Concepts
Arena for champion battles (kind of like a gladiator arena). Arenas are usually owned and made by large cities, and the ticket price/construction costs/contender rewards are all part of the economic value of arenas. There are two types of battles.
Beast fight. These kinds of fights are rare as only powerful, and usually rare creatures provide a good show for the audience. Since the creatures are powerful they are very hard to capture for use in the arena. Also a very strong opponent has to be willing to fight the beast. As they are rare they attract the most attention and provide the best rewards.
Player vs player/npc. Most common battle. Rewards go to winner plus any additional rewards can go to loser of the put up a good show. The losers reward is still always subject to the owner of the arena.
Their are no races or classes. Everyone starts out same person (other than physical features). But people will spawn randomly. The way the game mechanics work you could eventually max out every skill in the game but unlike other games, it should be close impossible to do it and even with grinding out the game with the perfect setting it should take years to actually accomplish.
Skill system. There are thousands of different skills. But also only ______________ amount of main skills. Skills fall into branches which then divide into more branches and so on. For example, one branch could go vitality > Agility > gymnastics > air awareness. (There can be branches in between those mentioned.) Dexterity > swords > one-handed swords > rapier. Wisdom > Knowledge > bargaining. _______________ > cooking > baking.
There are different ways that skills can go, for example they can go to an actual weapon, or a concept. Dexterity can go to swords then a type of sword, or they can go to the concept of sword and shield or dual wielding.
Skills can be mixed to do different effects. Knife throwing and telekinesis can be combined to make an attack where you throw your knife and then make it come back.
Using the inspect skill will show you the overall skill number of levels for each skill. When you inspect someone it will show you the number which can be used to gauge the strength of the enemy. Although the real number will be higher, for example a enemy with a overall skill of 10 will have a level 5 in rapiers 3 in healing and 2 in air awareness. Only the very tips of branches will actually be able to be leveled up, but they add up to their higher levels. For example, a rapier skill level of 5 and claymore skill level of 5 add up to have a level 10 skill in swords. This can further be expanded by having a level 10 skill in hammers which adds together to make a skill level of 20 for dexterity. Then dexterity and vitality and other main branches add together for the overall skill level. Only someone in the same guild and with a higher rank can see players specific skill levels for each main and sub skill branches (see guild system). The purpose of this is to get a general idea of how strong a thing is. The only setback is a strong player could have a low overall skill level due to only using magic skills which can one shot anyone while a low level player could have a high overall skill level by having a small skill level in everything. (Having 1000 skills level 1 would equal 1000 overall skill but another player having only one skill level 100 but no other skills would only have a overall skill level of 100.)
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The harder a skill is to learn the more useful it is. For example dual wielding can become overpowered but very few are able to get it due to the high requirements to learn it.
Item system.
Guild system. Guilds are going to be how groups of people interact. There are different levels of guilds,
Starting off with a basic guild which can then be
Titles system. The are many different titles that in very few words summarize all your characters stats. Ex: Trader (obvious), executioner (high damage blows high kill count high axe skill level) swordsman (beginner swords user). Most of the examples are all beginner titles. Some titles will split as the user gets more powerful making the titles more specific. Swordsman can go into arcane slash (similar to swordsman but also with a bit of emphasis on arcane magic) or knight (higher sword skills uses heavy armor lot of strength) and more. Same with mage going into fire mage, water mage. Titles have many tiers. Ex. Mage goes into fire mage which can go into pyromancer.
Evolving attacks. Ex swords. Cut: single cut in any direction at beginning. In end could be thrust, ending strike (like in LoZ), breakthrough (attack where depending on what is defending the object and what level the skill for the object being used is can break through the defense going straight into the opponent.
Honor system
Perceptual honor. The honor that everyone can see only changed by what actions go public. Affects people’s willingness to make deals, bribes, etc.
True honor. Honor variable only you can see. Can be opposite of perceptual honor. Only affects certain skill leveling.
Animal system. Different animals have different perks whether they be in trade, battle, etc. animals grow up and are able to learn new skills based on animal type. Based upon animal intelligence certain actions become available or unavailable. Ex: smart animal could help in gathering resources but become to picky for owners to ride them. Animals can also be taken as either loyal or forced. Loyal animals will come to aid and help you when needed. Forced animals that have been mastered only do what the master says. The more powerful an animal the harder it is to master, to the point that the strongest beasts can only be made loyal through great trials. Ex: impressing them somehow.