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Legacy of the Forgotten Ground (Original)

Discussion in 'Questing' started by siflux, Dec 20, 2017.

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  1. Extras: Character Sheet
    siflux

    siflux Lurker

    Joined:
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    Messages:
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    Mana: 3,752
    Unspent XP: 157,225
    Language: 151/1000 (Level 1: Common Nouns)

    • HP: 3010/3010 [+5/round]
      MP: 1010/1010 [+1/round]
      Atk: 125
      Def: 76

      Hidden Claw: Damage 300
      Dragonbreath: Damage 264
      'Legendary' Battleaxe 「Dragon's Ascension」: Damage 351

      Clothing Armor: DR 2

      Flying: 87.5
      Smell: 27
      Venom: Deal ATK damage per round for 1 round
      Non-Armor Damage Reduction: 6
      DoT Reduction: 1
      Grazing: 10 Mana/hour
      Light Resist: 5
      Fire Resist: 19
      Earth Resist: 1
      Dark Resist: 5
      Ice Resist: -8 (Vulnerable!)
      Air Resist: 1

      <Bug 10>
      <Beast 25>
      <Devil 1>
      <Dragon 14>
      <Plant 5>
      <Slime 1>
      <Undead 1>

      <Light 5>
      <Fire 10>
      <Earth 1>
      <Dark 5>
      <Ice 1>
      <Air 1>

      <Adaptability 3>
      <Armored 1>
      <Armourer 1>
      <Bladesmith 1>
      <Bioweapon 6>
      <Cultivore 1>
      <Dragonbreath 5>
      <Dragonflight 35>
      <Dragonmagic 1>
      <Dragonscale 1>
      <Flight 35>
      <Herbivore 10>
      <Illusionist 20>
      <Mage Initiate 25>
      <MP Regeneration 1>
      <Regeneration 5>
      <Scent Tracker 17>
      <Venomous 1>
      <Winged 35>
    • Take an androgynous young teenage human, standing about a meter and a half tall. Replace the ears with a fluff-filled pair spiking vertically off the top of the head. Add a sinuous, fluffy tail. That's what a One-Tail Kitsune looks like.

      HP: 1500
      MP: 500
      Atk: 75
      Def: 40

      Hidden Claw: Damage 300.

      <Beast 20>

      <Bioweapon 5>
      <Dragonflight 15>
      <Flight 15>
      <Illusionist 10>
      <Mage Initiate 15>
      <Scent Tracker 7>
      <Winged 15>
    • HP: 1500 [0/50 XP]
      MP: 500 [0/50 XP]
      Atk: 50 [0/50 XP]
      Def: 20 [0/50 XP]

      <Bug 10> [0/1100 XP]
      <Beast 5> [0/600 XP]
      <Devil 1> [0/200 XP]
      <Dragon 14> [0/1500 XP]
      <Plant 5> [0/600 XP]
      <Slime 1> [0/200 XP]
      <Undead 1> [0/200 XP]

      <Light 5> [0/600 XP]
      <Fire 10> [0/1100 XP]
      <Earth 1> [0/200 XP]
      <Dark 5> [0/600 XP]
      <Ice 1> [0/200 XP]
      <Air 1> [0/200 XP]

      <Adaptability 3> [0/400 XP]
      <Armored 1> [0/20 XP]
      <Armourer 1> [0/200 XP]
      <Bladesmith 1> [0/200 XP]
      <Bioweapon 1> [0/200 XP]
      <Cultivore 1> [0/200 XP]
      <Dragonbreath 5> [0/600 XP]
      <Dragonflight 20> [0/600 XP]
      <Dragonmagic 1> [0/200 XP]
      <Dragonscale 1> [0/200 XP]
      <Flight 20> [0/400 XP]
      <Herbivore 10> [0/1100 XP]
      <Illusionist 1> [0/200 XP]
      <Mage Initiate 10> [0/1100 XP]
      <MP Regeneration 1> [0/200 XP]
      <Regeneration 5> [0/600 XP]
      <Scent Tracker 10> [0/1100 XP]
      <Venomous 1> [0/200 XP]
      <Winged 20> [0/400 XP]
     
