| | Re: Monster (Equipment, Carves & Construction) | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Monster (Equipment, Carves & Construction) 1st May 2020, 12:56 pm | |
| Equipment (Item, Weapons & Armor) and MaterialsEquipment is quite a useful thing in the world of Monsters as for many it gives them the ability to fight at a level on par with those who outstrip them in natural capabilities. Equipment is divided into three however one thing remains constant about them. Namely that equipment is ranked on a Tier System. 0 - Poor (Damaged Equipment which when fixed can be any of the other Tiers) I - Decent (The Worst Kind of Normal Equipment) II - Good (Standard Equipment) III - Superior (The Best Kind of Normal Equipment) IV - Rare (The Weakest Kind of Special Equipment) V - Unique (The Strongest Kind of Special Equipment) L - Legendary (Equipment that has been Blessed by a Deity) Equipment may also have stat or Tier requirements (Job or Rank-Up) which restrict their usage, as while anyone can pick up and wield normal weapons they will receive penalties for doing so. However Special weapons have their capabilities lowered when requirements aren't met in addition to those penalties while Legendary Weapons are completely unable to be used by those who do not possess their requirements while typically only giving off penalties. Weapons can be Wielded up to a 3 Size Difference without skills which specifically bypass this. Armor can be Worn up to a 2 Size Difference without skills which specifically bypass this. Tools can be Used up to a 1 Size Difference without skills which specifically bypass this. - Weapons:
Weapons are split into the following categories: Slash Weapons (Melee & Throwing Weapons such as Swords & Axes) Pierce Weapons (Melee & Throwing Weapons such as Spears & Knives) Blunt Weapons (Melee & Throwing Weapons such as Clubs & Stones) Ranged Weapons (Deal Pierce & 1 Other Dmg Type. For Bows it's Slash, For Slings it's Blunt) Shields (Can be True Shields or Combat Shields)
Weapons benefit the user by increasing the damage they are capable of inflicting depending on the Tier of the weapon. In addition depending on their Tier they likewise have a set durability (when found) which can be improved by blacksmiths. Furthermore weapons also have a set size, which increases their durability further as larger weapons in the world of monsters are harder to break than smaller ones. Weapons also include Foci which was strictly magical weapons which serve to reduce the cost of spells on their wielders mana supply (Mana Boost), but in all other respects are still weapons.
Tier - Dmg Boost/Mana Boost - Weapon Durability/Foci Durability (Size Modifier) 0 - 1 - 5/3 (Tiny = 1x) I - 2 - 10/5 (Small = 1.25x) II - 3 - 20/10 (Humanoid = 1.5x) III - 4 - 30/20 (Medium S-L = 1.75x) IV - 5 - 40/30 (Medium XL-Large M = 2x) V - 6 - 50/40 (Large L-XL = 2.5x)
Shields are split into True Shields & Combat Shields, the former are shields which have no combat use other than taking hits while the latter split between being able to deal either Blunt (Normal), Slash (Bladed Shield) or Pierce (Spiked Shield) Dmg in addition to taking hits. Tier - Guard/Dmg Boost - Durability (Combat/True) - Size Modifier 0 - 1 - 10 (15) - Tiny = 1x I - 2 - 20 (30) - Small = 1.25x II - 3 - 30 (45) - Humanoid = 1.5x III - 4 - 40 (60)- Medium S-L = 1.75x IV - 5 - 50 (75) - Medium XL - Large M = 2x V - 6 - 60 (90) - Large L-XL = 2.5x
*Note: Combat Shields lack a Guard Boost but possess a Dmg Boost, True Shields lack a Dmg Boost but have a Guard Boost.
- Armor:
Armor is split into Pieces, which depending on the type of creature all armor is typically comprised of 7 pieces. Furthermore armor is typically made to defend against certain damage types while likewise possessing more durability than weapons. Head (Such as Helmets & Tiaras) Torso (Such as Vests & Breastplates) Arms (Such as Plate Sleeves & Bracers) Hands (Such as Gloves & Gauntlets) Legs (Such as Pants or Skirts) Feet (Such as Boots or Sandals) Neck/Waist (Such as Cloaks & Belts)
Armor gain more durability depending on their Tier, furthermore armor has the additional effect of mitigating specific types damage (dependent on type of armor) as a guard assist. Likewise just like weapons larger armor has more durability than smaller armor and armor can have their own stat requirements.
