《Adventurer Book II: Dawn of an Empire》Tables & Charts

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Biographical Information:

Name:

Level:

Experience:

Lineage:

Profession:

Disposition:

Languages:

Stats:

Health:

Mana:

Strength:

Dexterity:

Constitution:

Intelligence:

Spirit:

Charisma:

Luck:

Resistances:

Aspects:

Skills:

Abilities:

Traits:

Inventory:

Leveling Experience and Point Scale:

1 – 1000 exp

2 – 3000 exp

3 – 6000 exp

4 – 10,000 exp

5 – 15,000 exp

6 – 21,000 exp

7 – 28,000 exp

8 – 36,000 exp

9 – 45,000 exp

10 – 55,000 exp

11 – 66,000 exp

12 – 78,000 exp

13 – 91,000 exp

14 – 105,000 exp

15 – 120,000 exp

16 – 136,000 exp

17 – 153,000 exp

18 – 171,000 exp

19 – 190,000 exp

20 – 210,000 exp

HP per level: 5-10 + constitution and other modifiers

Mana per level: 5-10 + intelligence and other modifiers

Skill Points: 1 SP per level + racial modifiers.

*Profession upgrade available once an individual reaches level 10 depending on species, stats, skills, abilities, and traits.

Experience Gain Rate:

Base

Modifier

Creatures

5% of creature’s total experience when slain.

+/- 1% for each level above or below 3 of the slayer. Max experience gain of 10%.

Activity

100 Skill Experience per hour for the first 8 hours. Sub-skills or related skills gain experience at 50% the rate of the main skill being used.

-10% (cumulative) Skill Experience penalty each hour after 8 hour threshold.

Combat Skill Experience gain +100%.

Questing

Variable

Variable

Skill Advancement

Each skill tier advancement grants 1,000 experience points, i.e. Initiate to Adept.

Increases by 1,000 experience points per tier.

Item Rarity Scale:

Common – These items can be found throughout Elysium and are readily available for crafters of all kinds.

Uncommon – Items that take some searching, hunting, or skill to acquire, but are still found in common places in Elysium.

Rare – Items that are harder to find than most either due to location, paucity, or need a significantly high skill to harvest.

Legendary – Objects that are imbued with a high level of ambient mana, constructed by masters, or exist due to a confluence of extremely rare natural events.

Divine – Scarce and incalculable in value, items that have been directly influenced by one of Elysium’s gods or extra planar beings should be handled with care.

Item Quality Scale:

Poor: Rudimentary productions that often carry a penalty to crafting or collection skills.

Average: Basic level of quality that is utilized for the majority of recipes, items, and gear.

Professional: Items of this level typically have bonuses that reinforce their construction.

Expert: Instruments produced by a higher level of skill often confers bonuses to the wielders skills.

Masterpiece: The height of quality for any object in Elysium.

Aptitude Scale:

None: Certain skills require no aptitude to learn and are generally available. However, if you have no aptitude for a skill you still have a small chance to learn it through repetition or special circumstances.

Limited: Someone with this level of aptitude will have a challenge to learn the given skill and will only be able to rise an adept level of mastery.

Average: Most sentient people of Elysium at this proficiency with a skill can reach professional level. Hence, this is the per-requisite level to achieve any sort of comfortable living at a profession.

Significant: Someone with this level of aptitude will pick up their skill with above average quickness and has the ability to rise to truly great heights within their chosen focus.

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Natural: 100% Synergy with a given skill and the ability to become a true Master, only those with Natural aptitude can rise to the highest proficiency in a given skill.

Skill Progression Scale:

Initiate: Levels 1 – 19, basic collection, crafting, or combat functionality.

Apprentice: Levels 20 – 39, intermediate collection, crafting, or combat functionality.

Journeyman: Levels 40 – 59, access to the higher levels of crafting. Albeit a journeyman has a low likelihood of success with higher level crafts.

Specialist: Levels 60 – 79, allows for specialization of the skill adding significant benefits.

Expert: Levels 80 – 95, grants the ability to create a unique personal element to your skill.

Master: Level 96 – 100, allows you to teach your unique skills or modifications to those with the appropriate aptitude.

