenching / 25000).

Quenching [increases max thirst value 1:10 ratio, thirst base 100]

Sec-Quenching

Moisturization [lowers effects of high thirst points]

Desiccation [lowers mana used for thirst]

Tert-Quenching

Hydration [Longer time to increase thirst points]

Class based stats (stat is needed by specific class before class can be obtained)

Spoiler :

Anger is the Berserker classes active skill consumption stat. Anger also increases personal offence by 1 per point. Anger can be created by taking damage greater than 1% of Maximum health. Each damage that is higher will increase anger by 1. When not fighting anger will decrease at a rate of 1 per 30 seconds. Anger creates a blood red glow in the eyes.

Maximum anger is formed at a rate of 1:1 by Rage, 1:2 by Fury, and 1:3 by Madness.

Fury increases the amount of anger that is generated for each attack. Anger generated per damage greater than 1% = (1 + SQRT(Fury * Rage / 10000)).

Madness lowers damage taken and increases offence. Damage taken is reduced by (Current Anger * SQRT(Madness * Fury / 100000)). Offence is boosted by modifier (Max Hp / Current Hp) * (1 - 0.9^(SQRT(Rage * Madness / 25000))).

(G) Rage [increases damage as damage is dealt and done] (listed value is max)

Sec-Rage

Fury [increases the speed at which max rage value is attained]

Tert-Rage

Madness [increases the offence, lowers damage]

ruthless

When a person attacks with a skill, they get a small notifier of where the attack should go in the form of a small dot (aimpoint). This dot is the center of their aimbox. It appears at the beginning of initiation as a black dot that moves around depending on where the person is trying to aim. At the end of the initiation period going into the activation period, the dot will flash red at the final point and fade away.

Detection is the ability to see an opponent's aimpoint. A higher detection rating increases the possibility of seeing the skill’s aim point. Detection is increased by Perception at a rate of 1:1, Discernment at a rate of 1:2, and Astuteness at a rate of 1:5.

When seeing a skill point with detection, the flash of red as the skill moves from initiation to activation is seen as a blue orb. The size of the orb is in relation to a base size of 20 centimeter diameter. This size is altered by the modifier (Damage / (100 * Detection)). The orb emits the same amount of light no matter the size so a large orb will have very low visibility while a small orb will have high visibility. This illumination will not be more than the red flash of light the opponent could see. Base distance this can be seen from is 1 meter.

Perception increases the distance at which an aim point can be seen. A aim point can be seen at a maximum of (1 + Perception / 25) meters away.

Discernment enables the seeing of initiation mana/stamina being gathered as a silver/gold glow in the area it is being gathered. In order to see this glow, the person must be within perception range of the initiation point. The visibility of the glow brightness is modified by ((Mana or stamina of skill used) * (SQRT(Discernment * Perception / 100000))) from a base brightness of one candle. This is not to be confused with the glow that can be seen on activation with inefficient skills.

Astuteness shows the path of effect skills are taking along with a damage value that the skill will do. This also shows where approximate aim is for non-skill attacks. Base size of skill path is 1 meter diameter. Size is altered by modifier (0.9^(SQRT( Astuteness * Perception / 25000))*(Damage/Detection of skill). Skill damage is shown during initiation with an accuracy of (SQRT(Astuteness * Discernment / 1000000)) * (Detection / Damage). ie: a value of .5 would be within = or - 50% of the actual value while 1 or higher would be the exact value

(G)Perception [increases distance of observation]

Sec-Perception

Discernment [see initiation]

Tert-Perception

Astuteness [skill paths, damage of skill]

Sense

Artistic classes (painter, sculptor, dancers, musicians...), create products that give a bonus from seeing them. Ownership is not required. The Art stat is needed to increase the bonuses from seeing an art production more than the base amount, ie other art classes will receive higher bonuses from seeing artwork. Quality of production caps at Fine for those without art stat. Two artworks that has bonuses to the same stat will only be applied by the artwork that has the higher stat value first. If the higher value stat times out first, the second one is applied until it runs to the end.

Maximum possible stats obtained for a given production is increased by art at 5:1, Charisma at 20:1, Allure at 10:1. This value is for total of all stat bonus possible in both production and obtaining. Actual stat max possible is depending on Quality and Rarity of the artwork.

Charisma increases the length of time that see an artwork is extended for. Time of effect is increased by modifier (1 + (SQRT(Art * Charisma / 1000000))).

Allure increases the distance from the artwork at which one can be to obtain the bonus from the artwork. The base amount depends on the size of the product and if the is an unobstructed view of the piece. Distance from piece increases by modifier (0.9^(-SQRT(Art * Allure / 25000))). Allure also decreases the amount of the artwork needed to be seen to receive the bonus by modifier (1/(1 + (SQRT(Allure * Charisma/1000000)))).

(G)Art [Increases power of skills and products of art]

Sec-Art

Charisma [increases time of effect from artwork]

Tert- Art

Allure [increases distance at which artwork is effective]

Honor is used by classes (knights, paladins, justicers) that require the person's word / name be recognized in order to have a bonus. Ie: honor is a recognition that when a person says he will do X, he will do X. Honor is one of the duality stats and can be permanently lost due to actions. Failing to follow through on what has been will dishonor a person (A/N: Think order vs chaos). The biggest difference between honor and belief(see below) is that honor is an accumulation from all interactions while belief applies one on one.

Honor stats create an increased base in intimacy with others. Honor increase it at a rate of 5:1, Glory at a rate of 4:1, Dignity at a rate of 4:1, Chivalry at a rate of 3:1. When these stat are in their dual form, the intimacy is reduced.

Honor creates an invisible aura that surrounds the person at a base size of 1 meter radius. Honor increases the distance that the aura extends to (1 + Honor / 25) meters. When a party member enters the aura, he will have his offence and defence increased by (Honor / 200) up to a maximum of 2 times his personal offence/defence respectively as long as the person with the aura is also a party member. Dishonor has the same distance, but lowers opponent’s offence/defence.