Tier - Guard Boost - Durability (Size Modifier) 0 - 1 - 10 (Tiny = 1x) I - 2 - 20 (Small = 1.25x) II - 3 - 30 (Humanoid = 1.5x) III - 4 - 40 (Medium S-L = 1.75x) IV - 5 - 50 (Medium XL - Large M = 2x) V - 6 - 60 (Large L-XL = 2.5x) *Note: In regards to Guard Boost, if an armor is not specialized to block either Slash, Blunt or Pierce then use the above chart. If it is specialized to block two types then it's Guard Boost is 2x as effective, if it is specialized to block only one type then it's Guard Boost is 3x as effective.
- Items:
Items are separated into two types (Consumables & Accessories) which have sub-divisions of their own. However the main difference between the three is that while Consumables to not have stat requirements and thus can be used by anyone, Accessories on the other hand do have stat requirements just like Weapons & Weapon. Consumables are split into: Food (Which includes things which replenish the Hunger & Thirst Bars) Medicine (Which includes things which heal damage and remove statuses) Poison (Which includes things which cause damage and inflict statuses) - Food:
Name (Location) - Effect Berry (All) - When eaten fills hunger for 1 Hour. Root (All) - When eaten fills hunger for 1 Hour, (without Herbivore Skill, 2 hours with herbivore) Nut (S, N & W) - When eaten fills hunger for 2 Hours. Fruit (N & W) - When eaten fills hunger for 3 Hours. Melon (W) - When eaten fills hunger for 4 Hours. Urine (All) - When drank fills thirst for 1 Hour (Success Chance of 5 or 10 to throw up, depleting Hunger by half) Blood (All) - When drank fills thirst for either 2 Hours (without Carnivore Skill along with Success Chance of 5 or 10 to be Poisoned sustaining 1 Dmg each P.T for 2 Turns) or 4 Hours (only with Carnivore Skill) Water (All) - When drank fills thirst for 3 Hours. Small Monster Meat (All) - When eaten fills Hunger for 2 Hour (Can be eaten Twice or shared with 1 other) Human Racial Meat (All): When eaten fills Hunger for 2 Hours & Gives a +1 to your next Skill Gain Roll (Can be eaten Twice or shared with 1 other) Humanoid Monster Meat (All) - When eaten fills Hunger for 3 Hours (Can be eaten 3 times or shared with 2 others) Elf Racial Meat: When eaten fills Hunger for 1 Hour & Gives a +2 to your next Skill Gain Roll (Can be eaten Twice or shared with 1 other) Dwarf Racial Meat: When eaten fills Hunger for 1 Hour & Gives a +2 to your next Skill Gain Roll (Can be eaten Twice or shared with 1 other) Beastman Racial Meat: When eaten fills Hunger for 1 Hour & Gives a +2 to your next Skill Gain Roll (Can be eaten Twice or shared with 1 other) Medium Monster Meat (All) - When eaten fills Hunger for either 4 (S), 5 (M), 6 (L) or 7 (XL) Hours (Can be eaten 5 times or shared with up to 4 others) Oni Racial Meat: When eaten fills Hunger for 3 Hours & Gives a +3 to your next Skill Gain Roll (Can be eaten Twice or shared with 1 other) Large Monster Meat (All) - When eaten fills Hunger for either 9 (S) or 11 (M) Hours (Can be eaten 7 times or shared with up to 6 others) Boss Meat: When eaten fills Hunger for 2x as long as meat of it's same size & gives a +4 (or +5 if Roaming Boss) to your next Skill Gain Roll. (Can be eaten the same amount of times as meat of the same size) Heroic Meat: When eaten fills Hunger for 2x as long as meat of it's same race & gives a +2 (Young Hero), +4 (Hero), +6 (Skilled), +8 (Great), +10 Legendary) to your next Skill Gain Roll. (Can be eaten the same amount of times as meat of the same race)
Note: All food and drink can be shared, however those without special mention of being able to share cause their values to be divided by the number of individuals sharing it. (For example a Melon shared between two people will fill each of them for 2 Hours rather than 4)
- Medicine:
Name (Location) - Effect Heal Berry (U) - Heals 5 HP Cureroot (U) - Removes 1 Status Manashroom (U) - Replenishes 5 MP
- Poison:
Poison Mechanics depend on the Tier of Poison as well as the Monster's Resilience Stat. For every Tier starting at Tier 0 it gives +1 Turn to the Poison's duration, for every + of Res however it subtracts -1 P.T from the duration. Size also plays a part as the smaller a target the longer poison affects them but the larger a target the more damage they take from poison. Finally each Tier of Poison if damaging does 1 extra damage than the other thus Tier 0 = 1 Dmg every Turn while Tier IV = 6 Dmg every Turn. Size - Modifier Tiny - 3x (Duration) Small - 2x (Duration) Humanoid - 1x (Duration) Medium S - 1.25x (Duration) Medium M - 1.5x (Duration & Damage) Medium L - 1.75x (Damage) Medium XL - 2x (Damage) Large S - 2.5x (Damage) Large M - 3x (Damage)
Name (Location) - Effect Poison Berries (All) - Inflicts Poison Status Dizzy Berries (All) - Inflicts Dizzy Status Leak Berries (U) - Inflicts Mana Loss Status Numb Nut (N) - Inflicts Numb Status Spine Nut (C) - Inflicts Bleed Status Nox Nut (U) - Inflicts Blind Status Parashroom (W) - Inflicts Paralysis Status Dozeshroom (S) - Inflicts Sleep Status Halushroom (E) - Inflicts Hallucinate Status
Materials on the other hand are mainly only able to be found with specific skills this is because materials are the building blocks for Equipment as through the use of Materials Armor, Weapons & Accessories can be built while Consumables can be created.
