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Royal Road 101 and Discussion Board

Royal Road 101 and Discussion Board

In my FF I'm trying to stay as true to Royal Road as I can. Through my research into RR here are the parameters I have found.

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1 Stats in RR

-Core stats

-Initial stats

-additional stats

-Unrecorded stats

2 Beginning of RR

-Early RR history

3 Magic in RR

-How to become a magician

-Magic Mastery

-Magic Affinity

4 Quest limitations

5 Skill Limitations

6 Craft Skill Acquisition

7 Rune Magic

1 Stats in RR

There are three kinds of stats, the core stats, which show up on the stat box but do not take up one of the 15 stat slots, the regular stats, which show up in the stat box and do take up slots of the 15 available stats per character, and the stats which the character has, but are not in the stat box and does not take up any of the slots.

Core stats

Health (HP) ???

Determined primarily through Vitality and level. Several other stats give a minor contribution to health per level.

Mana (MP) ??

Determined primarily through Intellect and level. Wisdom also contributes to max mana per level, but only a fraction of what Int per level provides

Fame (FAM) ??

Given when character does impressive things, or does things for powerful people or groups

Infamy (INF) ???

Increases when character does things criminals find impressive

Can have both fame and infamy. Having a high infamy actually gives fame, having infamy reduced can cause fame to drop slightly

Attack (ATT) ???

Determined by Strength and weapon Att

Exact formula for how the number is determined is unknown, feel free to guess

Defense (DEF) ???

Determined by Armor defense, and increased slightly by several stats, STR, END, TOU, RES, with primary contributors being Toughness

Note, the Perseverance stat does not increase defense, it decreases damage taken.

Magic Resistance (MRe) ?? ??

Earth, Fire, Water, and Black Magic are the four magic types listed in resistances charts, despite the fact that Lightning, wind, light, and ice magic are know types.

Regular Stats

Initial Stats

Each Character starts off with a total of 50 stat points and 7 stats.

For non human races the distribution is different but it still adds up to 50 without bonuses. Orc race for example might get some LEA stat when it first is created

Strength (STR) ?

~Starts at 10 if human

Primary stat that increases Attack.

*Increased through use of activities that require strength, fighting for long duration using a lot of strength for example. The training hall also reveals that the act of exercising strenuously for a long duration will naturally increase strength. But just like exercising with 5 pound weights wont make you any stronger after a while, you would need to find a heavier weight to continue increasing strength indefinitely. The only thing which can be attacked without dying is the lvl 1 scarecrow at the training hall, in order to repeat the training hall's effect, you would need to find an immortal monster who would let you strike him endlessly (Van Hawke for example). The stronger the monster the better, anyone who had does such training before would need to find a stronger monster than the one they had trained with previously.

Possibility that a long period time without using strength will cause stat to decrease.

Agility (AGI) ??

~Starts at 10 if human

Affects movement Speed, attack speed, and time perception in battle which increases accuracy by giving more time to adjust your aim and dodge incoming attacks

*Increased through use of activities that require speed, swinging a weapon excessively fast for a long duration for example. Same rules as above work.

Vitality (VIT) ??

~Starts at 10 if Human

The health of the body, increases both health and stamina.

The stat Increases when stamina is used over a long period of time. (Also known as excising)

Wisdom (WIS) ??

~Starts at 10 if human

Effect varies depending on class. For all classes it determines the rate mana regenerates naturally.

It determines with will of a character, the higher the will, the lower the chances that the character will be affected by outside influences. (Status afflictions like charm or paralyze.)

It increases maximum mana by some, but only a fraction of what intellect increases it by.

For Priests and paladins who use holy magic, it is the primary stat that determines magic attack and power of effect. (I think)

May increase the rate a skill can be learned, higher wisdom would mean lower requirement for the learning of a skill.

*Increased through actions that use a lot of mana, like casting a great many spells. (In my ff I implied that actions that increase the wisdom of the character, like reading also increased the stat, this is likely incorrect as someone who knows no spells should not be able to increase WIS through any means)

*Decreased if nothing innovative is done, ie-completely repetitive motion done over the course of a few days straight.

Intelligence (INT) ??

~Starts at 10 if human

Effect varies depending on class. For all classes, it is the primary stat that determines the maximum mana a character possesses. I am under the impression that this too is dependent on the class. A lvl 100 Wizard with 200 INT should have a much greater quantity of mana than a lvl 100 Warrior with 200 INT. That may be a factor of the class or a added effect of the class.