Relationship Scale:

Love: 9,000+ points

Affection: 6,000 points

Fondness: 3,500 points

Friendly: 1,500 points

Neutral: 0 points

Suspicion: -1,500 points

Dislike: -3,500 points

Anger: -6,000 points

Enmity: -9,000+ points

Relationship points acquired with a person, clan, tribe, party, territory, hamlet, village, town, city, nation, or god etc. are an important element of many interactions within Elysium. It is NOT the end all be all of personal interactions with other individuals or groups. A host of complex factors and personal predilections truly define any relationship. However, a given relationship level with an individual is useful to determine how they will most likely act towards you. Points can be lost and gained through many various actions and inaction.

Schools of Magic:

Fire: Often the most common school of magic to be invoked and used to attack one’s opponents. Naturally opposed to the water school. Focused on offense, destruction, and mining.

Water: Typically defense oriented, water magic can be used offensively as with any type of magic, but it is best suited to creating barriers or altering terrain. Focused on battlefield control, alteration, and farming.

Earth: Magic that is foundation of construction, settlement, and resource gathering. Earth can be used for defense and offense, like every school of magic, but the spells are intricate and often take significant cast time so they are not preferred.

Wind: Focused on speed, control, and time. Not the most potent school for combat, but often can provide boosts to allies or hinder opponents.

Light: Illuminating, illusions, and purifying are typical for those who practice this school of magic. Limited divination and sense oriented spells are secondary aspects of light magic.

Dark: Shadows, blinding, and dampening effects are common place for this element. The underlying elements of the night are typically associated with this element.

Holy: Magic that is formed through a direct connection with the gods of Elysium. The type of magic that the wielder is blessed with is often associated with the specific deity of the follower.

Life: Healing, growth, and amplification are the domain of life magic. Life spell casters provide the backbone of any settlements health.

Infernal: Those who form a direct connection with members of planes outside of our own are practitioners of infernal magic. This includes, but is not limited to, demons, devils, and demigods.

Death: Members of the school of death work with necrotic, rot, and disease magic. They are the most advanced school in soul based magic.

Advanced Schools: There are countless numbers of advanced schools of magic which are made of up of complex variations of the basic types. For example, Nature Magic is a combination of all elemental types with an emphasis on earth and water.

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Basics of Stats, Skills, Abilities, Traits, & Aspects:

The core stats that govern beings in Elysium are health, mana, armor, strength, dexterity, constitution, intelligence, spirit, charisma, and luck. Each has a significant bearing on how an individual is able to grow, evolve, and walk their path through life.

Health: Most adult humanoids at level 10 have 50 – 100 hit points, not counting racial or constitution modifiers. If 50% or more of an individuals hit points are lost in a single instance that person will be rendered helpless. If an individual has less than 10% of their hit points remaining they are considered critically injured and must attend to their wounds or succumb.

Mana: Most adult humanoids at level 10 have 50 – 100 mana points, not counting racial or intelligence modifiers. If 50% or more of an individuals mana points are used in a single spell that person will be rendered helpless. Spirit modifies the rate at which an individuals mana replenishes throughout their body for spell usage.

Armor: For every 1 point of armor that an individual is equipped with it will deflect up to 1 point of damage per. attack. However, armor only covers certain parts of any humanoids body, beware relying upon your armor rating.

Strength: is the primary stat that effects damage and carrying capacity. For every 1 point of strength an individual can carry 10 lbs of weight without being encumbered. For every 10 lbs of weight over a person’s carrying capacity they will be slowed by 10% in their movement and actions. For every 1 point above 10 an individual will have +1 damage per attack. For every 1 point below 10 an individual will do 1 less damage per attack.

Dexterity: is the stat that governs speed of movement and coordination. On average individuals can move 5 ft per second. For every point of dexterity above 10 a person will be able to move roughly .5 ft per second faster and have +1 to their chance to hit a target. As with most stats for every point under 10 an individual will be that much slower and less likely to hit.

Constitution: is the prime modifier of an individuals health total, physical resistance, strength based skill aptitude, and intimidation based skills. For every point of constitution above 10 an individual will gain 1 additional health point per level. For every point under 10 the opposite effect will take place.