Glory increases the personal offence/defence of the aura bearer dependent on how many allies stand within his aura. His O/D is increased by (SQRT(Honor * Glory / 1000)) for each ally within the aura range. Shame also increases the aura bearer’s personal O/D value, but for each enemy within his aura.

Dignity and Crassness increase the rate at which Honor and Dishonor are created, and more importantly lower the rate at which they can be lost. Each instance of honor production is increased to Base * (1 + (SQRT(Dignity * Honor / 100000))). When honor would be lost, it is altered to Base * ( 1 / (1 + (SQRT(Dignity * Honor / 100000)))). For the dual stats, substitute their opposite.

Chivalry increases the experience earned from all quests by a modifier of (0.9^(-SQRT(Chivalry * Honor / 25000))). Rudeness increases money earned from quests by a modifier of (0.9^(-SQRT(Rudeness * Dishonor / 25000))). Chivalry also increases all stats of those standing within the honor aura by (SQRT(Chivalry * Glory / 10000)) stats for all stats of the aura bearer at up to 10% of the aura bearer’s stats. Rudeness also decreases all stats of enemies standing within the dishonor aura by (SQRT(Rudeness * Shame / 10000)) stats for all stats of the aura bearer at up to 10% of the aura bearer’s stats.

(G)Honor/Dishonor [raises trustworthiness/intimacy value with people]

Sec-Honor

Glory/Shame [increases personal power]

Dignity/Crassness [alters the rate at which honor stats can be changed]

Tert-Honor

Chivalry/Rudeness [increases quest rewards, stats]

Reputation

Buffs are positive enhancements, while Debuffs are negative enhancements, of a person that last of a given amount of time. These can be applied through many different means, from looking at art to eating food to activated skills. A buff/debuff will typically increase/decrease 1 to 5 stats. A person can have multiple buffs/debuffs but can only have one from each type in effect at a time. The others still remain for however long their timer lasts but you have to switch over to them for them to go into effect. Switching like this requires a minimum cooldown of 60 seconds.

Belief is an evaluation of how much beings believe in you and has a connotation of good, ie: your alignment is positive. When you obtain enough belief from a being, or set of beings, you can activate blessings based on their characteristics. Dread is the duality of Belief and is associated with evil (ie: alignment negative) and is concerned with how much others fear you. When enough dread is obtain from a being, or group, you can activate curses based on the characteristics of those who dread you. You can’t have both dread and belief.

A Blessing/Curse is a subset of Buffs/Debuffs that have a limited number of uses but no time limit. When a blessing/curse is activated, it will consume belief/dread of the one using it. The blessing/curse is characteristic of the blesser/curser and the maximum effect of the blessing/curse is determined by the power of the one the belief/dread is from. ie: a sword god blessing will increase the power of a sword strike while a farmer’s blessing will increase the effect of food at a much smaller amount. Belief earned from the farmer can’t be applied to the sword god’s blessing and vice versa.

After obtaining enough belief from a single source, a blessing skill can be formed. The most common source for this is from gods. This is why having a high Faith with one god will not allow you to have skills from another god without also earning belief from them.

Belief/dread does not have a regeneration rate and can only be obtained through actions.

Maximum belief/dread storable for Faith/Terror is a ratio of 1:5, for Hope/Enmity 1:2, for Devotion/Malice 1:5, for Conviction Malevolence 1:10.

Faith/Terror increases the amount of time that buffs/debuffs last by modifier (1 + Faith / 1000).

Hope/Enmity increases the effect of buffs/debuffs and blessings/curses by (1 + SQRT(Faith * Hope / 100000)).

Devotion/Malice increases the amount of belief/dread received by modifier (1 +SQRT(Faith * Devotion / 100000)).

Conviction/Malevolence lowers the belief/dread cost of skills by modifier (0.9^(SQRT(Conviction * Faith / 25000))).

(G)Faith/Terror [value others place on you, buff time]

Sec-Faith

Hope/Enmity [buff effect]

Devotion/Malice [belief production]

Tert-Faith

Conviction/Malev [belief reduction, ailment reduction]

Humility

Threat or hate is a function of prioritizing who is causing you the most trouble. This is done automatically and produces a red outline around the opponent that is only visible to you. A higher threat creates a brighter red glow. This holds true for both people and monsters. The more a monster threatens you the brighter it will be outlined.

Guardian classes (Warden, protector, shield bearer...) have more extensive outlines for threats. This not quite aura will obscure the threat value of allies behind you if they don’t have a high threat value leaving them untargeted. When an ally or an ally's attack passes through the guardian’s outline, a portion of the threat value is redirected to the guardian reducing the threat value of the ally/ally’s skill passing through his outline. At most, one point of threat is passed to the guardian per ally every ten seconds.

The maximum additional threat a guardian can accumulate from others increased by Cover at a rate of 1:1, Shelter by 1:2, and Bulwark by 2:1.

Cover increases the size of the guardian’s threat outline. Base size is 1 centimeter and each point of Cover increases the size by 1 centimeters. Outline size = (1 + Cover)cm.

Shelter increases the guardian’s defence by (Threat * (SQRT(Shelter * Cover / 10000))) points.

Bulwark increases the defence of allies who pass threat on to the guardian for (Bulwark * Shelter / 5000) seconds. Their defence is increased by (0.9^(-SQRT(Bulwark * Cover / 25000)).

(G)Cover [increases size of threat outline]

Sec-Shelter

Shelter [increases defence in relation to increased threat]

Tert-Shelter

Bulwark [increases ally defence]

Safeguard

Concealment is the basis of stealth classes. Each point of concealment creates a smudge around the person, as though the surrounding area blended inward upon them. The amount of smudging is dependent on the total amount of concealment currently active. Maximum amount of concealment is increased by Stealth at 1:1, Anonymity at 1:2, and Secrecy at 1:3. Concealment increases at a rate of 1 every ten seconds when the person is still.

Concealment can’t be maintained/ is broken if the concealed’s movement speed is higher than 1 m/s or if they attack. Concealment is also reduced if within range of a person with Detection stats. When the ratio of (Detection / Concealment) is greater than 1 concealment will have a decay rate of losing 1 point every 30 seconds.