Last edited by Aurielle on 29th November 2020, 8:33 pm; edited 3 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Equipment, Carves & Construction) 1st May 2020, 12:57 pm | |
| CarvesCarves are what are gained from Monsters that have been slain through the Carve, Basic/Adept/Master Skinning, Basic/Adept/Master Harvesting Racial & Job Skills. These refers to what is gained that is not Food (which is gained regardless of if Carve is used or not in regard to slaying monsters). - Determining Carves are simple and follow these rules:
1. Weapons &/or Equipment are straight forward, for instance if they break off a Horned Rabbit's Horn then it is a weapon, if they skin a horned rabbit for it's pelt then it is Armor, finally if they use the Horned Rabbits Skull with the horn still attached as a gauntlet then it'll fall under Combat Shield. Essentially use your discretion to determine what carve is gained. 2. Weapons & Equipment are always the same Tier as the Monster it originated from however if the carving is not as successful then default to the choices in the Carve/Skinning/Harvesting Skill. 3. Weapons & Equipment share the same benefits that the Monster had when it was alive. For instance if the Monster was Resistant to Fire then Armor made from it's Hide would be also Fire Resistant. However if it was a Partial Failure-Slight Success then it would instead be Fire Tolerant as the carving wasn't as good as it could be and thus the quality of the equipment suffered. 4. Carves can only be improved, never repaired this is because they come from a Monster and thus unless they are improved into true equipment by adding additional things if damaged enough they will eventually be destroyed. 5. In regards to Poison/Venom Sacs they are to be carved separately from the above rules as they are Items not Equipment or Weaponry. The same goes to gathering the blood of monsters or any other fluid. 6. Different Sized things give a set amount of carves or can be carved by a set amount of individuals at once. Small = 1 (1 Carver), Humanoid = 2 (Up to 2 Carvers), Medium S = 3 (Up to 2 Carvers), Medium M = 4 (Up to 3 Carvers), Medium L = 5 (Up to 3 Carvers), Medium XL = 6 (Up to 4 Carvers), Large S = 7 (Up to 4 Carvers), Large M = 8 (Up to 5 Carvers).
- Ore:
Ore is capable of being smelted which is used to create metal a key component of equipment and infrastructure. Ore is separated by Tier and 4 categories namely Durability, Flexibility & Resonance. Durability affects how resilient the Metal produced from this ore will be, Flexibility affects how easily it can be shaped and Resonance affects how easy it is to channel mana into it. There are 3 Ores per Tier meaning if smelted there are three types of metals which can be obtained, however skilled Blacksmiths can bring out the true potential of smelted Ores by creating Alloys taking qualities from two or more metals and creating something new.