    Last edited: Feb 2, 2018
    LeoAbogos and Winged One like this.
  2. Extras: Bestiary
    siflux

    siflux Lurker

    Joined:
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      • Best known for their overwhelming physical attacks, Beast family monsters tend to have weaker magic.
      • HP: 200
        MP: 10
        Atk: 18
        Def: 10

        Weapons:
        Claw: Damage 100

        Traits:
        <Beast 1>
        <Bioweapon 1>

        Mana Cost: 150
        Requirements:
        Root
      • HP: 800
        MP: 50
        Atk: 50
        Def: 15

        Weapons:
        Horn Attack: Damage 250

        Traits:
        <Beast 10>
        <Bioweapon 8>

        Mana Cost: 750
        Requirements:
        <Beast 5>
        <Bioweapon 2>
        From Floofball
      • HP: 2000
        MP: 100
        Atk: 50
        Def: 100

        Weapons:
        Rollout: Damage 400

        Traits:
        <Beast 40>
        <Armored 50>
        <Bioweapon 10>

        Mana Cost: 2000
        Requirements:
        <Beast 20>
        <Armored 5>
        Def 50+
        From Horned Bunny
      • HP: 600
        MP: 50
        Atk: 40
        Def: 20

        Weapons:
        Claw Dive: Damage 200

        Traits:
        <Beast 10>
        <Bioweapon 5>
        <Winged 10>
        <Flight 1>

        Mana Cost: 750
        Requirements:
        <Beast 5>
        <Winged 1>
        From Floofball
      • HP: 1117
        MP: 312
        Atk: 93
        Def: 59

        Weapons:
        Hawk Talons: Damage 516

        Traits:
        <Beast 25>
        <Fire 3>
        <Bioweapon 15>
        <Winged 50>
        <Flight 30>

        Mana Cost: 5000
        Requirements:
        <Beast 20>
        <Winged 30>
        <Flight 3>
        From Brown Raptor
      • HP: 1000
        MP: 200
        Atk: 75
        Def: 15

        Weapons:
        Pouncing Bite: Damage 200. Deals double damage when used as the first attack in a fight.

        Traits:
        <Beast 10>
        <Bioweapon 5>
        <Mage Initiate 10>
        <Scent Tracker 5>

        Mana Cost: 1000
        Requirements:
        <Beast 5>
        <Scent Tracker 1>
        MP 100+
        From Floofball
      • HP: 1500
        MP: 500
        Atk: 75
        Def: 40

        Weapons:
        Hidden Claw: Damage 300.

        Traits:
        <Beast 20>
        <Bioweapon 5>
        <Illusionist 10>
        <Mage Initiate 15>
        <Scent Tracker 7>

        Mana Cost: 2000
        Requirements:
        <Beast 15>
        <Mage Initiate 15>
        MP 250+
        From Fluffy Fox
      • HP: 3000
        MP: 1000
        Atk: 150
        Def: 80

        Weapons:
        Fox Paw: Damage 500.

        Traits:
        <Beast 30>
        <Earth 10>
        <Bioweapon 5>
        <Illusionist 20>
        <Mage Initiate 25>
        <Scent Tracker 10>

        Mana Cost: 7500
        Requirements:
        <Beast 25>
        <Earth 5>
        <Illusionist 15>
        <Mage Initiate 20>
        MP 750+
        From One-Tail Kitsune
      • HP: 5000
        MP: 2500
        Atk: 250
        Def: 150

        Weapons:
        Fox Feint: Damage 1000. When adding elemental damage to this attack, treat the relevant <{Element}> as <Illusionist> levels higher.

        Traits:
        <Beast 30>
        <Earth 15>
        <Air 10>
        <Bioweapon 5>
        <Illusionist 30>
        <Mage Initiate 35>
        <Scent Tracker 15>

        Mana Cost: 7500
        Requirements:
        <Beast 35>
        <Earth 10>
        <Air 5>
        <Illusionist 25>
        <Mage Initiate 30>
        MP 1500+
        From Two-Tail Kitsune
      • The Bug family is known for its potent venoms and for a lack of notable weak points.
      • HP: 180
        MP: 100
        Atk: 16
        Def: 16

        Weapons:
        Consume: Damage 50. Heals one-quarter damage dealt.

