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rrdl:new_game:mechanics:start

HP Mechanics

  1. HP is lost upon taking hits
  2. Falling to negative HP means that you start losing HP at a rate of 1% max HP per 3 seconds (AKA total of 5 minutes to bleed out)
  3. If you reach negative HP equal to your maximum HP you die
  4. Falling to 0 HP leaves you stable. You will neither gain nor lose HP over time in that state
  5. Losing HP is painful, the bigger the amount lost at once the more painful it is

MP Mechanics

  1. MP is lost when casting spells
  2. Hitting 0 MP means that you can't cast spells (even if the spell has no associated cost)
  3. The only indication that your MP is low are resource bars, and a minor feeling of mental fatigue (which is easily missed)

SP Mechanics

  1. SP is lost when using skills or doing strenuous actions
  2. Hitting 0 SP means that you can no longer activate skills that use it, or do strenuous actions (i.e. you can walk but not run though walking will still be difficult)
  3. The only indication that your SP is low are resource bars, and a minor feeling of physical fatigue (which is easily missed)

SP Drain for Common tasks

The following are the costs for some common actions.

ActionEstimate Cost
Unarmed attacks0.1
Weapon attack (bow or one handed)0.25
Two handed weapon attack0.5
Walking (Slow)0 (can count as “rest”)
Walking (Fast).01 SP per second
Jogging.1 SP per second
Running.25 SP per second
Sprinting1 SP per second

Level Up/Class Upgrade Mechanics

  1. Adventurers gain levels by slaying monsters. Slaying monsters gives different amounts of progress towards the next level based on your level and based on the monster type.
    1. Note that being in a party means that every monster slain counts as if you had slain it individually
  2. Leveling up increases your resources by an amount equal to 1/10 of the base as determined by your tier(usually, certain levels grant extra stats)
    1. The increase in resources increases both your current and your max. So if you gain 10 HP from a level when you are at 90/100, you will go up to 100/110
  3. Leveling up gives skill and spell points according to your class

Spell Mechanics

  1. Spells are activated by chanting the appropriate chant which is finished with the spell name
    1. For low level spells, the spell chant is only the name
  2. Spells have an associated school and each of the spell schools has an associated skill
    1. Having an increased skill level in the school makes spells more powerful
    2. Spells schools are nested, so if you have skill in multiple nested skills they will all apply
  3. Spells have a cast time in addition to the chant. Speaking the chant faster does not make it possible to cast faster
  4. Spells have a cooldown times before they can be reactivated
  5. Spells can be gained by purchasing the spell at an obelisk for spell points

Skill Mechanics

  1. Skills are activated by willing to activate it (saying the name is helpful, but not required)
  2. Skills have levels that go from 1 to 10
  3. Leveling a skill takes exponentially more time the higher a level you are
  4. Skills have three types: active, passive, toggle
    1. Active skills must be activated to take effect and they generally cost SP to activate
    2. Passive skills apply all the time and generally have some static effect (e.g. Swordsmanship gives extra damage to sword strikes)
    3. Toggle skills are like active skills, but when you activate them they have an ongoing effect that applies (and usually drains SP) until you toggle it off
  5. Skills have cooldown times before they can be reactivated

Standard Skill Multipliers

Some abilities that provide multipliers follow the same multiplier listing. Below is the most common one.

LevelMultiplier
11.1
21.25
31.5
42
52.5
63
73.5
85
97.5
1010

Standard Skill Training Times

The amount of time it takes to reach a level in a skill varies by the individual, by the skill, and by how much effort is put into it, but the following are some rough estimates for how long it takes to reach certain levels in a skill from the previous level. The estimates also assume that you are putting in work towards the skill every day, but that you are not in combat every day. Thus it is possible to either heavily increase or heavily decrease training time.

Note that if you have increased XP gain for the skill that it counts as 1 level lower for purposes of determining training time and that if you have decreased XP gain for the skill that it counts as 1 level higher.