For Sorcerer classes it is the primary stat that determines magic attack and power of effect.

*Increased through actions that use a lot of mana, like casting a great many spells. (In my ff I implied that actions that increase the intellect of the character, like reading also increased the stat, this is likely incorrect as someone who knows no spells should not be able to increase INT through any means)

Luck (LUC) ??

~Starts at 0 if human

Increases the odds in your favor. When performing an action whose chance of success is not 100%, (such as a random strike against an opponent, the attempted use of a skill whose proficiency is low, or dodging), luck increases the odds of success. Examples include scoring a critical hit without masterful aiming, dodging incoming attacks (physical, distant, or even magic), fishing, and (likely) many many thief and assassin skills like lockpicking and pickpocketing.

Likely a primary stat for the advancement of stealth classes like thief and assassin. Possibly increases attack by some amount

Likely a secondary stat for magic attack. Higher luck would increase the hit rate of spells and it would make sense if it also increased magic attack, though not as much as the primary stat for magic attack would for a magician's respective class.

*Way to increase manually unknown. Best guess is successfully performing actions that are unlikely to succeed.

Leadership (LEA) ???

~Starts at 0 if human

Influences how well an NPC army responds to your commands

*Increased when NPCs follow your command over a long period of time or when they faithfully follow a complex set of directions.

Additional stats

Each character can have a maximum of 15 stats.

Fighting Spirit (FSp) ???

(Cannot distribute stat points to)

Decreases the pressure that NPCs and other players can give off due to having a higher level than oneself

Possible to cower creatures of a lower level than oneself with a glare

Temporally call on superhuman strength.

Added when continuously fighting for a period of several hours.

*Weed obtained in Training hall.

Raised by fighting creatures of a higher level than oneself, and by continuously fighting creatures.

Endurance (END) ???

(Mistranslated as Sustenance)

Reduces the loss of vitality and stamina. Stat points distribution is possible and depending on the character's actions, it can increased by itself.

*Weed obtained in training hall

This is the primary Stamina stat that determines how far a character can run, how long he can fight, and how often he can use powerful skills on combat.

Art (ART) ??

Produces elegance in an aesthetic and practical sense.

Added when created works of art become more beautiful (through practice).

*Weed got it while making sculptures that were more and more detailed.

Raised by seeing, hearing, smelling, tasting, and touching beautiful things, or by creating works of art

Charisma (CHR) ????

Causes character to attract others, mostly of the opposite sex, makes character more charming, gives a‘Glamour’ effect, Brighter eyes, shiny skin. For artist professions their works look better, for performer professions their performances have greater effects.

Added when a character has done something attractive.

*Weed obtained it by sculpting a statue of a Female Mercenary modeled after Seoyoon.

A Primary stat for performer professions (bards, dancers)

Influences how well individual NPCs follow your orders, stacks with Leadership,

Good stat for a party leader, party leader's charisma affects the party's resistance to outside influences like the lowering of morale.

Makes it easier to tame pets

Makes it easier to hire mercenaries

Allows one to change how NPC thinks

*Raised by giving good advice to NPC following you and by giving popular/good/fair orders to NPCs following you

Charm (CHA) ??

(Also known as Attractiveness)

Attractiveness increased luck and appearance as well as reduce the chance of receiving a deadly attack

Guess on acquisition. If the Geomchis have it, it may be gained through the doing of many favors primarily for people of the opposite sex, and likewise would it manually increase.

Faith (FAI) ??

Holy Affinity

Added when a character prays to a divine entity.

*Weed determined that praying while making food increased the food's effects, and started doing so often, he eventually generated the faith stat.

Primary stat for classes that use magical powers of the gods, clerics, paladins, shamans, ect.

Possibly determines what spells can be learned. A lvl 200 paladin with 400 Faith with have access to more, and higher lvl divine skills than a lvl 200 paladin with 200 Faith.

Method to manually raise, Best guess, daily prayer, gratitude to the gods.

Resilience (RES) ??

The bodies ability to resist change

The ability to resist physical status afflictions, poison, paralysis, stun

Likely increases defense.

Perseverance (PER) ??

(Mistranslated in the Stat gained bar as FSp, and in the description as END)

The perseverance stat is mostly generated by warriors in the first rounds of their adventure.