        Traits:
        <Bug 1>
        <Venomous 1>

        Mana Cost: 150
        Requirements:
        Root
      • HP: 2500
        MP: 300
        Atk: 100
        Def: 70

        Weapons:
        Slam: Damage 400.

        Traits:
        <Bug 40>
        <Flying 20>
        <Venomous 20>
        <Winged 40>

        Mana Cost: 5000
        Requirements:
        <Bug 30>
        <Venomous 10>
        From ?
      • HP: 2000
        MP: 400
        Atk: 50
        Def: 120

        Weapons:
        Emperor's Orders: Damage 200. If damage is dealt, target's Def counts as 1 lower for each creature attacking it this round.

        Traits:
        <Bug 40>
        <Acidic 15>
        <Flying 20>
        <Venomous 15>
        <Winged 40>

        Mana Cost: 5000
        Requirements:
        <Bug 30>
        <Venomous 10>
        From ?
      • Devil family monsters have long been involved in human religion due to the humanoid appearance of weaker members and an adaptation that allows them to consume freely-offered desire as Mana. Powerful monsters of the Devil family have at times styled themselves as gods, performing tasks for humans in return for worship.
      • Standing at less than a meter tall, Imps are not imposing figures. Instead, what they have going for them is an usually large well of MP, the ability to draw Mana from worship, a humanoid body plan compatible with child-sized human equipment, and human-standard hands, complete with opposable thumbs. Nobody's going to mistake you for not being a monster, but the existence of all human religion proves that doesn't mean they won't be willing to talk.
        HP: 150
        MP: 250
        Atk: 20
        Def: 12

        Weapons:
        Horn Gore: Damage 80

        Traits:
        <Devil 1>
        <Cultivore 1>

        Mana Cost: 250
        Requirements:
        Root
      • HP: 500
        MP: 500
        Atk: 40
        Def: 100

        Weapons:
        Wings of Light: Damage 150. When used, double your Def for the turn. Deals double elemental damage with Light.

        Traits:
        <Devil 10>
        <Light 10>
        <Fire 5>
        <Ice 5>
        <Cultivore 1>
        <Praise 5>

        Mana Cost: 750
        Requirements:
        <Light 5>
        <Fire 1>
        <Ice 1>
        Def 50+
      • Powerful and durable, Dragons tend to be more than a match for other monsters at a similar developmental level. However, their slow rate of advancement leaves them easy prey for older monsters of other families.
      • HP: 1000
        MP: 350
        Atk: 25
        Def: 15

        Weapons:
        Claw Swipe: Damage 200
        Nibble: Damage 150. Heals one-quarter damage dealt.

        Traits:
        <Dragon 1>
        <Dragonscale 1>

        Mana Cost: 1000
        Requirements:
        Root
      • A serpentine body. It flies with no wings, has claws yet destroys enemies with its breath, lords over Light and Dark in equal measure. Though still young, this is doubtless the future ruler of the skies in miniature.
        HP: 5000
        MP: 1500
        Atk: 100
        Def: 80

        Weapons:
        Dive Slash: Damage 500

        Traits:
        <Dragon 50>
        <Dragonbreath 25>
        <Dragonflight 15>
        <Dragonscale 10>
        <Fire 25>
        <Light 15>
        <Dark 15>

        Mana Cost: 10000
        Requirements:
        <Dragon 15>
        <Dragonbreath 5>
        <Fire 10>
        <Light 5>
        <Dark 5>
        From Wyrmling
      • HP: 2000
        MP: 3000
        Atk: 75
        Def: 75

        Weapons:
        Magic Blast: Damage 750. When magic is used to enhance this attack, add double the elemental damage.