When a person has threat, they can’t earn any concealment points. This can be rectified by killing the being who is threatened or by leaving the area of that being. The base distance for most 1st order monsters is 10m, 2nd order 20m, 3rd order 30m. A more intelligent being, or one with special characteristics, will have a higher distance at which one must travel before they can start losing threat. After out of this distance, threat will reduce by 1 every 30 seconds. This can be lowered if the being can’t detect you within this range.

Stealth increases the offence value of the person attacking when they voluntarily break concealment by (Stealth / 100) for one attack.

Anonymity lowers threat production. Each action that would produce threat is lowered by (Anonymity * Stealth / 5000) to a minimum of 1.

Secrecy lowers the distance at which the threat will begin decay and increases the rate at which distance will lower threat. Distance is lowered by (Secrecy * Anonymity / 5000) cm to a minimum of 5 meters. Amount of threat lost is increased by modifier (0.9^(-SQRT(Secrecy * Stealth / 25000)).

(G)Stealth [increases ATT when breaking concealment]

Sec -Stealth

Anonymity [lowers threat accumulation]

Tert-Stealth

Secrecy [lowers distance to threat aggression]

Invisibility

Merchant classes (shopkeeper, roaming, bulk…) deal in currency. Currency is an object that is traded for other objects/activities as a replacement marker for the value of the object/activity. ie: coins in the mortal plane, inkwells in the Central Plane. A merchant can store more currency within their status card for Money at a rate of 1:10, Wealth at 1:20, and Affluence at 1:25. It doesn’t matter what value the currency has, just that it is currency. Barter items don’t count.

Consumable items are the area of merchant specialty. These are items that have a limited number of uses and they are gone. ie: potions, pills, scrolls, throwing objects are the most noteworthy. The effect of consumable items are increased by Base * (1 + (Money / 10000) + (Wealth / 7500) + (Affluence / 5000)).

Wealth increases the time of effect and time before degradation of consumable items to (1+(SQRT(Wealth*Money/100000))). Degradation reduction is only in effect for items that are within personal range of (Money / 500) meters. Degradation can be considered durability loss due to time, ie: food rots, metal rusts…

Affluence increases the amount of experience earned for selling items and increases the number of uses for spell consumable items. Experience is increased by modifer (0.9^(-SQRT(Affluence * Money / 25000). Number of uses is increased to (1 + (SQRT(Affluence * Wealth / 5000))). ie: a weight lowering spell consumable can be used multiple times before burnout.

(G)Money [generate currency storage ]

Sec-Money

Wealth [Increases consumable effect time]

Tert-Money

Affluence [increases xp gain for sale profit, number of uses]

Prosperity [???]

Martial arts classes use the consumable resource of Qi. Qi is formed an inch or two below the belly button called the dantian. Each point of Qi is created through the combination of mana and stamina. One point of Qi takes 1000 mana and 100 stamina to create. The initial speed it can be formed is 10 mana a minute and 1 stamina a minute. A full point of Qi doesn’t have to be made in one session, it can be made over several. Interruption while forming Qi will cause damage and negative status effects.

Qi movement through the body is instant. Qi can be used to replace mana or stamina in skills and is moved from the dantian through mana channels. This can cause the skills remaining initiation and activation time to become zero. Each point of stored Qi will increase offence and defence by 1.

The maximum amount of Qi is formed by the Dantian stat at a rate of 1:10.

Breath increases the speed of changing mana and stamina into Qi. The amount that can be changed per period is increased to (10 + ( Breath / 100)). The period of time is reduced to (60 * (1 / (1 + (SQRT(Dantian * Breath / 100000)))) seconds.

Flow increases the efficiency of creating Qi. The mana/stamina requirement is reduced by modifier (0.9^(SQRT(Flow * Dantian / 25000)). Natural attack power, for both pAttack and mAttack, is increased by (SQRT(Flow * Breath / 10000)).

(G)Dantian [generates Qi base stat, max capacity for Qi is 10x value]

Sec-Qi

Breath [increases transformation speed of mana/stamina to Qi]

Tert-Qi

Flow [increases the efficiency of qi transformation, natural attack]

It should be noted that many of the natural boosts from stats will be replaced by either active or passive skills. ie: the heavy mover skill (str, str, mvsp) will allow one to pick up more weight at a lower stamina cost and move at a higher speed.

Items

Spoiler :

Equipment items can have stat bonuses that are equal to at max half the value of the level of the equipment. Level of equipment is determined by rarity values of materials used to make it. This level requirement is character based and not skill based.

If a person is trying to use an item or equipment for which their level is too low, they can still use it if they meet all stat and grade requirements. They do not however receive any stat boosts from the item. All basic stats and extra effects are lowered to (character level/item level)%. If the requirement is for a higher soul than possessed character lvl is 0. Stat boosts from equipment do not apply to stat requirements for equipment.

Quality (needs to meet the requirements to be of greater quality, may have more of less quality)

Stats value determined by how well it was made. Quality is based on highest Rarity material value and stats of that rarity.

Common (Grey) low base stats, no bonuses

Uncommon (white) clearly higher base stats

Fine (Blue) 1 bonus stats of 1-10% item level

Rare (Orange) 1 bonus stats of 10-20% item level

Epic (Yellow) significantly higher base stats 2 bonus stats of 20-30% item level

Legendary (green) Major increase in base stats 3 bonus stats of 30-40% item level

Artifact (black) Massive increase in durability 4 bonus stats of 40-50% item level

Divine (purple) Max base stats, 5 bonus stats of 50% item level

Epic quality and higher items are named. Unique items are one of a kind.

5 bonus stats should be considered the maximum number of stats a single item can have.

Rarity (what materials a given item were made of and ability to give non-stat bonuses)

For equipment and weapons (other items have different rarity bonuses dependent on item):

Basic base stats only (Armor/Attack, durability, accuracy, all personal boosts...)