Tier - Durability - Flexibility - Resonance - Worth 0 - Tin - Copper - Zinc - Coal I - Iron - Aluminum - Corundum - Salt II - Malachite - Mercury - Ossium - Silver III - Orichalcum - Moonstone - Ebony - Gold IV - Galatite - Sunstone - Voidstone - Platinum V - Adamant - Stalhrim - Mithril - Astralium
Ore (Req. Dig or Mine Skill) - Dur - Flex - Res - Wor - Alloy Benefit Tin (Tier 0): F+ - F- - F- - F- - Durability gains 1+ Copper Tier 0: F- - F+ - F- - F- - Flexibility gains 1+ Zinc (Tier 0): F- - F- - F- - F- - Resonance gains 1+ Coal (Tier 0) - F- - F- - F- - F+ - Worth gains 1+ Iron (Tier I): E+ - E- - E- - E- - Durability gains 2+ Aluminum (Tier I): E- - E+ - E- - E- - Flexibility gains 2+ Corundum (Tier I): E- - E- - E+ - E- - Resonance gains 2+ Salt (Tier I): E- - E- - E- - E- - Worth gains 2+ Malachite (Tier II): D+ - D- - D- - D- - Durability gains 3+ Mercury (Tier II): D- - D+ - D- - D- - Flexibility gains 3+ Ossium (Tier II): D- - D- - D+ - D- - Resonance gains 3+ Silver (Tier II) - D- - D- - D- - D+ - Worth gains 3+ Orichalcum (Tier III): C+ - C- - C- - C- - Durability gains 4+ Moonstone (Tier III): C- - C+ - C- - C- - Flexibility gains 4+ Ebony (Tier III): C- - C- - C+ - C- - Resonance gains 4+ Gold (Tier III): C- - C- - C- - C+ - Worth gains 4+ Galatite (Tier IV): B+ - B- - B- - B- - Durability gains 5+ Sunstone (Tier IV): B- - B+ - B- - B- - Flexibility gains 5+ Voidstone (Tier IV): B- - B- - B+ - B- - Resonance gains 5+ Platinum (Tier IV): B- - B- - B- - B+ - Worth gains 5+ Adamant (Tier V): A+ - A- - A- - A- - Durability gains 4+ Mithril (Tier V): A- - A+ - A- - A- - Flexibility gains 4+ Stalhrim (Tier V): A- - A- - A+ - A- - Resonance gains 4+ Astralium (Tier V): A- - A- - A- - A+ - Worth gains 4+
Spirit StoneSpirit Stones are sealed versions of elementals in a crystalline form this concentrates the elemental power into a form which is coveted by many as elementals on their own are as powerful as they are untamed. Spirit Stones can be used for various things typically for enchanting, equipment and among the monster races consumption. This is because using them imparts the elemental power onto whatever it is merged and is the only permanent way to get elemental gear and Magi-Tech. - Types of Spirit Stones:
Lesser = Formed from a Demi-Elemental Standard = Formed from a Lesser Elemental Greater = Formed from an Elemental High = Formed from a Greater Elemental Supreme = Formed from a Supreme Elemental
Spirit Stones can be used in four ways; Enchanting, Consumption & Summoning - Enchanting:
Spirit Stones can be used to enchant tools, armor & equipment. This gives weapons elemental properties allowing them to deal damage boosts to element. This gives Armor elemental tolerance, resistances or immunities and for tools this gives them unique effects which corelate to the spirit stone type used.
- Consumption:
Spirit Stones can be consumed by monsters and rarely civilized races desperate enough to try to unlock their magic, though in the case of the latter it typically ends up in death. Each Tier of Monster has a set limit of Spirit Stones that they can consume, although consuming even one results in Mana Overload which is a dangerous condition in which the Mana within the monster's body overflows. Those who consume spirit stones up to their limit sustain Mana Eruption which is an advanced version of Mana Overload which doesn't wear off unless one manages to Rank-Up. When a spirit stone has been consumed it permanently reduces from the maximum limit of spirit stones that have been consumed and if a monster goes over their limit it results in instant death.
Tier of Monster - Max No. of Spirit Stones - Max Type of Spirit Stone Capable of being Consumed 0 - 2 - Lesser I - 3 - Standard II - 4 - Greater III - 5 - High IV - 6 - Supreme V - 7 - N/A
Tier of Monster - Mana Overload Duration - Spirit Stone Type (Duration Multiplier) 0 - 12 Hours - Lesser (1x) I - 10 Hours - Standard (2x) II - 8 Hours - Greater (3x) III - 6 Hours - High (4x) IV - 4 Hours - Supreme (5x) V - 2 Hours
Note: When eating more than one spirit stone at the same time, or eating another spirit stone before Mana Overload is over but not enough to trigger Mana Eruption, the time stacks (add remaining time with new time). Mana Eruption is triggered if a monster eats the maximum amount of spirit stones available to their rank, this carries over in a new rank if it was reached prior to ranking up (for example a Goblin eats 2 Spirit Stones but ranks up into a Hobgoblin, they are no longer suffering from Mana Eruption but if they eat 1 more spirit stone they skip over Mana Overload and go straight into Mana Eruption due to having eaten a total of 3 spirit stones).