        Traits:
        <Dragon 30>
        <Dragonmagic 50>
        <Dragonscale 10>
        <MP Regeneration 10>
        <Light 25>
        <Fire 25>
        <Earth 25>
        <Dark 25>
        <Ice 25>
        <Air 25>

        Mana Cost: 5000
        Requirements:
        <Dragon 15>
        <Light 10>
        <Fire 10>
        <Earth 10>
        <Dark 10>
        <Ice 10>
        <Air 10>
        MP 1000+
        From Wyrmling
      • HP: 7500
        MP: 5000
        Atk: 150
        Def: 125

        Weapons:
        Magic Burst: Damage 1000. When magic is used to enhance this attack, add double the elemental damage.

        Traits:
        <Dragon 75>
        <Light 30>
        <Fire 30>
        <Earth 30>
        <Dark 30>
        <Ice 30>
        <Air 30>
        <Dragonbreath 30>
        <Dragonflight 15>
        <Dragonmagic 60>
        <Dragonscale 20>
        <MP Regeneration 25>

        Mana Cost: 15000
        Requirements:
        <Dragon 50>
        <Light 20>
        <Fire 20>
        <Earth 20>
        <Dark 20>
        <Ice 20>
        <Air 20>
        <Dragonmagic 10>
        From Heavenly Hatchling, Dragon Elementalist
      • Uniquely, Plant family monsters are capable of drawing sustenance and trace amounts of Mana from non-monstrous plant matter. Because of this, they tend to be drawn to forests, where they can camouflage themselves as their prey.
      • HP: 250
        MP: 15
        Atk: 15
        Def: 20

        Weapons:
        Slam: Damage 50

        Traits:
        <Plant 1>
        <Herbivore 1>

        Mana Cost: 200
        Requirements:
        Root
      • HP: 800
        MP: 75
        Atk: 35
        Def: 50

        Weapons:
        Stem Constrict: Damage 100. Damage increases by base Damage amount every turn it attacks without taking damage in return.

        Traits:
        <Plant 15>
        <Earth 5>
        <Herbivore 10>
        <Paralyzer 10>

        Mana Cost: 750
        Requirements:
        <Plant 8>
        <Herbivore 2>
        <Paralyzer 5>
        Seed
      • HP: 8000
        MP: 750
        Atk: 150
        Def: 400

        Weapons:
        Bough Smash: Damage 500.

        Traits:
        <Plant 50>
        <Fire 30>
        <Camouflage 20>
        <Herbivore 25>

        Mana Cost: 8000
        Requirements:
        <Plant 40>
        <Fire 10>
        <Camouflage 10>
        From ?
      • The Slime family is typically viewed as the weakest of all monster families, and for good reason. Slimes have a marked tendency towards lower stats and cheaper Mana costs. This is made up for by faster advancement into new forms, an incredible ability to easily learn new traits, and a stunningly high rate of reproduction. Furthermore, the Slime family possesses the ability to voluntarily merge with other Slimes into powerful gestalt minds. Though initially thought to be the same as a monster consuming another, this process is both more Mana-efficient and allows the gestalt to combine traits from all precursors.
      • A non-specialized Slime body. Usually viewed as the weakest of all monsters, and not without reason. Unlike more advanced Slime bodies, this one lacks any kind of limb, can only spread itself so thin, and has no elemental affinity. This cyan, gel-like body weighs about 50kg, and is about half a meter across. Its primary redeeming value is that it's cheap to remake. You were left in this body after Transmigration testing, as the lab lacked the Mana to rebuild your original body.
        HP: 100
        MP: 10
        Atk: 10
        Def: 10

        Weapons:
        Slime Slam: Damage 50

        Traits:
        <Slime 1>
        <Adaptability 1>

        Mana Cost: 100
        Requirements:
        Root
      • HP: 500
        MP: 250
        Atk: 25
        Def: 25

        Weapons:
        Slime Slam: Damage 100. When magic is used to enhance this attack with the element matching this Slime, add double the elemental damage.

        Traits:
        <Slime 15>
        <Adaptability 30>
        <{Element} Resistance 30>
        <{Element} 15>

        Mana Cost: 500
        Requirements:
        <Slime 10>
        <{Element} 5>
        From Any Slime
      • HP: 500
        MP: 100
        Atk: 30
        Def: 40

        Weapons:
        Slime Slam: Damage 100.
        Sleepy Sap: Damage 0. Targets may be affected by Sleep.