Beginner ailment affliction rate boost

Novice Direct damage type increase/decrease

Initiate DOT damage type increase/decrease

Intermediate elemental damage/protection

Advanced Stat theft (temporary) [mana steal, health steal, stamina steal…]

Expert elemental affinity

Adept Useage lvl decrease

Guru imbued skill

Master True damage/protection

Savant elemental absorption

Grandmaster percentage stat increase

Divine skill level increase

Special other than listed above, normally specific to quests

In the mortal plane, metal materials are as follow (with a comparative for other material usage): copper (1-25), iron (25-100), (Steel 100-250), black iron (250-400), titanium(400-550), adamantine (550-800), Ohricalcum(800-1000). 1000+ materials are considered mythological (ie: rainbowicorn farts, and tears of fallen stars)

Grade in items is the effective level of skill needed to use said item. Not many items have a grade, and are able to be used without a specific skill. (ie. sword mastery/handling) The grade tier of the item cannot exceed the rarity of the item.

Extra effects (bonus lightning damage, manasteal, lifesteal, hp-regen...) are added dependent upon skill level, type of blacksmith, and rarity of material. Crafter must know the skill to add skill boosts. Extra effects that are emplaced during crafting process are not enchantments. Enchantments that are added to items with same extra effect have increased power but can destroy the item.

Soulbound items can be made through use of mithral or extensive time of use creating a bond between a person and the item. Soul storage is only up to the same amount of item level as the soul/character level. An infinite number of level 0 items can be stored. A level 100 soul can store one lvl 100 item, two lvl 50 items… As many items as wanted can be soulbound, but it doesn’t guarantee item storage.

Item sets can be created that link up (for a magic circle) to increase base item stats, but the different set items must be physically connected. Greater than 2-4 items in a set can increase base stats by a value, greater than 5 items in a set can increase base stats by a percentage.

armor slots: Hands, arms, body, head, waist, legs, feet.

Weapons: stats are only increased when in use, not when being carried

Accessory spots (only in effect if armor allows space): rings, neck, bracelet, ankle, waist, eyes, earrings, mouth, shoulders, back(cape/cloak), and underwear. These are not considered part of equipment for multi armor stacks.

Armor

Armor is classified by the way it is made, but the classes are known by the material it is normally made of. Cloth armor is made by enhancing each thread as it is woven into the armor or material. Leather armor is enhanced by the fluids that harden the raw material. Heavy armor is enhanced by inscribing into the material directly. A single piece of armor can be of multiple types of armor if multiple processes are used.

Unarmored flesh can be enhanced in armor value through certain class skills and magical tattoos but at base take full damage from all types.

Cloth armor has high magic stats. low weight. Will often have penalties for might stats. Will often have bonuses for mana. low armor high m.armor. 10% increase in stamina consumption.

Leather armor has high precision stats. Leather armor has no affinities. Middle weight. Will often have penalties for magic stats. Will often have bonuses for health. mid armor and m.armor. 25% increase in stamina consumption.

Heavy armor has high might stats, and has high weight. Will often have penalties for precision stats. Will often have bonuses for stamina. high p.armor low m.armor. 50% increase in stamina consumption.

When multiple sets of armor are worn on the same part (ie: head, arm, body…) the bonus stats (not basic such as p.armor or defence value) is maximized from one armor type. If two are stacked and one gives +25 STR and the other gives +20 STR, only the higher stat value is applied. This is calculated after the penalty. Basic stats are additive assuming that the attack hits the outmost layer and the inner layers both cover the area affected.

A maximum of three sets of armor can be stacked, with a penalty. Each set imposes a 50% reduction in increased stats from the armor above it and 10% reduction in the armor below it. If armor is stacked three times, bottom applies stats at 80%, the middle applies stats at 45%, and top applies stats at 25%. Penalties associated with the armor are applied in full, but only for the maximum value and isn’t additive.

With two armors, the bottom stats are applied at 90% and the top armor stats are applied at 50%.

Armor of a single type can only be worn once in the same equipment spot.

When multiple sets of armor is worn, the outer layer will take the more durability damage. Outer layer takes 100%, middle layer takes 50%, inner layer takes 25%.

Some bonus effects of armor can lower the durability of armor when it activates if the armor going into effect is an inner layer of armor. This will also lower the power of the bonus effect as part of it is discharged into the outer layer of armor.

Elemental Mana

Spoiler :

Pure Mana (Transparent/light blue) Existence [diamond]

Fire (Red) Alteration [ruby] (vibration)

Wind (Green) Movement [emerald] ()

Water (Blue) Deflection (Reflection/Balance) [Lapis Lazuli] (twin spirals/ yin yang symbol)

Earth (Brown) Structure [Tiger’s Eye] (geode squares)

Lightning (Yellow) Separation [citrine] (separate planes)

Ice (Teal) Restriction (combined movement) [sapphire] (ordered sphere expand to connection)

Nature (Dark Green) Divergence (fractals) [agate] (fibonacci formation)

Metal (Grey) Arrangement/order (patterned) [spinel] (Points connected by lines)

Light (White) Refinement/ Expulsion [opal] (expanding from center)

Sound (Orange) Compression [spessarite garnet] (collapsing to center)

Darkness (Black) Absorption [onyx] (spiraling into center)

Soul (Purple) Connection [amethyst] (two linked points)

Mana forms it’s natural state (Pure mana) and simply floats around waiting to be absorbed or used. In certain places the environment (ie: inside a volcano) will convert the mana out of its natural pure mana stat and into the one that is applied by the environment. This can also happen on a smaller scale (a campfire) with an associatedly lower amount of mana being converted.

When enough mana is converted in an area, the further conversion of mana will push the already formed mana away. This does not tend to spread outward evenly, instead it will flow where there is a lower density of mana, be it ambient pure mana or other types of formed mana. These flows are called ley lines and are most easily formed by primary type mana. Ley line mana can also be absorbed by mana stones. When opposite ley lines connect (ie: fire and water, light and dark…), they mana locks.