Elemental of Spirit Stone - Mana Overload Amount (Mana Eruption Amount) Primary - 1 (2) Specialized Primary - 2 (4) Perfect Primary - 3 (6) Dual - 2 (4) Superior Primary - 4 (8) Tri - 3 (6) Perfected Tri - 5 (10 Complex - 6 (12)
- Summoning:
Spirit Stones can rarely be used as conduits to summon elementals, this is rare among monsters but common among the Summoner Job & it's class-ups. Due to each spirit stone being a sealed elemental it can be used to manifest the elemental for a limited time though skilled jobs can keep them out for extended amounts of time or even permanently.
- Types of Spirit Stones:
Primary = Fire, Water, Earth, Wind, Lightning & Bone Specialized Primary = Blaze, Acid, Gem, Heat, Magnet & Metal Perfect Primary = Yugure, Aqua, Clay, Air, Raiden & Cartilage
Dual = Explosion, Boil, Nature, Ice, Plasma, Blood, Ash, Scroll, Crystal, Shadow, Scorch, Pulse, Gravity, Thread & Storm. Superior Dual = Dipole, Frost, Ion, Brimstone, Mass & Lattice
Tri = Dark, Light, Flesh, Virus, Matter, Cosmic, Dust, Flux, Atomic, Quake, Ether, Glass, Space, Oil, Sand, Smoke, Sound, Lava, Bubble, Poison, Script Perfected Tri = Vibration, Soliton, Nuclear, Acrylic, Dimension, Akasha
Complex = Psionic, Phase & Vapor
Last edited by Aurielle on 5th December 2020, 1:42 pm; edited 4 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Equipment, Carves & Construction) 1st May 2020, 12:59 pm | |
| ConstructionConstruction is separated into three main sections; Building, Imbuing and Rearing. Each of them is important on their own but the key to a successful starter species is a grasp of all three. How a base leans depends on what type of things they gravitate towards, as often times a particular species naturally prioritizes one of the three over the other two. - Building:
Building within a Base requires two things Minions & Time, and depends on a number of factors namely the amount of monsters dedicated to the task. A number of things can be built however based on the skills available to them more things become available for building. Companions & PC's can also personally build things in the case of the former it takes half as many days while in case of the latter the amount of days is converted into hours in order to build it. - Tier 0:
Carve = Carving Rack (1 Day) Dig = Pits (2 Days) Prospect = Ore Shaft (3 Days) Forage = Garden (4 Days) Craft = Traps (5 Days) Firestarter = Firepit (6 Days)
- Tier I:
Harvest = Water Collector (7 Days) Till = Mushroom Pit (7 Days) Plant = Farm (8 Days) Cadge = Pen (8 Days) Mine = Mining Shaft (9 Days) Explore = Room (9 Days) Build = Hut (10 Days) Create = Storage Silo (10 Days) Smoke = Smoking Rack (11 Days) Burn = Oven (11 Days) Delve = Entrance to Dungeon (12 Days)
- Tier II:
= Walls = Pit Latrine = Cooking Hut = Bathing Space = Eating Space = Cell = Training Ground = Herbal Hut = Smith Hut = External Fort = Alternate Entrance
- Tier III:
- Tier IV:
- Tier V:
- Imbuing:
Imbuing is a special method of construction which involves magic, this can be pulled from oneself, spirit stones or even the deities themselves through offerings. Regardless Imbuing allows for things which are not normally able to be acquired. - Enchanting:
Enchanting is done through magic and is used on pre-build structures to create new ones, the type of structure determines the time it'll take for minions to imbue them. Companions can do this in half the time, whereas PC's can do so with the number of days being replaced with hours. - Tier 0 (Req. Enchant or Sacrifice of Lesser Spirit Stone):
Carving Rack -> Tanning Rack (3 Days) Pits -> Resource Pool (4 Days) Garden -> Medicine Garden (5 Days) Traps -> Magical Traps (6 Days) Firepit -> Altar (7 Days) Ore Shaft -> Coal Shaft (8 Days)
- Tier I (Req. Novice Enchant, Enhance or Sacrifice of Standard Spirit Stone):
Water Collector -> Mana Collector (9 Days) Mushroom Pit -> Status Mushroom Pit (10 Days) Pen -> Breeding Pen (10 Days) Farm -> Tree Farm (11 Days) Mining Shaft -> Salt Mine (11 Days) Room -> Reinforced Room (12 Days) Hut -> Shrine (12 Days) Storage Silo -> Preservation Silo (13 Days) Smoking Rack -> Roasting Rack (13 Days) Oven - Forge (14 Days) Entrance to Dungeon -> Spirit Stone Quarry (15 Days)