        Traits:
        <Slime 20>
        <Plant 20>
        <Herbivore 1>
        <Adaptability 25>

        Mana Cost: 750
        Requirements:
        <Slime 10>
        <Plant 10>
        From Any Slime
      • HP: 1000
        MP: 100
        Atk: 50
        Def: 30

        Weapons:
        Slime Slam: Damage 100.

        Traits:
        <Dragon 20>
        <Slime 20>
        <Adaptability 25>
        <Dragonbreath 5>

        Mana Cost: 750
        Requirements:
        <Dragon 10>
        <Slime 10>
        From Any Slime
      • Unlike other families of monsters, new Undead are formed by humans and other non-animavorous beings that gain the ability to process souls into Mana, usually on or shortly after death.
      • HP: 500
        MP: 150
        Atk: 20
        Def: 10

        Weapons:
        Heavy Punch: Damage 75

        Traits:
        <Undead 1>
        <Regeneration 1>

        Mana Cost: 500
        Requirements:
        Root
     
    Last edited: Feb 8, 2018
    Chadster and Winged One like this.
  3. Extras: Trait Library
    siflux

    siflux Lurker

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    For all traits, X is the trait’s level. Traits have no maximum level unless specified in their description. {Element} traits are actually six different traits, existing separately for each element.

    <Beast>All traits that increase Atk provide an additional X Atk. All traits that increase Def provide an additional X Def. Neither of these effects can more than double the Atk or Def provided by the original trait.
    <Bug>Increases Def by X. Increases the effects of any traits that improve or add senses by X.
    <Devil>Increases the damage of non-natural weapons by X. Increases the damage reduction of defensive, non-natural equipment by X. Neither of these effects can more than double the base Damage or damage reduction provided by the original equipment.
    <Dragon>Increases the effects of all traits with Dragon in the name by X.
    <Plant>Increases the effect of any traits that provide passive HP recovery, such as <Regeneration>, by X. This cannot more than double the effect of the original trait. Reduces final damage taken by X.
    <Slime>Increases damage of weapons with Slime in the name by X. Increases HP by 10X.
    <Undead>Reduces the damage taken from sources that deal damage over time, such as <Venomous>, by X per round per instance. Increases MP by 10x.
      
    <Light>Improves damage of Light attacks by 2X. Reduces damage from Light attacks by 2X. Increases damage from Dark attacks by X. Reduces MP cost of Light magic by X (min 0).
    <Fire>Improves damage of Fire attacks by 2X. Reduces damage from Fire attacks by 2X. Increases damage from Ice attacks by X. Reduces MP cost of Fire magic by X (min 0).
    <Earth>Improves damage of Earth attacks by 2X. Reduces damage from Earth attacks by 2X. Increases damage from Air attacks by X. Reduces MP cost of Earth magic by X (min 0).
    <Dark>Improves damage of Dark attacks by 2X. Reduces damage from Dark attacks by 2X. Increases damage from Light attacks by X. Reduces MP cost of Dark magic by X (min 0).
    <Ice>Improves damage of Ice attacks by 2X. Reduces damage from Ice attacks by 2X. Increases damage from Fire attacks by X. Reduces MP cost of Ice magic by X (min 0).
    <Air>Improves damage of Air attacks by 2X. Reduces damage from Air attacks by 2X. Increases damage from Earth attacks by X. Reduces MP cost of Air magic by X (min 0).
    <{Element} Resistance>Provides X Damage Reduction against {Element} Damage.
      