Intelligence: is the prime modifier of an individuals mana pool, mental resistance, spell aptitude, and mental based skills. For every point of intelligence above 10 an individual will gain 1 additional mana per level and have +1 to spell effects. For every point under 10 the opposite effect will take place.

Spirit: effects skills based on an individuals strength of will, focus, and concentration. Spirit replenishes both an individuals mana and health throughout their body. For every 1 point above 10 an individual receives an additional point per hour to their health and mana regeneration rates. Racial modifiers effect these rates.

Charisma: is the main stat tied to physical beauty, mental persuasion, and empathic abilities. For every 1 point of charisma above 10 an individual is likely to receive a 5% discount on items or goods from a typical shopkeeper. The inverse is also true. This can

be modified based on familiarity, species, circumstances, and other intangible factors. Many elements of this trait do not exhibit tangible effects.

Luck: traditionally does not directly modify any specific ability, stat, or skill (except those correlating to chance). An individual’s luck stat modifies their chance to collect resources, items, and skills. It is a point of contention whether or not the luck stat has an impact on other elements of an individuals life. I.E. - does the luck stat effect ones fortune with love? It is unknown.

Skills: are the basis of how one uses their stats to impact the world. Many skills are effected by stat modifiers and many skills can over time impact a practitioners stats. Every profession, hobby, talent, and activity has one or more associated skills. Skills can be acquired by chance while performing an action that an individual has aptitude in, being taught by someone of higher skill level, and being imparted the knowledge through powerful items or beings.

Abilities: can be innate to an individual due to their species, circumstances, or training. Most abilities are gained due to either skill proficiency or profession. When an individual gains an ability they will start to accrue ability points during their level progression at the same rate as skill points.

Traits: often are tied to an individuals background, experience, or heritage. Most individuals are born with traits related to their parents. They can be gained through extensive knowledge or involvement with particular places, people, or magic.

Aspects: are are inherent elements of an individuals personality demonstrated through either extreme or continued action. They often provide a long term boon or hindrance to an individual based on the nature of the aspect. They are not gained whimsically and should be nurtured if beneficial and quickly remedied if not.

Understanding Disposition:

Good: Acts of benevolence, kindness, and altruism.

Righteous: Focused on purity, piety, rectitude, morality and virtue.

Orderly: Centered on enforcing laws, rules, and regulating behavior to ensure stability through proper authority.

Neutral: Impartial and unbiased. Not a state in which any being naturally resides.

Chaotic: Predisposed to tumult, turmoil, disarray and confusion.

Evil: Base, malevolent, corrupt, sinister, and hurtful for the sake of causing anguish to others above all else.

Bad: Focused on oneself at the sake of all others. One whose actions are often detrimental, inappropriate, adverse, and disagreeable to the majority.

Disposition is not a straightforward calculation or mechanic within our world. It is an amalgamation of choices, both conscious and subconscious, throughout one’s life. However, it continues to be a useful tool to classify, understand, and interpret the motives of those in Elysium. It takes at least two points to distinguish a dominant disposition or combination disposition.

Settlement Growth Chart -

Settlement Type

Camp

Hamlet

Village

Town

City

Metropolis

Population Minimum

50

250

1250

6250

31,250

156,250

Edicts

Basic

Improved

Specialized

Full Set

Unique

By Need

Blessings & Deities

1 Major

1 Major,

1 Minor

1 Major,

2 Minor

2 Major,

2 Minor

2 Major,

3 Minor

3 Major,

3 Minor

Outposts

-

1

2

3

4

5

Minor Settlements

-

-

1

2

3

4

Creature Size Adjustments -

Miniature

Tiny

Small

Mean

Large

Huge

Gigantic

Strength

-90%

-50%

-25%

-

+25%

+50%

+90%

Hit Points

-90%

-50%

-25%

-

+25%

+50%

+90%

Dexterity

+90%

+50%

+25%

-

-25%

-50%

-90%

? (By type)

+90%

+50%

+25%

-

-25%

-50%

-90%

Examples

Insect

Cat

Dog

Human

Yeti

Whale

Leviathan

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