- Tier II:
Walls -> Rune Walls Pit Latrine -> Squat Toilet Cooking Hut -> Kitchen Space Bathing Space -> Hot Springs Eating Space -> Dining Hall Cell -> Prison Training Ground -> External Training Ground Herbal Hut -> Clinic Smith Hut -> Armory External Fort -> Hideout Alternate Entrance -> Secondary Base
- Tier III:
- Tier IV:
- Tier V:
- Offerings:
Offerings are the method in which mortals can commune with Deities in order to get their favor. Such things can only be done by the will of PC's or by Cleric or Shaman Companions. Minions can only be participants in these offerings, and unlike the other types of building it always takes hours not days. There are 5 Types of Offerings with their benefits reflecting the type of offering given to a Deity, however different deities prefer offerings which relate to their element in question while the Great Gods only accept offerings within the Underground Dungeon. - Sacrifice:
Sacrifices are quite simple, offering the life of something in dedication to a Deity in exchange for a Boon. Monster Sacrifice Monster: +1 to Next Skill Acquisition Monster Variant: +2 to Next Skill Acquisition Starter Monster: +3 to Next Skill Acquisition Ranked-Up Starter Monster: +4 to Next Skill Acquisition Apex Predator: +5 to Next Skill Acquisition Area Apex Predator: +6 to Next Skill Acquisition
Civilized Race Sacrifice Slave: +50 Exp to all Skills Noble: +100 Exp to all Skills Ranked-Up Civilized Race: +100 (x Tier) Exp to all Proficiencies Heroic: +4 to Next Magic Skill Acquisition: +200 (x Tier) Exp to all Magic Skills
- Orgy:
Orgies involve a massive libido fest, with the hopes that the offspring resulting from such an event are born with a Boon. The Boons received from Orgies depend on the deity but all involve a success chance to see if it was well received. The Tier of the offspring determines the Tier of the Boon Received, as a Tier 0 can not receive a Tier III Boon and vice versa.
Demi-God (Success Chance 1, 5 & 10) = Spirit Stone God (Success Chance 5 & 10) = Elemental Magic Skill Great-God (Success Chance 10) = Elemental Racial Skill If any participants possess Blessings, then the amount of children offspring who possess a successful Boon is +1 (Each Monster with a Blessing) If any participants possess Divine Protections, then the amount of offspring who possess a successful Boon is +2 (Each Monster with a Divine Protection)
Monster Orgy Monsters: Every 20 = +1 to Roll Starter Monsters: Every 15 = +1 to Roll
Civilized Race Orgy Non-Combatants: Every 10 = +1 to Roll Combatants: Every 5 = +1 to Roll Heroes: Every 3 = +1 to Roll
- Competition:
Competitions are events made in dedication to a deity, however the ones who benefit are always the victors. The boons given are also dependent on the deities involved: Demi-God (Success Chance of 1, 5, or 10): Spirit Dust of Specific Element God (Success Chance of 5 or 10): Spirit Stone of Specific Element Great God (Success Chance of 10): 2 Spirit Stones of Random Elements - Brawl:
An unstructured competition involving a massive group of participants, usually there is no winner and no risk of death, but based on the collective tier of the majority of the participants the rewards are as follows: Tier 0 = Lesser Spirit Stone Tier I = 2 Lesser Spirit Stones Tier II = Standard Spirit Stone Tier III = 2 Standard Spirit Stones Tier IV = Greater Spirit Stone Tier V = 2 Greater Spirit Stones
If there are participants with Blessings or Divine Protections then the rewards are increased: Blessing = +1 Spirit Stones Per Blessed Participant Divine Protection = +2 Spirit Stones Per Protected Participant
- Tournament:
A structured competition with it's stakes typically having a little risk of death. Usually there is a winner, however depending on the size of the tournament the amount of rewards given varies due to being bestowed to the winner and a set amount of places below them. Tournaments can also be held without being dedicated to a deity, and rarely occur amongst Civilized Races for rare equipment or items.