A locked particle of mana, being “heavier” that all other types of mana, will fall against the pressure that mana outputs when there is large quantities of it. When a locked particle of mana collides with another locked particle of mana, two new particles of pure mana are emitted. This can happen ten times before the locked particle is exhausted and no longer emits new mana. The most common point in the mortal plane for lock particles is the center of the world.

When non-opposite leyline mana connects they don’t lock. As long as the streams are not of the four primary mana types, they can coexist before the split apart.

Mana can be converted from one form to another, excluding non-elemental that does this naturally, at a cost of half efficiency with direction and fourth efficiency against direction. Shortest pathing to calculate, conversion is direct, there is no actual conversion through the steps. i.e. light mana can be used in place of dark mana at a ratio of 512 to 1, hence why it isn’t really done outside of places consisting of near pure mana of one type.

Areas with high concentrations of singular types of mana will enhance the power of that mana while lowering in ability of others. Standard mana is pure mana with negligible bits of formed mana. As such, in areas where one particular mana is formed from half the ambient mana, other types of mana will only be powered at 50% efficiency and speed while that type will have a boosted formation speed and effective power of 150%.

Element relations

Elements that are strong against another are from the element to the element. Elements that are weak are arrow pointed to them. (ie: water is strong against earth and sound but weak to wind and light. It should be noticed that primary and tertiary elements do not directly conflict with each other despite the possibility that their effects do (ie: fire and ice mana don’t have any interactions but fire will melt ice). Generally, the effect of a primary mana will hurt the effect of the nearest tertiary mana effect.

Damage

Spoiler :

damage types: blunt, piercing, slashing, internal, explosive

Elemental (see magic chart)

Dot: bleed, burn(fire/acid), poison

special: fall, doom, soul death

environmental: drowning/choking, heat/cold, crush/pressure

Blunt: attack does even damage in an area ( area is of moderate size compared to target)

Piercing: attack does damage at a single point (area is of small size compared to target)

Slash: attack does damage along a line

Internal: attack hits inner organs/matter of target

Explosive: attack does diminishing damage in an area (lower away from center)

Bleed: does continuous damage over time and diminishes as time passes. Related to: hemorrhage

Burn: does continuous damage over time and leaves a weakened area and status ailment. Related to: acid, incineration, melt, immolation

Poison: does continuous damage over time at a constant rate. Related to: Venom, toxin

Fall: single time damage that does more damage when greater weight is carried, final hit speed determines damage. Related, momentum damage

Doom: Deals increasing damage over time until death (1, 2, 4, 8, 16…) damage is highly based on first tick

Soul Death: attack that destroys the soul leaving no chance of resuscitation after death. Most commonly seen with tribulation attacks

Choking: seen when no air can reach the lungs (ie: space or filled with water), continuous damage until air is obtained

Temperature: Either too hot or cold will create status ailment that lasts after leaving the area that applied the effect (ie: colds, frostbite, heatstroke, dehydration…), heavy enough effect can cause repeated damage.

Pressure: when the inward pressure (normally air pressure) is increased or decreased drastically damage is taken once (afterward choking damage is normally applied)

Damage modification is based on outer armor type and damage type. (lower is better)

Modification(%)BluntPiercingSlashInternalExplosiveUnarmored11010010090100Cloth9010011011090Leather1008070120120Heavy1307070130100

Substitute Physical or Magical subtypes for offence, defence, armor and attack.

Class bonus can be both positive and negative.

Damage =total offence * total attack * masteries +skill damage

masteries = [(1 + damage type master) * (1 + weapon mastery) * (1 + magic mastery)...]

total offence = (offence + skill offence) * (1 + damage type mastery) * (1 + accuracy boost)

Accuracy boost = ((Accuracy - Offence )/( 2 * Offence)

total Attack = (weapon attack + skill attack) * (0.5 + class bonus)

protection = (total defence * total armor + skill protection) * (protection modifier)

total defence= (defence + skill defence) (1 + damage type resistance)

armor# = armor of equipment * (0.5 +class bonus) * armor type mastery

total armor = armor(heavy) * (MAP) +armor(leather) * (MAP) +armor(cloth) * (MAP) +unarmored

Damage taken = (damage * damage modification) * (1 + Crit mod) - protection + true damage

Multi-Armor Penalty(MAP) depends on layer of armor.

Elemental

elemental damage = Damage * affinity power

Affinity Power = (affinity + skill affinity) * (1 + class bonus) * element mastery

elemental protection(+) = protection * elemental defence * (protection modifier)

elemental protection(-) = protection / |elemental defence| * (protection modifier)

elemental defence(+) = (2 * affinity strong - 2 * affinity weak + affinity) * (1 + class bonus) * (1 + elemental affinity resistance)

elemental defence(-) = (2 * affinity strong - 2 * affinity weak + affinity) * (1 + class bonus) / (1 + elemental affinity resistance)

e.damage taken = (e.damage * damage modification) - elemental protection +true e.damage

Elemental damage can be physical or magical. As such, magical and physical elemental damage and protection must first go through their respective calculations.

e.defence(+) is used when affinity value is > 1, e.defence(-) is used when

e.protection(+) is used when e.defence value positive, e.protection(-) is used when negative.

a negative affinity power will prevent the usage of elemental skills of that element.

Souls

Spoiler :

Mortal [Lifespan of 80-100 years] 5 stats/lvl

Ascension of minor Tribulation (Move to Central Planes)

Forged (lvl 100) lvl 1 shown [Lifespan pause of ~100 years] 6 stats/lvl

Trial of Fire [ can lvl skills below expert and below]

Tempered (lvl 10,000) lvl 100 shown [lifespan pause up ~150 years] add secondary stats

Ascension of Major Tribulation (Move to Greater Planes)

Seeking (lvl 100,000) lvl 1 shown [Lifespan pause of ~200 years] 7 stats/lvl

Trial of Void

Immortal (lvl 10,000,000) lvl 100 shown [Lifespan pause infinite] add tertiary stats

Ascension of Greater Tribulation (Move to High Plane)

Pure (lvl 100,000,000) lvl 1 shown 8 stats/lvl

Trial of Power

Divine (lvl 10,000,000,000) lvl 100 shown [add quaternary stats] can’t be killed unless soul death

Ascension of Godhead (Move to Vast Plane)

Deity (lvl 100,000,000,000) lvl 1 shown 10 stats/lvl

Because of the widely fluctuating lvls, people are also know by what order they are: lvl 1-9 are 0st order, 10-99 first order… Anyone who has a deity soul is a minimum of 11th order.

