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 Basic Abilities, Developmental Abilities, Skills, and Magic

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Guild Captain
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Basic Abilities, Developmental Abilities, Skills, and Magic Empty
PostSubject: Basic Abilities, Developmental Abilities, Skills, and Magic   Basic Abilities, Developmental Abilities, Skills, and Magic I_icon_minitimeThu Jun 08, 2017 3:14 pm

Basic Abilities!

    Here at DDHQ, and in the series, each adventurer has a grade in a few “stats,” which are referenced to as “Basic Abilities.” The basic abilities here, like in the series, are a general guide and reference for your character’s physical capabilities! The abilities that we will be using here are Strike, Durability, Agility, Dexterity, Magical Resistance, and Magical Force. Below, we will go over what these stats have an effect on.The abilities here will not be given a numerical value! Instead, they will be given letter grades. The grades vary from I, G, H, E, F, D, C, B, A,  and S with I- being the lowest and S+ being the highest. Each ability grade will have a stepping stone between them during your character’s progression. (F-, F+, D-, etc.) Note: S+ is only achieved under extreme circumstances and is temporary.

  • Strike -The Strike (STR) ability is the general sense of your character’s strength. This gives an idea of how hard your character hits other adventurers and dungeon creatures. The only true way to get above B in the STR stat would be through certain equipment.
  • Durability - The Durability (DUR) ability gives a general idea of how tough your character is against physical damage. The higher their stat grade, the more hits they can take before losing consciousness. The only true way to get above B in the DUR stat would be through certain equipment.
  • Agility - The Agility (AGI) ability gives  a general idea of how fast your character moves from point A to point B (aka movement speed). It also gives an idea of their leaping ability and other large athletic motions. The higher this grade, the more athletic your character becomes.
  • Dexterity - The Dexterity (DEX) ability gives a general idea of your character’s refined skills and reaction speed. The higher this grade, the faster your character’s reflexes and the more precise he will be when attempting different actions like balancing, parrying different attacks, or hitting a target from a distance with greater accuracy.
  • Magical Resistance - The Magic Resistance (MagRes) ability gives a general idea of how tough your character is against magical damage. The higher their stat grade, the more magical damage they can withstand. The only true way to get above B in the MagRes stat would be through certain equipment.
  • Magical Force - The Magic Force (MagFor) ability is the general sense of how strong your character’s magic is. The higher the stat, the more brutal your magic is against other characters.


Last edited by Guild Captain on Sat Jun 10, 2017 1:03 pm; edited 1 time in total
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Guild Captain
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PostSubject: Re: Basic Abilities, Developmental Abilities, Skills, and Magic   Basic Abilities, Developmental Abilities, Skills, and Magic I_icon_minitimeThu Jun 08, 2017 3:46 pm

Developmental Abilities!!

    If basic abilities are those that help in combat and various day-to-day physical activities, what on Earth are DEVELOPMENTAL abilities?! Well. Simply put, These are abilities that assist more with an adventurer’s combat specialty and craftsmanship.Developmental Abilities become accessible to players once they reach Class Level 2. You simply need to submit your ability for staff approval. Development Abilities have the ability to improve and become more potent just as the basic abilities can. They are graded on the same scale: I to S. These skills, however, are more difficult to improve.Some examples of Developmental Abilities are:

    • Abnormal Resistance: --
      Negates the effect of abnormalities such as poison. At Rank G, it can negate almost everything. It is easily obtainable early on by being exposed to the Purple Moth's poison.
    • Hunter:--
      Improves abilities against monsters that the user has fought before and gained exilia from. It can only be obtained at Level 2 and requires the user to have killed many monsters in a short period of time, making it difficult to obtain
    • Blacksmith: --
      Enables the user to add special abilities to their creations



Last edited by Guild Captain on Sat Jun 10, 2017 1:04 pm; edited 1 time in total
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PostSubject: Skills   Basic Abilities, Developmental Abilities, Skills, and Magic I_icon_minitimeThu Jun 08, 2017 3:58 pm

Skills!!

    Skills give boosts like Developmental Abilities, however, they are not limited to just Class Level Ups. They appear randomly through each adventurer’s journey. Despite that the adventurer can obtain a skill slot through any rank up, the chance of it happening is very slim.

    Skills are rare boosts.Unlike Basic and Developmental Abilities, skills can’t be improved upon. They do not receive a grade like the abilities. Examples of Skills are:

    • Aero Mana
      Increases attack power the faster the user is running
    • Ox Slayer
      Heavily increases all abilities when fighting raging bull type monsters, potentially making the user stronger than their actual level when fighting them
    • Berserk
      Strength rises every time the user takes damage



Last edited by Guild Captain on Sat Jun 10, 2017 1:04 pm; edited 1 time in total
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Guild Captain
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Posts : 29
Join date : 2017-06-06
Location : The Guild

Basic Abilities, Developmental Abilities, Skills, and Magic Empty
PostSubject: Magic   Basic Abilities, Developmental Abilities, Skills, and Magic I_icon_minitimeThu Jun 08, 2017 4:01 pm

Magic!!

    Magic is a very VERY powerful tool in this world. It is also a rare phenomena that bestows some adventurers when they join a familia. The rules for magic are very strict and must be enforced throughout the site in order to maintain balance.

    First and foremost, the probability for Non-Magicians to learn magic without the use of a Grimoire is very low. Grimoires will only be introduced to adventurers/players through special events run by staff.

    Each Non-Magician that is bestowed with the ability to use magic will only be able to have three (3) spells at maximum. Magicians are allowed to have six (6) spells maximum, but may only start with two. Once magicians reach Class Level 2, they are able to obtain another spell, and will receive their final spell slots at different level ups.There are two types of spells: Non-chant spells and Chant spells. The key difference between the two are their strength. Essentially, the stronger a spell is, the longer the chant for it will be. Non-Chant spells are also less common than Chant spells.
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PostSubject: Re: Basic Abilities, Developmental Abilities, Skills, and Magic   Basic Abilities, Developmental Abilities, Skills, and Magic I_icon_minitime

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