When it is developed, it reduces physical damage inflicted by the enemy, and even increases the user’s life by a small amount.

You can invest some stat bonus points from a level up in the perseverance stat, but the majority chose to let it develop of itself by receiving melee attacks.

*Weed obtained when he was being pummeled by Lizardmen

The stat grows as it is hit.-Weed

Toughness (TOU) ??

The ability to resist damage. The more hits a body has survived, the stronger the hits it can resist becomes.

*To gain one must go to a warrior's guild and ask the instructor to strike them, when asked why, the answer must be, "To protect my peers, I wish to test my will." You must then pass the test of enduring being whacked without wearing armor. It may require up to 400 PER.

This stat is only increased by being hit, and contributes to increasing your maximum life.

Honor (HOR) ??

A status of prestige recognized by all NPCs

A primary stat for Knights

Possibly a sort of Knight Affinity, could determined the limit of skills that can be learned, a knight may only be able to learn and use certain skills when honor high enough.

Increases after successfully performing honorable tasks, decreases when performing dishonorably.

Trade (TRA) ??

Ability to buy, sell, and barter, the power to acquire money.

A primary stat for Merchants

This stat allows the character to learn skills like barter which increases income when used properly.

The stat itself determines something like rank in the merchant world, higher rank means more prestige, means more capabilities. When Mapan increased his Trade skill through buying and selling for and to Weed, his stat increased to the point he could start his own merchant guild

Increases when a great profit is made, a large amount of items have been bought or sold, or when one has skillfully bartered.

Affinity to Nature (AtN) ???? ???

Closeness to the natural world. Can only imagine it has relation to spirit and nature magic. Likely a stat shaman's use.

All information on it, unknown.

Concentration (CON) ???

Ability to keep focused when performing a task

The narrative has been stolen; if detected on Amazon, report the infringement.

For magic users this stat would prevent them from failing to cast a spell after being interrupted. Spellcasting assistance basically, possibly an increase in Magic Attack as well.

For non spell casters this could have a similar effect for skills, allowing the skill to go through should it be interrupted, possibly increasing attack as well.

Courage (COU) ??

Ability to maintain self during times of crisis

Increases resistance to fear and prevents loss of morale

Possible increase in attack during dangerous situations

Possible increase in morale in surrounding NPCs during battle

Dignity (DIG) ??

Nobility/Grace/Dignity

Probably a stat for any character who is a noble.

Insight (INS) ??

Insight: born from very high wisdom and knowledge. In rare circumstances while discovering hidden ruin, can unlock the arcane secrets of difficult spells allowing acquisition and improvement, generated only by winning great battles.. Chance to unearth enemy magic attacks and reverse everything and can easily know the location of traps and monsters a bit in advance. Certain senior magic requires insight to learn, insight also affects mastery to high levels of special skills.

The capacity to discern the true nature of a situation.

The act or outcome of grasping the inward or hidden nature of things or of perceiving in an intuitive manner.

Took definition off the internet, seems to be a likely stat needed for those who seek. Rangers, trackers, thieves, assassins.

Like a person with a high insight would be able to see invisible characters, hidden traps, wall safes.

May also provide resistance to illusion magic.

Seems like a prerequisite stat for all kinds of skills

Examples:

Spidy Sense-Detects danger before it happens

Prophecy-See scenes of the future before they happen

Detect-Sense people around you without needing to see them

Unrecorded Stats

There are quite a few stats that are recorded by never shown

Stamina

Determines Duration you can perform exhausting tasks

Primarily determined by END, and partially by VIT

Intimacy (IMY) ??

A character has an intimacy stat for every NPC they come into contact with.

Increases when doing things the NPC likes, decreases for doing things against the NPC's wishes

Magic Resistance

Magic resistances for Ice, Wind, Lightning, and Light not recorded in stat chart

Ill add other invisible stats later (When I remember them)

2Beginning of RR-

According to my FF, in the first day of RR there are only 3 kingdoms in the center of Versailles you can start from, with 5 cities total as the options. I think it is more likely that there was only 1 city in the beginning, and everyone who started on the first day had to start there. I base this reasoning off Weed's remark that the Citadel of Serabourg, within Rosenheim Kingdom was discovered a few months prior by Users who got a lot of fame for doing so. From this I concluded that the earlier you started, the more limited you were in starting cities. I think this makes sense because the earlier you start, the more of an advantage you have, so such a system would help limit the growth of the first Players to enter and level out the field a bit.