A person that goes from a higher plane to a lower plane has a soul type of returnee. A Tempered returnee might have an effective level of 10000, but can only apply power at a level 100. Someone going from a higher plane to a lower will have exp penalty applied as though they were in a lower plane. It is noteworthy to mention that returnees are highly sought after to defeat because they will give exp 100 times more than their level would indicate.

The exp required for a soul to level up is the level being attempted squared minus the level at squared. (( Next lvl ) ^ 2 - (Current lvl) ^ 2 ) * Soul Factor. Soul Factor for mortal is 10. Forged and tempered 1k, Seeking and immortal 1m, Pure and Divine 1b, deity 1t.

Experience earned from killing a monster is equal to (SQRT(Monster lvl / ((Monster lvl + 1)^2 - (Monster lvl)^2))).

Infant -> Child - > Young -> Mortal

Young soul

can easily learn skills

can’t lvl skills

can’t lvl up

soul automatically moved to mortal after puberty and all skills lost

can achieve stat, but at a reduced rate until reaching mortal

first successful skill attempted after becoming mortal is registrable on status card

Races / Traits

Basic mortal race traits

Human +10% effect to light skill greater than lvl intermediate 1

Dwarf +10% effect to earth skills greater than lvl intermediate 1

Elf +10% effect to wind skills greater than than lvl intermediate 1

Beastman +10% effect to physical damage skills greater than lvl intermediate 1

Fae +10% effect to non-elemental magic greater than lvl intermediate 1

Spirit +10% effect to soul skills greater than lvl intermediate 1

Gnomes +10% effect to metal skills greater than lvl intermediate 1

Shades +10% effect to darkness skills greater than lvl intermediate 1

Orcs +15% effect to might skills greater than lvl intermediate 1

Mer +10% effect to water skills greater than lvl intermediate 1

Avian +15 effect to flight skills greater than lvl intermediate 1

Automatons +10% to lightning skills greater than lvl intermediate 1

Frostborn +10% effect to ice skills greater than lvl intermediate 1

Troll +10% effect to nature skills greater than lvl intermediate 1

Bonair +10% effect to sound skills greater than lvl intermediate 1

Human (10hp, 10mp, 1 stamina, 5 free)

Dwarf (10hp, 10mp, 1 stamina, 5 free)

Elf (10hp, 10mp, 1 stamina, 5 free)

Beastman (10hp, 2 stamina, 5 free)

Fae (5hp, 5mp, 0.1mp regen, 1 stamina, 5 free)

Spirit (5hp, 25mp, 5 free)

Gnomes (5hp, 5mp, 2 stamina, 5 free)

Shades (10hp, 10mp, 10 hunger, 5 free)

Orcs (10hp, 1 stamina, 1 Offence, 5 free)

Mer (10hp, 10mp, 10 thirst, 5 free)

Avian (10hp, 0.1 Movespeed, 1 stamina, 5 free)

Automatons (15hp, 5mp, 0.1 mp regen, 5 free)

Frostborn (5hp, 5mp, 0.1hp regen, 1 stamina, 5 free)

Troll (10 hp, 0.1 hp regen, 1 stamina, 5 free)

Bonair (5hp, 5mp, 0.1 attack speed, 1 stamina, 5 free)

Human: if you don’t know what a human looks like...

Dwarf: shorter and wider than humans, tend to dig cities downward

Elf: taller and thinner than humans, tend to build upward

Beastman: Have fur and many subspecies of beasts, ability to transform from a humanoid to more fully animalistic

Fae: vestigial wings that allow for the collection of mana, vary in size from tiny to giant

Spirit: partially transparent, able to pass through physical objects

Gnomes: small in stature, gnomes are considered twitchy by other races

Shades: Two dimensional (stupid jump puzzles)

Orcs: Taller than elves wider than dwarves with thick leathery skin and tusked teeth,

Mer: gills

Avian: Don’t have arms have wings.

Automatons: not made of flesh and blood but metal and oil

Frostborn:

Troll: similar in size to Orcs or larger, ability to naturally regrow lost limbs

Bonair: humanoid with extra organ along arm that connects to lungs allowing exhaling through these organs.

Classes and skills

Spoiler :

Common classes

Warrior (tendency to stamina skills)

Rogue (tendency to speed and criticals)

Mage (tendency to use mana)

No class is exclusive to a common class. A warrior blacksmith will focus on creating many swords of slightly above average power. A rouge blacksmith will create many low and a few highly powered. A mage blacksmith will create normal power with extra effects.

higher grade classes skills depend more heavily on higher grade stats

acquiring a class normally requires certain precursor skills of the class before attaining

i.e. the beginner swordman class requires sword handling to beginner lvl 1

Many times a lower grade class that is needed for multiple higher grade classes will restrict a person to just one of those higher grade classes. i.e. two sword schools will not teach the same student their skills or have incompatible skills that prevent learning the different skills.

Max level and grade of skills are increased/unlocked by higher classes of same pathing

Grades Stats

0 Basic Basic

1 Beginner 1 Primary

2 Novice 2 Primary

3 Initiate 3 Primary

4 Intermediate 1 Secondary

5 Advanced 2 Secondary

6 Expert 3 Secondary

7 Adept 1 Tertiary

8 Guru 2 Tertiary

9 Master 3 Tertiary

10 Savant 1 Quaternary

11 Grandmaster 2 Quaternary

12 Divine 3 Quaternary

A skill can have at most 3 stats, and must use a base stat for cost if an active skill. (ie: str+str+str, int+will+con, str+offence+Force

A skill or class with a good modifier will be better than one with higher grade but bad modifier at the same experience level. When tiering up a class or skill modifier can change depending on actions undertaken.

skills and spell have four stages

initiation [time it take to begin]

activation [time it takes skill to form]

effect [time skill is working]

cooldown [minimum time between activation end and initiation start]

There are four periods to any skill or spell. Initiation, activation, effect, and cooldown.