    <Acidic>Attacks apply X points of Acid. Acid reduces the target's Def by X. Acid fades at a base rate of 1 point per round.
    <Adaptability>Decreases XP penalty for learning a new trait that isn’t on body by X. This trait only reduces penalties; if it exceeds all penalties it does not discount trait cost.
    <Armored>Increases Damage Reduction by X.
    <Armourer>With materials, can create armor that provides damage reduction of up to 100x.
    <Bladesmith>With materials, can create melee weapons with a base damage of up to 100x.
    <Bioweapon>Decreases the cost of increasing Atk by X XP. Decreases the cost of increasing Dmg by (X/5) Mana, rounded down. This cannot reduce the XP cost of increasing Atk below 25 XP or the Mana cost of increasing Dmg below 5 Mana.
    <Camouflage>A vision-based form of stealth.
    <Cultivore>Nearby sapient beings can voluntarily sacrifice HP or Mana, causing you to gain X% of the HP or Mana sacrificed as Mana. A given being cannot sacrifice more than 1% of its max HP in this manner per day, but can sacrifice any amount of Mana. HP sacrificed in this manner cannot be regained except through resting or the expenditure of Mana. This trait cannot have more than 100% efficiency.
    <Dragonbreath>Adds a natural weapon with base damage 50X.
    <Dragonflight>Provides a form of magical flight. Adds X to derived <Flight> if the highest-level means of flight, or 0.5X if a higher-level mode of flight is known.
    <Dragonmagic>Increases maximum MP that can be spent on an attack by 3X.
    <Dragonscale>Increases Def by +2X.
    <Flight>Generic skill with flight. Serves as a base for derived <Flight>, but another trait must provide some form of flight in the first place to actually fly. Flight is an unusual mode of movement -- when you can exploit it, the difference between it and your enemy's highest relevant unusual mode of movement may be applied in combat.

    Flight also provides an island-hopping range of its derived level in km.
    <Herbivore>Generates X Mana per hour when consuming living plants (foraging)
    <Illusionist>?
    <Mage Initiate>Reduces the XP cost of increasing <Light>, <Fire>, <Earth>, <Dark>, <Ice>, and <Air> by X%. This cannot reduce the total cost of increasing these traits below 50% of the base cost.
    <MP Regeneration>Recover X MP at the end of each round.
    <Paralyzer>Attacks apply X points of Paralysis. Paralysis reduces the target's Atk by X. Paralysis fades at a base rate of 1 point per round.
    <Praise>When you sacrifice HP or Mana to someone else with <Cultivore>, treat their <Cultivore> as being X levels higher.
    <Regeneration>Recover X HP at the end of each round.
    <Scent Tracker>Adds an unusual sense based on smell. If this sense exceeds the enemy's relevant ability to prevent detection, the difference can be exploited in combat by adding to attack.

    Scent Tracker can also be used out of combat to find enemy encounters identical to those you have previously faced, or to follow the trails of specific individuals who have been present no more than X hours prior.
    <Venomous>Attacks apply stacks of Venom. At the end of each round of combat, each stack of Venom deals Atk as damage, bypassing defense. Venom stacks last X rounds.
    <Winged>Provides a form of flight. Adds X to derived <Flight> if the highest-level means of flight, or 0.5X if a higher-level mode of flight is known.
     
    Last edited: Jan 19, 2018
    Chadster and Winged One like this.
  4. Extras: On Mana and XP
    siflux

    siflux Lurker

    Joined:
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    Mana is gained primarily from killing things. All that matters is getting the finishing blow. Other methods of gaining Mana exist, but as a monster murder will likely remain your best source of Mana. Fortunately, other monsters make just as good a source of Mana as humans do -- better in some ways, as most monsters neither participate in any form of society nor care about their offspring, so nobody will mind if you kill most monsters.

    Mana is spent primarily on improving your body. HP, MP, Atk, Def, Damage, and Traits can all be improved for a body by spending Mana, at a base cost of 10 Mana per point. Spending Mana on stats or damage is likely to be inefficient, however. Once you gain a new form, your natural weapons will be replaced, and any of your body's stats that are below the stats of the new body will improve to those scores. Thus, Mana spent improving those values is lost forever.

    Wild monsters can use Mana to spawn offspring. However, you've had this function of your biology co-opted. Your soul is tied to the machinery in the lab where you hibernated, preventing it from being absorbed and consumed as Mana if your body is slain by a wild monster. The lab's Biomass Shaper can print replacement bodies for you, allowing you the unique ability to regress in your monster family and to switch families altogether: tests took you from Dragon to Slime family.

