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World Building

  How the status works

  Core Attributes that all creatures have access to

  Note: There are several hidden attributes and statistics which may be discovered later

  Base Attributes for an Average Human = 10

  Strength (Str): Each point in Str represents a lifting strength of 10kg

  Endurance (End): Each point in End increases stamina by 10 and health by 5, furthermore every 10 points in End will increase natural armour by 1

  Constitution (Con): Each point in Con increases health by 10 and stamina by 5. Furthermore, every 5 points in Con will increase the user’s natural armour by 1 point

  Dexterity (Dex): Increases fine motor skills and flexibility as the attribute increases

  Agility (Agi): Each point in agility represents an increase of 2.5km/hr in the user’s max speed

  Intelligence (Int): Each point in Int increases mana by 10 points, furthermore Int can increase the effectiveness of skills depending on your class

  Wisdom (Wis): Every point in wisdom represents how much mana you regenerate per minute. E.g. 10 wisdom = 10mana/minute or 1mana/6 seconds

  Perception (Per): Increases your sensitivity to your senses

  Statistics:

  Health: If the user’s health reaches 0, the user dies. Permanent injuries may affect the user’s maximum health. Health increases alongside Con and End

  Stamina: If the user’s stamina reaches 0, the user will fall unconscious until their stamina is able to recover to 15% of their maximum. During this period of unconsciousness, the user cannot be influenced by external attempts to recover their stamina. Stamina increases alongside End and Con

  Mana: Mana is used by skills both mundane and magical. When a user’s Mana reaches 0, they will be affected by Mana Exhaustion. This effect will be revealed later in the book. Mana increases alongside Int

  Natural Armor: This represents the user’s ability to negate damage. E.g. 10 points of natural armour will reduce an 11-damage attack to 1 damage

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  Titles: Titles are awarded for certain feats; these titles have effects related to what you did to earn the title. E.g. the title Goblinsbane would increase the damage that you deal to Goblins. Titles can be seen if you are inspected unless there is sufficient strength difference between the two parties.

  Achievements: Achievements can be awarded for a number of things, ranging from learning your first skill to becoming a God. These achievements are awarded a rarity between 1 (Very Common) and 15 (Nearly Never Seen). These achievements can award almost any different boosts with the rarer achievements providing rarer and more powerful boosts. The more achievements you earn the better classes you will be offered at your next Class Evolution.

  Traits: Traits are something that you can be born with or can acquire through extreme circumstances. These can very rarely be awarded through classes. These traits can be both positive and negative

  Perks: These are awarded through your class and are something that will reflect your class skills. E.g. a pyromancer will receive a perk which increases fire damage

  Affinity: Every user is randomly assigned an affinity when they are born, their affinity will have a strength between 1%-100%. There are infinite different affinities of all different rarities. The different rarities are Common, Uncommon, Rare, Epic, Legendary and Mythic. Your affinity is categorised by its strength.

  1%-10% = Weak Affinity

  11%-25% = Minor Affinity

  26%-50% = Average Affinity

  51%-65% = Moderate Affinity

  66%-85% = Strong Affinity

  86%-99% = Extreme Affinity

  100% = Perfect Affinity

  It is possible to increase the strength of your affinity through achievements, titles or the consumption of rare resources.

  Classes: Classes are acquired based off a combination of your skills, achievements, titles and affinity. Classes, similar to affinities have Common, Uncommon, Rare, Epic, Legendary and Mythic classes. The rarer the class is the more attribute points it will provide on a per level basis and the stronger the class skills are

  Leveling: The experience required to level up will increase with each class evolution you pass. The first class evolution will take 100 experience per level you have. E.g. from level 4 to 5 will be 400 experience.

  The first few class evolutions are:

  Level 1 to Level 10

  Level 11 to Level 25

  Level 25 to Level 50

  More Class evolutions will be revealed later in the book

  A basic status for an average level 1 person would look something like this:

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