I think the most likely original starting city was in the Kingdom of Haven, its location was mentioned as the center of the continent. But I didn't want any connection with Bard Ray's hometown so I took the liberty of claiming there were three starting kingdoms in the center. Kallamore Kingdom is known to be Haven's rival, although it's location is not mentioned, I guessed that if it was a rival, then it too must be in the center of the continent. I added a third kingdom just to balance it out and prevent too much rivalry in the early game.

Early RR history-

Weed mentioned once an Event known as the War of the Kings that took place not long ago. In this war, many lords lost power and new lord rose to take it in epic battles. I am going to claim that it took place before Weed joined RR, but after RR started, meaning in the time My story takes place. In ch10 pt1 my MC gave information to the dark guild that he claimed would start wars, in future chapters I will show these wars, but I am implying that my character started The War of the Kings himself.

3 Magic in RR. LMS only had magic mentioned in passing, but here is how I think it works in RR. EDITED

-How to get a magician class.

Step one-Go to Magician's guild

Step two- Pay them.

Step three- Choose Discipline ie- Fire/Ice/Lightning/Black

Step four-Get class and two skills:

-Magic Mastery

Increases the effects of spells

-Ice Affinity (if ice chosen as discipline, only one can be chosen)

Increases effects of Ice spells

Step five- Buy a Spell book

Typical book will have a requirement of the learner knowing Magic mastery up to a certain level and the correct affinity

(Can't learn fireball without Beginner lvl Fire Affinity skill)

Some spells, ie flying, or teleporting have a magic mastery requirement but no affinity requirement, so they can be learned by any sufficiently skills mage

Here an example of how I think a Spell Book Would look.

Fire Strike

2-circle Magic

Sends out a pillar of flame which splits into multiple fire balls.

The fire balls bash the target back a bit

Requirements:

Fire Affinity lvl 5

Magic Mastery lvl 7

Custom spells

It was mentioned that when a sorcerer gets to a high enough level, he can either specialize in Ancient magics, or create magics of his own

If my order idea is right, then he could create his own magic by stacking orders one on top of another. (Based off Psyren)

Overlap

If you had a fire affinity of 20 but you could could not yet perform 2-circle magic, you can learn the skill, but not use it yet

Here a line taken for the wizard that used Identify on Weed's necklace.-Wizard Lindell rose her level to 200 just to finish her second job advancement. Upon completion, a wizard is able to learn a new spell. The choice of a specific AOE spell, naturally for Lindell it was lightning shower. Numerous seeds of lightning fall down from the sky with really beautiful effects and can inflict great damage on monsters; it was a very useful magic skill.

She still had to buy the book though.

Here is how I think that worked. Skill books for higher levels are rare, and when a mage reaches 2nd job advancement, he may purchase 1 book that the guild possesses, only one. It is possible that the Wizard had a high Lightning affinity and could use it after getting it, but it is also possible that those specific books that the guild sold did not have an affinity requirement, meaning it could be learned by any wizard who had advanced to second job. It is also possible that the books did have an affinity, the wizard did not meet it, but it was a special event, her advancing a 2nd time, that made the book she was going to buy's affinity requirement void, just for that time, and just for her.

-Magic Power

Sorcerer Classes

INT-Magic Attack, Mana

WIS- Mana Recovery speed

Priest Class, or paladin using holy magic

INT- Mana

WIS-Magic Attack, Mana Recovery speed

Faith- Divine affinity

Im guessing here of course

lvl 200 Mage

It is said that at level 200, a mage can either choose to specialize in ancient powerful magics, or create their own spells

4 Quest limitations

What determines whether or not you receive a is your familiarity with the NPC, past experiences, and fame or Infamy.

On this part I kinda skipped in most of my chapters. My MC doesn't have enough fame to do quests above the basic level, and his only affinity with any group is the Dark Guild and the Kallamore Army. But he got fired from the army which means most of his quests from now on will likely be given to him by the Dark Djinns. Not all of it will be shadowy but he will be asked to assist in performing an assassination later, wont tell you when.

Anyways the point is that a character without hundreds if not thousands of fame wont be given any A, B, or even C rank quests without special circumstances.