Initiation is the time between starting to move mana or stamina to the point of the skill and having enough there to use. This is more prominent in mana based skills than in stamina based skills

Activation is the period of time between having enough mana to use the skill, and it going into effect. For example, after casting a spell and closing the spell point. When this happens the mana remains floating in the circle. After the proper time has passed it Activates.

Effect is the period of time in which the skill will remain active. This varies between different skills and how powerful an effect they have. Most easily seen with buffs.

Cooldown is the period of time after either activation or effect before a skill or spell can be initiated again. This is more prominent in stamina skills than in mana skills.

For some skills, notably passive skills, there is little to no initiation or activation times.

For other skills, called spamables, there is little to no cooldown period.

Skills fall under 3 categories: generated, derived, and sub.

Generated skills can be learned without any requirements of a skill and simply need to be done repeatedly in order to form the skill. A teacher can correct the way a person learns the skill to make it easier to learn.

When a skill reaches a bottleneck point, normally at the boundary of level tiers, a derived skill will be needed to break the bottleneck. This is not the rule for all skills but happens most frequently when going into Intermediate, Adept, and Savant levels. Some skills will never require a derived skill to level, some skills will require multiple derived skills. Derived skills are most often needed for the more powerful skills.

Additionally, not all derived skills require only one precursor skill. Some require multiple precursor skills. More exotic derived skills can require specific skills from widely ranging stat types. This is where basic classes that have well defined skill sets, and clans that have their own history of what skills lead onward, have the advantage. Derived skills are of the same or higher grade than the precursor skill. Rarely a derived skill can be generated separately from its precursor.

A subskill is a skill that can be easily learned after a precursor skill has been learned to a certain level. Using a subskill will add experience to its precursor skill at a lower rate, ie: Slash will add low exp to sword handling and normal exp to itself. This is especially helpful with passive precursor skills. Subskills normally have the same grade or lower than the precursor skill, but can be of higher level than the precursor skill.

When a skill levels and reaches the point of tier up, it requires a change to advance. The change is normally one of intensity, duration, cost, or area of effect. Occasionally a skill can have multiple possible changes but each different one will require different derived skills. Some skills have only one possible change on tiering up, ie reading going up only allows reading higher grade books.

Skill notation: Skill = general, Magic consumes mana, techniques consume stamina...

Groups

Spoiler :

Guilds (systematic official groups)

Mages guild (for magical nature, sub guilds include wizard, enchanter, magician…)

Warriors guild (for melee nature, sub guilds of guardian, berserker, Knights…)

Rogues guild (for precision in nature, sub guilds of archers, assassins, acrobats…)

Crafters guild (for maker of equipment, sub of blacksmiths, tailors, bladesmith…)

Adventurers (for dungeon crawlers, provide dungeon related missions)

Scouting guild (for the Explorers, sub guilds of thieves, wanderers…)

Guild of Arts (for makers of art, sub guilds of sculptors, dancers, bards…)

A town must have a mages, warriors and rogues guild to gain a charter, these guilds are where status plates are distributed

Guild Members have ranks, both personal and overall, for the area the guild is ranked by (ie: human guild don’t compete against elf or beastman guilds). There is some acnolegment of accomplishment across different areas. The person has a rank within the registered chapter house, and a personal overall rank rank. A lower number indicates that a person has done more of value than people below them, ie: a task completed gives a point value. Some tasks can only be accepted if you are of high enough rank or have a high enough number of points. Guild chapters also tend to have extra bonuses for high ranking members as added perks. What needs to be accomplished is different for each type of guild. ie: crafters guilds require x number of an item to be made while adventurers guilds give points for clearing dungeons.

Family (small tight knit groups)

Group of people that are able know the general location and status of other family members from their house. Can break the link only at the house that hold the status plate link.

Clans (long term groups that share, noted for in clan schools)

Clans know the general location and status of lower tier clan members through same magic of Families on a larger scale. Must be at the clan base to accept membership and set up status plate communication. Most clans have formed a name for themselves by great actions in the world.

Schools (Have at least a single skill they teach)

A group whose members have the ability to pass the same skills, and normally a class, onto other people. A school will often have a rivalry with another school of the same type of class. Schools can also have a status plate connection, unable to break from distance.

Groups for fighting

These groups are normally combined using a common method of connecting status cards for distribution of experience. A leader must be designated in each of these groups. The leader can be changed or kick out any member of the party when not in combat. A member of the group can leave the group at anytime not in combat.

Party (group of two to six people for minor work for a short time)

Team Subset of party, a team is a party registered within a guild for group activities over a longer period of time.

Raid (group of between two and six parties for greater dungeon clearing)

Troop (group of between three and six raids with a minimum of 70 people)

Company (group of between 3 and six cohorts with minimum of 300 people) requires a Lord’s authority and leadership skill of captain or higher

Battalion (group of between 3 and six companies with minimum of 1200 people) requires a Baron’s authority and leadership skill of lieutenant colonel or higher

Regiment (group of between 3 and six battalions with minimum of 4000 people) requires a viscount’s authority and leadership skill of colonel or higher

Brigade (group of between 3 and six regiments with minimum of 20,000 people) requires a Counts authority and leadership skill of brigadier or higher

Division (group of between 3 and six brigades with minimum of 100,000 people) requires a Marquis’ authority and leadership skill of general or higher

Corps (group of between 3 and six brigades with minimum of 500,000 people) requires a Duke’s authority and leadership skill of two star general or higher

Army (group of between 3 and six corps with minimum of 2,000,000 people) requires a Prince’s authority and leadership skill of three star general or higher

Front (group of between 3 and six corps with minimum of 10,000,000 people) requires a Monarch’s authority and leadership skill of four star general or higher

Theater (group of between 3 and six fronts with minimum of 40,000,000 people) requires a Emperor’s authority and leadership skill of Marshal

Creatures and Dungeons

Spoiler :

Animals [basic form of creature]

Beast [mana altered animal that has increased natural traits] ie size, speed, power

Magical Beast [mana altered animal with fundamental nature change] ie hellhounds, thunderbird

Monster [being created by a dungeon out of mana]

There are four grades of creatures, basic, named, champion, and boss. Named gives a 125% multiple, champion 150%, Boss a 200% bonus to stats. Titan and tyrant monsters are special.