Size of Tournament (Duration) - Reward (1st, 2nd, 3rd, 4th) 8 (1 Day) - Lesser Spirit Stone 16 (2 Days) - Standard Spirit Stone 32 (3 Days) - Great Spirit Stone 64 (4 Days) - High Spirit Stone
If there are participants with Blessings or Divine Protections then the rewards are increased: Blessing = +1 Spirit Stones Per Blessed Participant Divine Protection = +2 Spirit Stones Per Protected Participant If a Tournament allows killing of opponents, the Rewards are doubled. If a Tournament requires the killing of opponents, the Rewards are Tripled.
- Arena:
A structured competition where participants fight death-matches against captured Monsters in a series of battles. This can occur in a team format or solo format and in every case include captured Apex Predators, areas are typically held by the Civilized Races to allow for participants from a wide variety of backgrounds or within the Underground Dungeon by the Oni to allow for even monsters to participate. Areas give rewards to the victors, while any participant after completing one task can choose to withdraw missing out on the final reward in exchange for claiming their kills (includes equipment, items and corpses).
?th Floor Arena = Lesser Spirit Stone & Claim over all personally slain ?th Floor Arena = Standard Spirit Stone & Claim over all personally slain ?th Floor Arena = Greater Spirit Stone & Claim over all personally slain ?th Floor Arena = High Spirit Stone & Claim over all personally slain ?th Floor Arena = Supreme Spirit Stone & Claim over All personally slain
If there are participants with Blessings or Divine Protections then the rewards are increased: Blessing = +1 Spirit Stones Per Blessed Participant Divine Protection = +2 Spirit Stones Per Protected Participant Team Format has Normal Rewards Solo Format has Rewards Doubled Dungeon Arenas have Rewards Tripled
- Contract:
Contracts involves the individual setting aside something specifically in dedication to a Deity in exchange for a boon. Setting aside can be temporary or permanent, with the boon reflecting the commitment of the contract. Contracts can only be done once per Tier and are exclusive to Starter Monsters & the Civilized Races. As a result Monster's typically can have less contracts than Civilized Races with Heroic Human typically having the most contracts overall.
Demi-Gods = Possession of Blessings &/or Divine Protections disqualify one from forming a Contract with Rival Deities. Gods = Must Possess No Divine Protections. Possession of Blessings disqualify one from forming a Contract with Rival Deities. Great Gods = Must Possess No Blessings or Divine Protections & Can only make Contract within the Underground Dungeon.
Contract Offer (DG, G, GG) - Temporary Boon (Permanent Boon) Weapon Skill Set Aside for (5 Days, 10 Day, 20 Days) - 2x Exp to Weapon Skills for 1, 2 or 3 Days (Elemental Weapon Skill Gain) Racial Skill Set Aside for (5 Days, 10 Day, 20 Days) - 2x Exp to Racial Skills for 1, 2 or 3 Days (Elemental Racial Skill Gain) Magic Skill Set Aside for (5 Days, 10 Day, 20 Days) - 2x Exp to Magic Skills for 1, 2 or 3 Days (Elemental Racial Skill Gain) Magic Affinity (1 Tier, 2 Tiers, 3 Tiers) - +5 to Luck Rank-Up Roll (Lowest Option is No-Option, Base Species, New Species) Fertility (1 Tier, 2 Tiers, 3 Tiers) - +10 to Luck Rank-Up Roll (Lowest Option is Sub-species, Variant Species or Uncommon Species) Rank-Up (Permanent Only) - Tier I (Divine Protection of a Complex God), Tier II (Divine Protection of a Perfected Tri-God, Tier III (Protection of a Superior Dual-God), Tier IV (Divine Protection of a Perfect Primary God), Tier V (Divine Protection of a Superior Primary Demi-God)
Last edited by Aurielle on 21st August 2020, 3:14 pm; edited 5 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (Equipment, Carves & Construction) 1st May 2020, 2:29 pm | |
| - Rearing:
Those monsters who manage to successfully capture things or retrieve plants and wish to set them up within their bases are capable of doing so. However it is a somewhat time-consuming endeavor. Non-Starter Monsters only reproduce if they have a surplus of food, but when they do they reproduce rather quickly in comparison to the starter races dependent on their species. Whereas plant life requires nutrients from the soil & sunlight, or in the absence of those two things mana in order to facilitate their growth. - Pets:
Rarely monsters can make other monsters into their pets, while Civilized Races typically only have pets if they are mounts or possess the tamer (or offshoots of tamer) job. Starter races can not be made into pets, except by those with the Noble Job though they are commonly called slaves rather than pets. Either way pets are a nice addition to one's power as they are loyal and capable of being controlled in battle while only taking up half the Command Slots of a Companion.
