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belief worldview

World rules: (time) seconds, minutes, hours.

(weight) pounds, approximately 453 grams.

(distance) yards, 0.9144 meters.

(About diet) Bread, cheese, etc. can restore physical strength. Physical strength value = (basic physical fitness + physical bonus) * 2 + correction value.

Blood bottles, special herbs, etc. can restore blood volume, blood volume = (base blood volume + 5*level + blood volume bonus) + correction value.

Spring water, magic potions, special herbs, etc. can restore magic value. Magic value = (basic magic value + 5*level + magic bonus) + correction value.

(About anger) Calculation rules for anger: For every 1 point of damage received, (0.8+Constitution modifier) ​​points of anger can be obtained

(About the online time) 5 pm to 9 am, corresponding to the time in the game, from early morning to dusk, the game is a 32-hour day. Eight hours in the morning and eight hours in the evening.

(About damage) Magic damage: Magic damage

Correction value.

(About magic chanting time) One syllable: 1 second. A group of syllables: 10 seconds. One gesture: 1 second. A group of gestures: 10 seconds. Syllables and gestures can be superimposed.

(About magic elements) words, gestures (staff required), materials, equipment, magic props, if magic elements are missing, magic cannot be cast.

(About physical dodge) Each player has basic actions such as sideways dodge, rolling dodge, moving dodge, and jumping dodge. The success rate of dodge is related to dodge rate, agility, and fighting timing.

(About character attributes) Basic character attributes: strength, agility, constitution, intelligence, perception, charm

(Report scroll reading time) 20 seconds

Strength: Relates to melee bonus (1 point of strength adds 0.2 points to hit) damage bonus (1 point of strength adds 1 point to attack) climbing jumping swimming weight

Agility: Relates to ranged bonus (0.2 to hit) Movement speed (0.2) Reflex Balance Hide Stealth Lockpicking Tumble Melee hit

Physique: related to HP (1 Physique plus 5 HP), toughness and concentration

Intelligence: related to magic damage (1 intelligence plus 1 magic damage) casting speed (0.2 casting speed) MP (5MP) lock-picking success rate (requires lock-picking skills)

Perception: Relating to Healing, Listening, Detection and Will

Charm: Relevant to task negotiation, price negotiation, bluffing, and the use of magic devices

(About the load) Basic load is 50 pounds (load correction) Light load is within 30% (including 30%, easy to move) Medium load is 30%-60% (normal movement) Heavy load is more than 60% (difficulty to move)

(About the explosion rate) Different types and grades of equipment will appear in different regions and different dungeons, but the equipment that appears in the same region is fixed. If a professional player spawns an equipment in a certain region, there is a 90% probability that it will be a professional player.

Usable equipment. When teaming up to spawn monsters, there is a 92% probability that equipment available to players in the team will appear.

(About item level) Equipment level: white equipment (no attributes), bronze equipment (basic attributes * 120% + one low-level attribute), silver equipment (basic attributes * 130% + 2 low-level attributes), gold equipment (basic attributes

Attributes * 150% + two advanced attributes), dark gold equipment (basic attributes * 180% + three advanced attributes), legendary equipment (named after the hero, basic attributes * 230% + three or more advanced attributes + one

The above special skills)

Green outfit (three-piece set or five-piece set, no restrictions on attributes)

(About the number of equipment items) dagger, belt, 2 rings, necklace, gauntlets, leggings, shoulder pads, shoes, armor, cloak (or helmet, headdress)

(Experience required for upgrading) The experience required for upgrading is different for each profession and each player, so I will not list them one by one here.

(Other nouns) Fortitude rolls, Will rolls, and Reflex rolls gain defense modifiers on Fortitude rolls, Will rolls gain magic resistance modifiers, and Reflex rolls gain physical dodge modifiers.

Saving Throw: Immune to certain damage.

Balance: related to mobility, preventing tripping.

(About the dungeon): All dungeons have no level limit, but the difficulty will be adjusted according to the player level, and the rewards will remain unchanged. If a player in the team entering the dungeon has a too high level, the difficulty of the dungeon will be greatly increased.


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