    You can also use the Biomass Shaper to create equipment from blueprints. Traits such as <Bladesmith> can be used to determine the best equipment you can design, or you can obtain premade blueprints. Weapons and armor printed from Mana have a cost of 10 Mana per point of Damage or Damage Reduction. The Biomass Shaper is not currently capable of sufficient precision to make electronics, even if you have blueprints for them.


    XP is gained primarily from overcoming challenges. The obvious source is the physical challenge of combat, but unlike with Mana, you don't need to kill things to get XP. Non-combat challenges such as quests and exploration can also reward XP. Time can be spent to directly train Traits, granted them XP without going through the intermediate medium of unspent XP.

    Like Mana, XP can be spent on improving stats and Traits. Unlike Mana, XP cannot be spent on improving natural weapon damage. Also unlike Mana, improvement made via XP expenditure are permanent. They are scribed into your soul; known by you and not just remembered by your biology.
     
    Last edited: Jan 27, 2018
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  5. Extras: XP/Mana Cost Modifiers
    siflux

    siflux Lurker

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    Discounts and penalties to XP and Mana cost exist. Known modifiers are listed here. Discounts and penalties stack additively, with a ceiling of a 50% final discount but no maximum penalty.

    New Trait: In addition to the 100 XP or 10 Mana needed to attain the first level of a trait, there's a 100% cost penalty (another 100 XP/10 Mana). This extra XP cost can be reduced or eliminated through the <Adaptability> Trait. This penalty only applies for traits known by neither your Body nor Soul.

    Additionally, new traits cannot be learned solely through spending XP or Mana unless the final cost is 150% base cost or cheaper.

    Trait Overload: For each different Trait currently on your body, there's a 1% cost penalty to add another Trait to your body. For each different Trait currently on your soul, there's a 1% cost penalty to add another Trait to your soul.

    Learning the Known: For every level that a Trait on your Body exceeds the value of that trait on your Soul, the XP cost per level is decreased by 1%. There is no advantage when using Mana to inscribe traits known by your Soul onto your Body, just the lack of the New Trait penalty.

    Magically Similar: Certain elements are magically similar. When buying a level of one of the six elemental traits, it is 1% cheaper for each level higher similar traits are. Elemental traits are similar to the two adjacent traits on the hexagonal wheel: Light -- Fire -- Earth -- Dark -- Ice -- Air -- Light. For example, if you have <Light 1>, <Fire 10>, and <Air 3>, the cost of raising <Light> from 1 to 2 is reduced by 11%: 9% from being Magically Similar to <Fire> and 2% from being Magically Similar to <Air>. This discount applies to both Mana and XP costs.

    Magically Opposed: Certain elements are magically opposed. When buying a level of one of the six elemental traits, it is 1% more expensive for each level higher its opposed trait is than it. Elemental traits are opposed to the trait opposite them on the hexagonal wheel, forming three opposed pairs: Light -- Dark; Fire -- Ice; Earth -- Air. This applies to both Mana and XP costs.
     
    Last edited: Jan 17, 2018
  6. Extras: Sky Atlas
    siflux

    siflux Lurker

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    Coordinate system below places the lab at the origin. Cartesian grid. +X is East, +Y is North. One unit is 1km.

    Lab Island (-8, 8) to (8, -8): A flying island with your lab on it. Roughly circular, with a hilly ridge from the middle of the island to the SE edge. SW half of the island is scrubland, NE part of the island is plains. ~8km radius, roughly circular. No structures, apart from your lab. Population 0, apart from yourself. Only Beast family monsters seem to be spawning here.

    Pink Flower Island (50, 2) to (66, -2): An island covered in pink flowers. Roughly rectangular, ~16km by ~4km. One village, population ~1000.

    North Island (-53, 103) to (0, 50): An island 50km to the North of Lab Island. Island is a donut, 25km radius, with a 5km radius hole in the middle. From the NW corner, a pair of peninsula jut out due North and due West, 10km long each. Dominant biome: Misty evergreen forest. Towns are present on SE corner of island, on East edge of hole, on North Peninsula, and on West Peninsula. Populations unknown.

    Northeast Island (70, 130): ?

    West of North Island (-150, 110): ?
     
    Last edited: Jan 21, 2018
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