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Post by MrBlarney on Sept 23, 2008 23:43:29 GMT -8
Experience and LevelsExperience was handled internally in tenths of levels: one level was equal to 10 internal experience points. These internal points were translated to the points viewed by the players based on the experience levels used in the actual game. | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 | Lv. 7 | Lv. 8 | Lv. 9 | Lv. 10 | Lv. 11 | Lv. 12 | Max HP | 20 | 30 | 45 | 65 | 96 | 145 | 220 | 345 | 530 | 780 | 1130 | 1680 | x | 0x XP | 1x XP | 2x XP | 3x XP | 4x XP | 5x XP | 6x XP | 7x XP | 8x XP | 9x XP | 10x XP | 11x XP | 0 | 1 | 100 | 400 | 1,000 | 4,000 | 10,000 | 40,000 | 100,000 | 400,000 | 1.0 Mil. | 4.0 Mil. | 10.0 Mil. | 1 | 10 | 130 | 460 | 1,300 | 4,600 | etc. | | | | | | | 2 | 20 | 160 | 520 | 1,600 | 5,200 | etc. | | | | | | | 3 | 30 | 190 | 580 | 1,900 | 5,800 | etc. | | | | | | |
[/td][td]40[/td][td]220[/td][td]640[/td][td]2,200[/td][td]6,400[/td][td]etc.[/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]5[/td][td]50[/td][td]250[/td][td]700[/td][td]2,500[/td][td]7,000[/td][td]etc.[/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]6[/td][td]60[/td][td]280[/td][td]760[/td][td]2,800[/td][td]7,600[/td][td]etc.[/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]7[/td][td]70[/td][td]310[/td][td]820[/td][td]3,100[/td][td]8,200[/td][td]etc.[/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]8[/td][td]80[/td][td]340[/td][td]880[/td][td]3,400[/td][td]8,800[/td][td]etc.[/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]9[/td][td]90[/td][td]370[/td][td]940[/td][td]3,700[/td][td]9,400[/td][td]etc.[/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][/table][/center] The experience points shown to a player was a number randomly chosen between the base for their internal XP and the base for the next point of internal XP. Every day that a player lived, they received 9 internal XP. They received extra XP from Forest Events, Seth Able, or attacking and killing other players. Death Knights received 1 extra XP if they received extra experience from Forest Events, while Thieves could exchange a gem to the Thieves Guild for 5 extra XP.
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Post by MrBlarney on Sept 24, 2008 0:15:48 GMT -8
CombatA player's STR and DEF was dependent on the player's level and equipment. The base STR and DEF for each player was 15 times the player's level (15 at level 1, 30 at level 2, etc.). This was increased by the player's equipment: Grade 1: Stick and Coat - no bonuses. Grade 2: Short Sword and Leather Vest - +5% to STR, DEF. Grade 3: Long Sword and Bronze Armour - +10% to STR, DEF. Grade 4: Huge Axe and Iron Armour - +15% to STR, DEF. Grade 5: Twin Swords and Erdrick's Armour - +20% to STR, DEF. Grade 6: Able's Sword and Able's Armour - +25% to STR, DEF. No bonus against the Red Dragon. Grade 7: Spear of Gold and Blood Armour - +30% to STR, DEF. +5% victory against the Red Dragon. Grade 8: Niras's Teeth and Belar's Mail - +35% to STR, DEF. +10% victory against the Red Dragon. Grade 9: Blood Sword and Golden Armour - +40% to STR, DEF. +15% victory against the Red Dragon. Grade 10: Death Sword and Armour of Lore - +50% to to STR, DEF. +25% victory against the Red Dragon. Players automatically increased their grade of equipment at levels 3, 5, 8, 10, and 12 (such that the minimum grade at level 12 was Grade 6), and could be increased up to four times through Town Action equipment upgrades. Death Knight and Mystic abilities could also increase STR or DEF temporarily each day. In Player vs. Player combat, the chance of a player killing another was equal to (50 + attacker's STR - defender's DEF)%. The winner was decided by rounds: the attacker got the first strike; if they missed, then the defender would get a counterattack. Combat passed back and forth until a winner was decided. If a player held a faerie, if they were hit by their opponent, they would be immediately revived (faerie used up) and combat would continue. Against the Red Dragon, there was a base probability of success of 25% for players of level 12, with no chance of victory at all for players of lower level. Hackers and Griefers would automatically lose any battle with the Red Dragon. Equipment above Grade 6 also increased the victory probability. Each supporter increased the chance of victory based on their level: Level | < 8 | 8 | 9 | 10 | 11 | 12 | Support | +1% | +2% | +3% | +5% | +8% | +12% |
If a supporter was a Hacker or Griefer, then the support increase would instead be a decrease equal to the normal support value (i.e. -16% instead of +8% at level 11). Mystics had an ability that could increase their support value slightly.
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Post by MrBlarney on Sept 24, 2008 0:23:35 GMT -8
CharmThere were two Charmers, one male, and one female. Each had an independent goal, not to defeat the Red Dragon, but to marry either Violet or Seth Able (respectively). Each were told that a Charm of 10 was necessary to use the Marry action, but not told the exact distribution of how flirting worked. Flirting success was based on a table: if you did an appropriate action for your Charm level, it would go up one point; otherwise, your charm would remain the same. Intervals follow: With Violet | With Seth | Min. Charm | Max Charm | Wink | Wink | 0 | 2 | Kiss on Hand | Flutter Eyelashes | 1 | 3 | Sit her on Lap | Ask him to buy you a Drink | 2 | 5 | Grab her Behind | Kiss Soundly | 4 | 8 | Seduce her | Seduce him | 8 | 10 | Marry her | Marry him | 10 | - |
Every night, the Old Man also acted randomly on players, either hitting them with a Pretty Stick, increasing their Charm 1, or hitting them with an Ugly Stick, decreasing their Charm 1 (but never below 0). On the first night, six players were hit by the Pretty Stick, three by the Ugly Stick. This number was gradually reduced over the course of the game.
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Post by MrBlarney on Sept 24, 2008 0:50:52 GMT -8
Random Events
Players automatically got one Forest Event per night, resulting in one of the following effects:
Extra Experience - 2 XP to 5 XP Wealth - Gain 1 Gem Faeries - Catch a faerie; if player already has a faerie, re-roll result Dark Cloak Tavern - Player travels to the Dark Cloak Tavern
Extra Experience was the most common result on the table, with Faeries and Tavern being rare. Increased charm changed the probabilities to allow more Wealth, Faeries, and Tavern rolls, and increased Experience when it was rolled. One player started out with a Horse that could bring a player to the Tavern in lieu of the standard Forest Event roll. The Horse could be traded between players and would be transferred upon player death or elimination.
In the Tavern, players could do one of three options:
Gamble with the old man - 50% chance of earning a gem Change classes - Add another class' abilities and bonuses to those that are already given by the starting class Examine another player - A player's experience, equipment, gems, and charm are provided (but not faction).
Listening to Seth Able could provide one of the following effects:
Extra Forest Fights - Increase experience 1 XP to 5 XP Wealth - Gain 1 Gem Charm - Increase Charm No Effect
Players who were in High spirits (1/3 chance each day randomly to be in High spirits) could send a PM to the host account naming 'Jennie' (spelling counts) and a four-letter descriptor. A random outcome was rolled:
BABE - Experience increase 5 XP FOXY - Gain 1 Gem LADY - Gain 1 Charm FAIR - No Effect UGLY - Lose any Forest Event effects for the day
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