Dungeons are formed when enough mana has collected into mana stones in a small area. This causes a warp in the area that forms a link between the physical planes and the elemental planes. When this happens the mana near the mana stones, that are now in a sub-plane that exists outside of the physical plane and the elemental plane, will mix into monsters. The plane that is linked is dependent on the type of mana absorbed by the mana crystals. While here, the mana crystals will release the mana they have collected and that mana will be “eaten” by the monsters or absorbed by the linked elemental plane. When all the mana in the crystals has be released, the dungeon will collapse forcing all of the physical matter (including the created monsters) back out into the physical plane it came from.

Dungeons last between three weeks and three months before closing at which time any monster that have been spawned and not cleared will be forced to leave the dungeon into the wider world. Dungeons are evaluated based on the level of the closest monsters to the entrance. Few Dungeons have more than three types of monsters and a boss or champion monster.

Beasts and magical beasts can obtain sentience after reaching the needed order. The timing is dependent on the base type of animal and how much mana has altered them from the base. Monsters only have a semblance of sentience if named or higher, can interact but follow a larger instruction set they can’t deviate from.

Beasts and magical beasts learn skills through ancestral heritage. They can be taught by others of their own kind but it is unlikely. They can also go through ascension but not before becoming a champion, it will happen at random times depending on strength and beast type.

Monsters cannot learn new skills but can increase power of the ones they have. Named monster have slightly higher skill levels. Champions have higher skill levels and one or two different skills. Bosses have skills of higher level and grade than their counterparts along with extra skills. Additional special types include: titan, tyrant, imperial, destroyer, and others.

Animals/beasts have an animal soul (different from a mortal soul), monsters have a mana core.

Training

Spoiler :

Warrior training (trains primary might stats and high amount of stamina)

basic training hall [+40 str & vit, endurance, 100hp, weapon, bracers]

beginner training hall [+60 str & vit, fortitude, might skill, weight bracers]

novice training hall [+100 str & vit, Brawn & Physique, might skill, weight bracers]

initiate training hall [+ clout & constitution, might class, weight bracers]

Rogue training (trains primary precision stats and moderate amount of stamina)

basic obstacle runner [+40 agil & luck, reflex, +1 msp, ankle bracelet, boots]

beginner obstacle runner [+60 agil & luck, quick, prec skill, gloves]

novice obstacle runner [+100 agil & luck, flex & intuition, prec skill, gloves]

initiate obstacle runner [+ finesse & percp, prec class, gloves]

Mage training (trains primary magic stats and low amount of stamina)

basic library patronage [+40 int & wis, concentration, 100mp, library card, mana stone]

beginner library patronage [+60 int & wis, reso, magic skill, library card]

novice library patronage [+100 int & wis, insight & knowledge, magic skill, library card]

initiate library patronage [+ acumen & judgement, magic class, library card]

The training equipment gained (bracers, ankle bracelet, library card) are special equipable items that lower the person’s stats the amount that had been gained through this special training. This keeps normal acquisition of stat from being massively more difficult.

Circles

Spoiler :

Formations occurs when beings that naturally emit mana are set into a configuration that activates a natural magic circle. Minimum number needed for a circle is three with small bonuses. No personal use by anyone in the formation is needed but at least one of them needs to know the formation. Formations are part of the reason military forces are stronger having all been taught the same system of formation.

Permanents absorb ambient mana to create an effect. An official city is a formation set in a way that depletes nearby mana to cast a continuous keep away spell. This causes only low level (dependent on size of city) animals to remain near cities.

Spells require mana to be imbued but the imbuer doesn’t have to know the spell. After charged with mana the spell can be activated. Normally requires a mana stone as focus. Knowing a circle spell means you can create an object that after mana is added will produce the effect.

Quests

quest are system recognized assignments that are displayed upon offering through your status plate. experience is also given through the status plate and as such cannot be obtained before a common class is gained. max of three slots without a quest skill.

mission (gives xp on completion, most often obtained from official guild jobs completion will give both xp and points toward increasing a person's rank in the guild, must return to guild to finish)

task (gives money or items on completion, can also be called a job or work, tends to collection, must return to task giver to complete)

request (gives good xp and miscellaneous other on completion, can be initiated by non-officials and don’t need to return to request giver to complete unless so specified)

quest (gives massive xp, high quality items, and sometimes money on completion. can be initiated by non-officials and the quest giver may be required to join you. completion of quests do not require returning to the quest giver unless specified to do so.)

Death

After any creature, monster, NPC or player dies, their body will remain until five minutes after combat ends. During this time, skills that salvage parts from a dead body, ie skinning, removing meat, stealing equipment, can be used. If one isn’t used, there is a random evaluation of what can drop.

After the five minutes have passed, the body will turn to grey and wisp away like ash floating above a fire. Soulbound items cannot be dropped. How said being was killed will affect some drops, ie decapitation will be more likely to leave a skull than a leg bone if either are a possible drop.

On death, a person’s status plate registers who or what contributed damage to that person’s death. This information is relayed to the linked status plates the persons common class guild hall and any school, family, or clan of which they are a member.

If a person has contributed to another’s death, a notice of killing will be linked to their status plate. After a certain number of killings, a blood red diamond will float over their head that is visible through Observation. This can be removed through completion of dangerous missions and general monster kill until it goes away. The person will still have a killer’s mark on their status plate unless removed by a guild or going through ascension.

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