5 Skill Limitations

"Unless you choose a craft class, you cannot reach the intermediate stage of any craft skill."-Weed

Weapon are skills likely limited by class, a Master Fighter can learn all weapon masterys to the lvl of master, or Advanced lvl 10

Knights can probably learn Sword and Spear/Polearm mastery to advance lvl 10

Most regular melee classes other than fist users could probably learn their weapon to Advanced lvl 10, weed for example could probably hit Sword Mastery Advanced lvl 10.

For skills that are not related to the class, Weed's archery for example, I think they can only reach Intermediate lvl 10

*For classes that specialize in a skill, there could be a level past Master/ Advanced lvl 10

There could be Grandmaster status, but of course only for their respective class.

To achieve grandmaster status, one would likely need to master secret class skills and go on some secret class quests.

This was mentioned by Geihar Von Arpen, the first emperor of the Continent

"The Grand Master of Sculpture!

You must learn the secrets of Sculpture Mastery which I failed to learn."

This could mean that even the emperor failed to get to Grandmaster, meaning it practically impossible, like throwing a rock to the moon.

-Acquiring Skills while leveling up.

This is something which even I didn't do, I'll try it out later.

When you have a certain Class, and a certain skill gets to a certain level, you get a Skill

Only example I know of

-When LMS's Sculpture Mastery reached Intermediate, Weed learned skill Sculpture Destruction. He said that this would be a skill that would be necessary to a sculptor, implying it may be learned by any sculptor who gets his skill to intermediate

-Learned Magic Skills

Mages may learn their basic skills when their affinity rises. (Affinity explained in RR Magic Section)

6 Craft Skill Acquisition

-Handicraft

From what I can tell, there are 4 ways to acquire the Handicraft skill.

Get the Blacksmith class, get Blacksmith to Intermediate level

Get the Tailor Class, get Tailor skill to beginner lvl 8

Get it in a quest or class that provides it

Become any craft class. Learn Repair Skill, get it to Intermediate, learn blacksmithing, get it to Intermediate (only craft classes can get it beyond beginner lvl 10)

Starting as the Dwarf race gets it off the bat.

-Tailoring

Get the Tailor class

get Handicraft to level 3, go get skill at a tailor's guild

-Blacksmith skill

Get Blacksmith Class

Become any Craft class, get Repair to intermediate lvl, go to blacksmith guild, learn skill (only craft classes can get it beyond beginner lvl 10)

-Cooking skill

get Chef Class

get Handicraft to lvl 3, learn skill from an NPC (I have no idea how Seoyoon was able to learn it)

Pay an NPC to teach it (I think this is an option, that would explain how two Geomchis learned it)

-Sculpture Mastery

Get Sculpture Class

Acquire Through a quest

-Fishing Skill

Get Fisherman class

Go to fisherman's guild and answer questions the guy poses

(Cooking skill mentioned when Weed did it, Fishing may require some cooking skill to learn without becoming a fisherman)

-Medical Botany

Learn from NPC that knows it, other parameters, unknown

Bandaging Skill

-repeated use of bandaging while applying herbs, repeated use counts as hundreds and hundreds

7 Rune magic Use- Rune magic is not going to be used in the same way that magic will be used in RR. I will try my absolute best to stay true to the actual uses of the runes. I mean that if someone who was a legitimate rune mage who lives in Scotland or something read my FF and saw how I used the runes, he would agree that the way I use them is legitimate. After my guy gets more runes he will start using Rune Scripts, lines of runes that act as a specific spell.

Rune magic- If rune magic were real, it's would probably work something like this-->. Thoughts have power, its small but it's there, you ever hear that your perception affects reality? Its like that. A thought can even leave an impression on the world. If the thought is weak, it probably wont last, but if the thought is concrete, its impression could outlast the one who thought it. Runes have a name, a shape, and sound, and a idea that all go with it. It is fairly concrete. The rune mages known as Vitkar, plural vikti, were taught that concentrating on the meaning of runes within their minds made them more powerful, this may actually have been true. It is possible that over the years, generation after generation of Vitkar built up the impression of the runes over and over again. Now this is the key part, if Rune magic actually worked, then it would work by drawing power from the impression of the runes left by previous generations. Drawing the symbol of the rune, while thinking of its use, would tap into the impression of it left by the thoughts of all those who empowered it before hand, and the power of their accumulated thoughts would grant power to the rune.

I think that is how it would work.

If I can think of more things to add I will, if you have something to question, add or ask, then go for it.