Attributes.
Strength. + 3.5kg, +0.2 Attack, +5 Health.
Vitality. +20 health, +2 health/hour.
Vigor. +5 health, +10 stamina, + 0.5 health/hour, +1 stamina/minute.
Endurance. +20 stamina, +2 stamina/minute, +0.5kg.
Agility. +1 to body nimbleness, + 0.2km/hour running speed, +0.1 coordination.
Speed. + 1 km/hour running speed,
Dexterity. +1 to coordination.
Perception +0.1 to hearing, eyesight, smell, taste, touch. varies with traits and race.
Processing Power. needed for some skills. +0.1 nimbleness, +0.1 coordination. faster thinking.
Intelligence. + 20 mana, +0.2 mana/minute. +0.1 to spell-power.
Willpower. +0.5mana/minute, +5 mana, +1 MH, +0.1 MR.
Magic. +0.5 to spell-power, + 5 mana, +0.1 mana/minute.
Charisma. +0.1 to social interaction modifier.
Luck. max 100. Increases power of some skills, and increases intuition. can be negative up to -100. 0 is neutral.
Regular stats of overall human is 10, except luck and processing power, where luck is random while PP is between 1 and 6.
Affinities. Minimum is -100 maximum is 100
Fire
Water
Earth
Wind
Light
Darkness
Lightning
Nature
Ice
Blood
Illusion
Shadow
Void
Time
Space
Holy
Chaos
Death
Life
Psychic
Divine
Mana
Affinities also act as the ability to manipulate element. Affinities can be very rarely be acquired, usually if you are born with an affinity you will only have that affinity to the rest of your life.
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Level up costs 1+(affinity level) +( (affinity level)/10 if have natural number then * 10) example
Affinity 0 costs 1
affinity 10>11 costs 1+10+10
affinity 14>15 costs 1+14+10
Affinity 99>100 costs 1+99+
Masteries.
Masteries are the thing that the person is proficient with. Masteries can be acquired by preforming specific actions like swinging the sword enough times will get you either Long or Short blade mastery depending on the sword type.
After gaining some levels in the mastery user can unlock some specific powers or abilities. For Hunting mastery it is skinning, butchering and tanning. In some cases Masteries can create skills, for example Hide is a combination between Sneaking and Camouflage.
There are innumerable amount of masteries but they are usually assigned to one of four categories, which are:
Weapon Masteries – covers all weapon types including hand-to-hand combat.
Defense Masteries – covers all defensive abilities including armor proficiency.
Utility Masteries – covers miscellaneous stuff like cooking, hunting, sneaking etc.
Magic Masteries – covers magic knowledge and ability to command specific element.
Levels of masteries are:
Untrained->Basic->Beginner->Novice->Trained->Adequate->Competent->Expert->Master->Grandmaster->MAX.
Untrained – just have disposition for Mastery or got some knowledge in the Mastery, so it's the first level you get in mastery.
1,1, 2, 3, 5, 8, 13, 21, 34, 55, 89 (max 232)
There are also Class masteries, which are:
Defender, Warrior, Rogue, Ranger, Mage, Priest, Summoner and Puppeteer. Mixed comes to the corresponding directory.
Classes.
Main classes are Defender, Warrior, Rogue, Ranger, Mage, Priest, Summoner and Puppeteer. There are quite a lot of combinational classes. Polymath is a combination of all the classes, however it's quite rare as not much creatures would split their focus between eight classes equally.
Classes can be changed, but that is done rarely as either you need to be a hero, or visit a temple and pray to your deity, for regular people progress on class masteries nullifies, while heroes can only evolve classes for some points.
Variants are Secondary Classes, they have different system then main/primal classes. For Example Knight (Defender + Warrior) Can have Honor secondary, which increases his Charisma modifier.
Titles.
Titles are sort of milestones for the person, and can have various effects. Most of the titles are straightforward, while others have hidden effects.
Traits
Are things with which character was born. Unlike titles they are invisible on Status Slabs. More Powerful than titles or passives, but can't be toggled on/off.
Races.
There are a lot of different races all across Hundrulol (shitty name I know it -_-). They are usually considered part of the specific kin.
Kins
There are following Kins. Human, Beast-kin, Elf, Dwarf, Demon, Water, Dragon, Monster.
Human Kin are Northern, Regular and High. Northern are much stronger and resilient, while Regular are just regular humans, while High humans are more gifted in magic.
Elf Kin are Nature, Light, Dark, Snow and Blood. Elves by themselves are more agile and have more acute senses than other races, except some Beastkin. Elves are usually quite slim and don't grow beards, while also long lived and infertile. Nature Elves are one with nature, so usually they follow path of either ranger or druid. Snow Elves are warriors and the most warlike of the elves. Light elves are gifted in all aspects of magic and usually have multi affinity (most have one). Dark elves are all born with Shadow affinity and in some cases with Dark, and are very secretive, also they are usually follow the path of rogue or assassin. Blood Elves are very hotheaded and are always born with blood affinity.
Dwarf kin are not always called dwarfs. True Dwarfs are Mountain Dwarfs and Deep Dwarfs, they have quite stocky build and rather short height, a lot of hair on their bodies (even women) and they take pride in their beards (women too). Mountain Dwarfs are goods smiths, miners and builders, while Deep Dwarfs even more so, but are quite bad with open spaces, they can't drink alcohol and have troubles using magic, although they are quite resistant to it. Halflings and Gnomes are also considered Dwarf kin despite the names. Gnomes are very dexterous and usually good mages, but are physically weak. Halflings have two variations Plain Halflings and Wild Halflings. Plain halflings are the size of a 12 years old human, are quite agile and dexterous, while somewhat slow. Wild Halflings are in tune with the nature, so usually they only have nature affinity.
There are a lot of different Beast-kin and usually are called by the animal they represent. There are Feline, Canine, Avian, Reptile, Ursu, Insect, etc. Most of them have same strengths and weaknesses as their respected animal.
Water Kin are the sentient creatures that live in water. There are Merefolk, Siren and Cephalopod.
Dragon kin are different type of dragons and dragon type creatures.
Demon kin has a lot of different demons ranging from imps to devils.
Moster kin are goblins, orcs, ogres, trolls etc. Basically the Monster kin are monsters with some sentience, own language and culture. Note that orc is a pig headed creature while Green skin is a Warcraft type orc, but they are considered goblin race.