LevelEstimated TimeApproximate Estimated Total time
-1→0(Only available with 2 increased XP gain effects) One practice swing
0→1(Only available with increased XP gain) A few minutes
1→2An afternoon1 day
2→31 week1 week
3→43 months3 months
4→51 year1 year
5→62.5 years4 years
6→710 years15 years
7→820 years35 years
8→940 years75 years
9→1080 years150 years
10→11200 years(Only available with 1 decreased XP gain effect350 years
11→12500 years(Only available with 2 decreased XP gain effect)850 years

Party Mechanics

  1. The party leader is the one who creates the party
  2. The party leader is the only one who can kick people from or invite people to the party
  3. XP is shared to all party members (excluding NACs and Monster party members)
  4. You can sense the direction of the other party members by focusing on them (this is less accurate the farther away you are and does not include NACs and Monster party members)
  5. You can see the name, level, class, and resource bars of each of your party members in the top left of your screen
  6. Parties have two related perks that give additional functionality

Inventory Mechanics

  1. All adventurers (excluding me until I got the perk) have a spatial inventory where they can store items
  2. The amount they can store (and have on them) before being over encumbered is equal to the average of the HP and SP values
  3. Being over encumbered is similar to being grappled where you are unable to move
  4. The amount of time it takes to pull something out of the inventory depends on the weight of the item

Equipment and resistance Mechanics

  1. The types of things that can be equipped are determined by the class
    1. Things that you can't equip are listed under “Restriction” perks
    2. Attempting to equip an item that you aren't allowed to causes it to phase through you and fall to the floor (note that you can still carry items that you can't use, but it takes effect as soon as you try to equip or use it)

Perk Mechanics

  1. Perks are purchased at obelisks to have permanent effects
  2. There are two types of perks
    1. Race perks (which we had no information on during the events of book1)
    2. Class perks
      1. Apply only to the character
      2. Are earned by achievements

Boss Mechanics

  1. Boss rooms cannot be left once they are entered unless you defeat the boss
  2. Entering combat with a boss will automatically show their HP bar at the top of the screen
  3. Defeating a boss will give you access to the dungeon's obelisk

Obelisk/Faction Mechanics

  1. Obelisks can be claimed by different factions
  2. Attempting to claim an obelisk for multiple factions launches the claimer away and deals 50 damage
    1. If you would count as being in 2 factions, this is the default. For example, this happened to me in the tutorial because I was in the Hero's party (Hero faction), but my primary faction was the Demon Lord one
  3. NACs must use an obelisk to level up
  4. Adventurers must use an obelisk if they want to spend any of their points
  5. Entering a zone that is covered by an obelisk tells the person who entered it as well as what faction it belongs to
    1. If there is no obelisk in the zone, it is listed as “Wilderness”
  6. People are able to use the obelisk of any kingdom of which they are friendly
    1. The Hero's obelisks count as friendly to all races
  7. There are two types of obelisks, town obelisks and dungeon obelisks

Town Obelisks

  1. Keep monsters away
  2. Help determine the kingdoms boundaries

Dungeon Obelisks

  1. Spawn monsters
  2. Can be used to teleport your party back to the start of the dungeon
  3. Have a few different modes that they can be set to by the owner (the person who claimed it)
    1. Training mode
    2. Combat mode
    3. Inert mode

NAC Mechanics

  1. NACs (Non-Adventurer Characters) are essentially the NPCs of the world
  2. NACs can have any number of NAC classes
  3. NACs gain experience by applying their trade (e.g. a trader trades, a ruler rules etc.)
  4. NACs have to level up their classes at the obelisk
  5. NACs are automatically granted skills when they reach certain levels of their classes

Age Mechanics

  1. A character who becomes an adventurer will rapidly age up to the age of 18 over the span of 1 year. This includes mental and physical aging and the two are not always in sync.

Gold/Economy Mechanics

  1. The base currency for the world is gold coins (and they are widely accepted as the only currency)
  2. Gold coins are sometimes dropped by monsters when they are killed (see specific monsters for loot)
  3. The inventory automatically stacks gold coins in a separate section and they weigh nothing when in inventory
  4. The inventory is able to combine coins together so that you are able to pull out coins of any denomination (defaults to the fewest number of coins needed to get to the number)
  5. The denominations available are 1, 2, and 5 times any power of 10. (e.g. 1, 2, 5, 10, 20, 50, 100..)
  6. The maximum denomination is the 100,000 gold coin
    1. Can be increased by certain classes?

Estimated Gold Prices

Gold prices vary from place to place, but here are some ballpark figures for what different coin values could get you.

GoldCan purchase
1A paltry meal
5A day laborer's wages
10A night in an inn
100A simple weapon
1000+A basic potion
1000+A well crafted weapon
rrdl/new_game/mechanics/start.txt · Last modified: 2020/09/04 16:21 by titusgm