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Naga


Statistics, Classes and Characteristics

What makes a character unique? There are several things on this forum that sets your character apart from others.

  • Cosmetics: Each user can decide what their character looks like such as their height, weight, skin color, hair color and eye color. There are a few limitations but they may vary depending on the race.
  • Statistics: Each user can decide how fast their character can move around, how strong they are physically, how durable they are or even how intelligent they are. Upon starting a certain amount of points will be granted to the user to distribute over these statistics.
  • Characteristics: Each user can assign characteristics to their character. In order to create a balance users are forced to pick negative characteristics as well when picking positive characteristics.
  • Classes: Each character can pick a class that suits their character and develop it. This can result into less words for traveling, more jewels during adventures, less mana spent when casting spells etc.
  • Bloodlines: Each character can pick a bloodline that suits their character (limited choices), or take the risk and roll a dice to get a bloodline selected for them (more choices). Certain bloodlines can be unlocked later on and will replace current bloodlines.
  • Magics: Each user can pick their magic for their character. Some magics however are limited or rare and can not be picked as a starter magic. Rare and limited magics can be purchased in certain shops.


Naga


Statistics

Users get a certain amount of points they may distribute over their statistics when they create their character. It is important to take some time and think about the way you want to have your character function. Someone who focuses on physical combat, or someone who relies more on magic, perhaps someone who is capable of using items? Statistics can later on be increased but it takes a lot of time. That's why the base statistics are often the statistics you are gonna have to do with for a long time.


  • Strength: This determines the physical strength of your character.

    • Very Poor: User isn't capable of doing any physical damage.
    • Poor: User is only capable of causing damage that feels like a pinch at max.
    • Below Average: User is capable of causing minor surface damage at max.
    • Average: User is capable of causing bruises at max.
    • Above Average: User is capable of causing deep bruises at max.
    • Great: User is capable of causing deep bruises and fractures at max.
    • Very Great: User is capable of breaking bones at max.
    • Excellent: User is capable of causing deep bruises and fractures at max.
    • Monstrous: User is capable of shattering bones at max.


  • Mov. Speed: This determines the movement speed of your character. This is the speed at which your character can run when not being interrupted. Do note that this is not the speed at which your character battles and swings punches.

    • Very Poor: 7 m/s running at top speed
    • Poor: 8 m/s running at top speed
    • Below Average: 10 m/s running at top speed
    • Average: 13 m/s running at top speed
    • Above Average: 16 m/s running at top speed
    • Great: 20 m/s running at top speed
    • Very Great: 25 m/s running at top speed
    • Excellent: 30 m/s running at top speed
    • Monstrous: 40 m/s running at top speed


  • Endurance: This determines how much damage your character can endure before they are considered either passed out (10%) or dead (0%). Endurance is not necessarily the ultimate factor that determines the outcome of a battle but merely an extra tool in case people forget that they have limits.

    • Very Poor: 60 Endurance
    • Poor: 80 Endurance
    • Below Average: 100 Endurance
    • Average: 130 Endurance
    • Above Average: 160 Endurance
    • Great: 200 Endurance
    • Very Great: 250 Endurance
    • Excellent: 300 Endurance
    • Monstrous: 400 Endurance


  • Intelligence: This determines the intelligence of your character and basically how many extra spells you can learn. Do note that having the slots available due to having the Intelligence does not mean that the slots can actually be filled with spells. This can only be done when the user is the right character level.

    • Very Poor (Really dumb): +0 Spells
    • Poor (Quite dumb): +2 Spells (2x D slots)
    • Below Average (Dumb): +4 Spells (2x D, 2x C slots)
    • Average (Normal, or average, intelligence): +8 Spells (4x D, 3x C, 1x B slots)
    • Above Average (Bright): +12 Spells (6x D, 4x C, 2x B slots)
    • Great (Very Bright): +16 Spells (8x D, 6x C, 2x B slots)
    • Very Great (Superior intelligence): +20 Spells (8x D, 8x C, 3x B, 1x A slots)
    • Excellent (Very superior intelligence): +24 Spells (8x D, 8x C, 6x B, 1x A, 1x S slots)
    • Monstrous (Genius): +32 Spells (8x D, 8x C, 8x B, 5x A, 2x S, 1x Z slots)


  • Eq. Weight: This determines the amount of weight your character can carry when using equipment. Each item has field that determines the amount of Eq. Points it is worth. This is to prevent people from walking around with an arsenal of weapons and armors.

    • Very Poor: 0 Eq. Points
    • Poor: 5 Eq. Points
    • Below Average: 10 Eq. Points
    • Average: 20 Eq. Points
    • Above Average: 40 Eq. Points
    • Great: 70 Eq. Points
    • Very Great: 100 Eq. Points
    • Excellent: 140 Eq. Points
    • Monstrous: 200 Eq. Points


  • Weapon: This determines the proficiency of a character with a particular weapon. Besides skill it also determines the level of weapon the user can wield. This means that if you wish to be person who wields quality weapons, you must focus on this skill.

    • Very Poor: No weapon wielding.
    • Poor: No weapon wielding.
    • Below Average: User can wield a Level D weapon.
    • Average: User can wield a Level C weapon.
    • Above Average: User can wield a Level B weapon.
    • Great: User can wield a Level A weapon.
    • Very Great: User can wield a Level S weapon.
    • Excellent: User can wield a Level Z weapon.
    • Monstrous: User can wield a Level O weapon.




Last edited by Seishin on Tue Feb 10, 2015 6:56 am; edited 2 times in total

Naga


Classes

Classes add that little bit of extra flavor to your character along with the characteristics offering a passive bonus that comes in handy. There are various classes that can be picked from and everyone starts at Class 1. It costs 500,000J to upgrade to Class 2 and 1,000,000J to upgrade to Class 3.

Scavenger:

  • Scavenger (Class 1):  Always keeping their eyes open for tombs to loot during their travels. The scavenger likes fancy and valuable objects. Scavengers get 5% more jewels from their requests.
  • Rogue (Class 2): Exploring territories while searching for interesting ruins. The rogue is always keeping their eyes out for valuable objects. Rogues get 10% more jewels from their requests.
  • Treasure Hunters (Class 3): Quickly searching for a new adventure the second they're done with their requests. The treasure hunter is always exploring the world. Treasure Hunters get 15% more jewels from their requests.


Scout

  • Scout: They enjoy traveling and exploring a lot. Always looking their eyes out when they see new locations. Scouts remember maps once they've seen it. Scouts get a 20% word count reduction on travels.
  • Explorer: Someone who is more accustomed to outdoor life than indoor living. They recognize landmarks easily. Explorers get a 30% word count reduction on travels.
  • Adventurer: The ones who are adept at exploration and acclimated to outdoor life. Always searching for new locations they haven't visited yet. Adventurers get a 40% word count reduction on travels.


Cleric:

  • Cleric: With a great understanding of the essence of magic they manage to control their output greatly to safe magic. A cleric uses 5 magic less when casting a spell. A spell can only be reduced to a minimum of 5 mana.
  • Bishop: While searching for balance inside themselves they manage to control their output more than they used. A bishop uses 10 magic less when casting a spell. A spell can only be reduced to a minimum of 5 mana.
  • Cardinal: The teachings of the essence have been studied and adapted to their lifestyle. A cardinal uses 15 magic less when casting a spell. A spell can only be reduced to a minimum of 5 mana.


Mystic Class has been removed.

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