Post by Azuloth on Dec 9, 2014 17:05:44 GMT -5
Stats
Stat Legend Description
Strength (S) Strength determines the physical ability to wield armor and weapons, and pass strength checks. It serves as raw damage for hand to hand contests.
Vitality (V) Vitality determines the total number of wounds that a character can withstand and the ability to withstand attacks, poisons, illnesses, and other disabling effects.
Agility (A) Agility determines speed and the ability to execute manuevers. Speed can be categorized into three separate stats (see Attack Speed, Move Speed & Cast Speed).
Stamina (SM) This stat is derived from a strength and vitality computation to form a measured stamina for the character that is expended with every move at a flat rate of 1 per action. It can only be recovered via sleeping, stamina potions, or at a rate of 5 per turn of rest.
Charisma (CH) Charisma is used to determine whether or not a character can convince another character of something they're saying.
Statecraft (ST) This stat is factored into the ability to rule land capably. It is used in conjunction with several other stats such as diplomacy, charisma, tactics, and knowledge, for many different aspects of running a state.
Tactics (T) Tactics is the stat that is used for deriving military success or failure in conjunction with the forces one employs, and the terrain advantages and disadvantages. The tactics stat is a modifier and can be the difference between grasping victory, or being crushed.
Diplomacy (D) Much like the tactics stat, the diplomacy stat determines the success or failure of a negotiation. It can be used directly in conjunction with the charisma stat. Diplomacy is used when there is a discussion between two states/factions. The higher the diplomacy stat, the more favorable the outcome is for the faction.
Power (P) The power stat is a direct representation of the power level of a sorcerer/magic user. It is a percentage modifier on both MP and magic damage. It can also be used to determine a successful resist roll, or determining which spell is more powerful if two collide/are in conflict.
Energy (En) Determines the amount of MP a character has at their disposal for casting spells and using magical skills.
Knowledge (K) This is used to determine how knowledgeable a character is about certain subjects of study.
Skills
All registered player characters can have skills that will further raise their survivability and usefulness in general. For each level gained, the character receives 3 skills. These skills are custom, made by the player, and must be submitted for approval. The details of the skill may be edited before approval for balancing purposes, and the administration reserves the right to further edit skills for such purposes after they've been approved. As an alternative you can choose a pre-made skill so long as you have the required knowledges for it from the list in this thread.
There are 20 levels in total, thereby the maximum number of skills a character can have is 60.
Each skill must be based off of Knowledge that a character already possesses, a racial trait, or an already existing skill of the player character. Such as Weapon Blocking I, or Swords I.
Skills should almost always be active unless they meet the criteria to be passive.
Passive Requirements:
-The skill requires a roll to execute and that chance for success is 15% or lower.
Or
-The skill executes once a game month.
Or
-The skill is based off of an approved knowledge and requires constant MP expenditure.
The same works for spells.
Please think your skills and spells through, once they've been approved they can not be discarded and your character is stuck with them.
Use the proper form for your Skill/Spell submission, which can be found here: Request Forms
Levels
Upon ranking up (from level 0 to 1 for example, all the way up to level 20) a character can choose one of the knowledges they currently have to upgrade to the next level or they can choose a new one.
-The knowledge can not be one their class can not learn.
-The knowledge can not be a hidden/secret knowledge.
A character also receives a Stat Bonus, and an increased Stat Cap.
Potential Knight (Level 0, Start)
Posts: 0
Stat Bonus: 0
Stat Cap: 10
New Knight (Level 1)
Posts: 10
Stat Bonus: 3
New Knowledges: 1
Stat Cap: 15
Junior Knight (Level 2) --Players may gain a Custom Title--
Posts: 50
Stat Bonus: 6
New Knowledges: 1
Stat Cap: 20
Veteran Knight (Level 3)
Posts: 100
Stat Bonus: 9
New Knowledges: 1
Stat Cap: 25
Senior Knight (Level 4)
Posts: 150
Stat Bonus: 12
New Knowledges: 3
Stat Cap: 30
Bronze Knight (Level 5)
Posts: 200
Stat Bonus: 15
New Knowledges: 3
Cap: 35
Silver Knight (Level 6)
Posts: 300
Stat Bonus: 18
New Knowledges: 3
Cap: 40
Gold Knight (Level 7)
Posts: 400
Stat Bonus: 21
New Knowledges: 5
Cap: 45
Ruby Knight (Level 8)
Posts: 500
Stat Bonus: 24
New Knowledges: 5
Cap: 50
Sapphire Knight (Level 9)
Posts: 600
Stat Bonus: 27
New Knowledges: 5
Cap: 55
Emerald Knight (Level 10)
Posts: 700
Stat Bonus: 30
New Knowledges: 5
Cap: 60
Bronze Master Knight (Level 11)
Posts: 850
Stat Bonus: 33
New Knowledges: 5
Cap: 65
Silver Master Knight (Level 12)
Posts: 1000
Stat Bonus: 36
New Knowledges: 5
Cap: 70
Gold Master Knight (Level 13)
Posts: 1150
Stat Bonus: 39
New Knowledges: 5
Cap: 75
Platinum Master Knight (Level 14)
Posts: 1300
Stat Bonus: 42
New Knowledges: 5
Cap: 80
Ruby Master Knight (Level 15)
Posts: 1450
Stat Bonus: 45
New Knowledges: 5
Cap: 85
Sapphire Master Knight (Level 16)
Posts: 1650
Stat Bonus: 48
New Knowledges: 5
Cap: 90
Emerald Master Knight (Level 17)
Posts: 1850
Stat Bonus: 51
New Knowledges: 5
Cap: 95
Ascended Master Knight (Level 18)
Posts: 2050
Stat Bonus: 54
New Knowledges: 5
Cap: 100
Celestial Master Knight (Level 19)
Posts: 2250
Stat Bonus: 57
New Knowledges: 10
Cap: 100
Final Master Knight (Level 20)
Posts: 2450
Stat Bonus: 60
New Knowledges: 10
Cap: 100