Certain Starter Monsters are known to share a deeper bond with certain Monster Races so much that they can actually influence their pet's rank up. Starter Monsters are able to mate with their aligned monster pets to influence the pet's rank up, but unable to interbreed. This is known as Monster Factor and each of the 5 Starter Races have a specific type of Monster they are aligned too. Goblin = Wolf (Beast Species) Orc = Pig (Beast Species) Kobold = Bat (Beast Species) Lizardkin = Snake (Scaled Species) Myconid = Locust (Bug Species)
- Livestock:
Livestock are more comparable to minions, and can be managed in a similar way, however the only difference is that Livestock only breed if they have a surplus of food. Meaning they have to never go hungry while they are awake in order to make more. Each day a set amount of food is consumed by a particular species, which varies based on a number of factors such as Size, Tier and Diet.
Species - Food/Water Consumed a Day (Size Modifier) - Breeding Time (Tier Modifier) Insect - 4 Hours Worth (Tiny = 1/4th) - 1 Day (Tier 0 = 0 Days) Beast - 6 Hours Worth (Small = 1/2) - 3 Days (Tier I = +3 Days) Scaled - 6 Hours Worth (Humanoid = 1x) - 6 (Tier II = +3 Days) Avian - 8 Hours Worth (Medium S-M = 1.5x-2x) - 9 (Tier III = +3 Days) Plant - 8 Hours Worth (Medium L-XL = 2.5x-3x) - 12 (Tier IV = +3 Days) Demon - 10 Hours Worth (Large S-M = 3.5-4x) - 15 (Tier V = +3 Days)
Diet - Type of Food Required - Amount Produced Via Breeding (Ins/ Bea/Sca/Avi/Pla/Dem) Herbivore - Plants - 8 / 6 / 7 / 5 / 9 / 4 Carnivore - Meat - 5 / 3 / 4 / 2 / 6 / 1 Omnivore - Plants &/or Meat - 6 / 4 / 5 / 3 / 7 / 2 Obligate Herbivore - Plants with a little Meat - 8 / 6 / 7 / 5 / 9 / 4 Obligate Carnivore - Meat with a little Plants - 5 / 3 / 4 / 2 / 6 / 1 Obligate Omnivore - Plants & Meat - 6 / 4 / 5 / 3 / 7 / 2 Insectivore - Insects - 7 / 5 / 6 / 4 / 8 / 3 Scavenger - Bones or Rotting Food - 7 / 5 / 6 / 4 / 8 / 3 Cannibal - Same Species - 5 / 3 / 4 / 2 / 6 / 1
Newly Born livestock require 3 days before they can breed again, whereas Livestock which have bred can breed immediately after producing young so long as they possess enough food to feed both them and their offspring.
- Plants:
Plants need Nutrients & some even need Light to grow. The type of Light that can be used varies whether sunlight, artificial light or light created from mana or spirit stones. Nutrients can be obtained by burying corpses or the remains of them creatures However, in the absence of nutrients/fertilizer they require Mana, which can be obtained through the use of Spirit Stones. The various plants in the Great Forest have set times in which they grow and how rapidly they grow depends on the type of plants they are.
Type of Plant - Grow Time (Nutrients Modifier) - Harvest (Spirit Stone Modifier) Berries - 1 Days (Tier 0 = -0) - 5 (Lesser = 1x) Nuts - 2 Days (Tier I = -1) - 5 (Standard = 2x) Poison Berries - 2 Days (Tier II = -1) - 5 (Greater = 3x) Dizzy Berries - 3 Days (Tier III = -1) - 5 (High = 4x) Roots - 3 Days (Tier IV = -1) - 4 (Supreme = 5x) Numb Nuts - 3 Days (Tier V = -1) - 4 Halushrooms - 4 Days - 4 Spine Nuts - 4 Days - 4 Nox Nuts - 5 Days - 3 Parashrooms - 5 Days - 3 Dozeshrooms - 6 Days - 3 Manashrooms - 6 Days - 2 Leak Berries - 7 Days - 2 Heal Berries - 7 Days - 1 Cureroots - 8 Days - 1
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