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Turen
Map and Game Mechanics

Map and Game Mechanics

I have a map! I thought about trying to do the responsible writer bit and draw it up from scratch, but I'm honestly more enthused by the story than making sure the map details are perfect. Thus, I ran through a random world generator until I got as close to what I wanted as possible, altering some names and such.

Yes, I'm lazy, forgive me. The MC is currently in the northwestern section in the town of Claford.

Spoiler :

Map of Turen

The section below is the compendium of basic gaming mechanics that I'll be using. There are lots of VR novels on this site, so I think it's better to go ahead and give you a cheat sheet and lay some things down in stone. I'll still explain in the story, but this can serve as your reference in case you're ever confused.

Gear Quality

Gray (trash) < White (Common) < Green (Uncommon) < Blue (Rare) < Purple (Epic) < Orange (Legendary) < Red (Artifact)

*As a general rule of thumb, the stats and damage of the item at the listed level will be enhanced according to which tier the piece of equipment belongs to. The scheme for such is as follows:

(trash)          = -30% armor/damage, no stats                                                      

(Common)     = Normal armor/damage for level, no stats (exception: starter equipment)

(Uncommon)  = +15-30% armor/damage, possesses stats equivalent to lvl norm

(Rare)           =  +30-40% armor/damage, +30-40% stats

(Epic)            = +50-75% armor/damage, +50-75% stats

(Legendary)   = +100-125% armor/damage, +100-125% stats

(Artifact)        = +175-200% armor/damage, =175-200% stats

*All items have a required level to wear

*Most items have durability. Exceptions include starter equipment, a few legendaries, and reforged Artifact equipment

*The higher an item is on this hierarchy, the greater its probability to drop upon death. Artifacts have a 100% chance to drop, regardless of whether another item is chosen in the random death penalty roll. On such an instance, the player will lose both items.

Gems

Gems are naturally occurring gemstones that can drop from mining nodes or mobs/monsters/bosses. Each have a respective innate ability to focus atmospheric mana in a certain way. A gem's quality and cut affect how well the gem's innate ability is displayed when socketed into items and weapons. The jewelcrafting profession has a lot to do with obtaining the highest levels because they have the ability to combine and improve lower tier gems into higher ones.

Quality: Chipped < Flawed < Normal < Flawless < Teardrop < Duke < Flawless Duke < Emperor < Flawless Emperor < Sovereign

Effect: 

Lapis Lazuli = Usually just referred to as "Lapis," this gem is essential for mage-type casters. Socketing it into caster armor will provide bonuses to Intelligence. Socketing it into a weapon will increase both Spell Hit and Spell Critical Chance.

Jade = Gem that is essential for Rogue-type damage dealers and tanks who want to build dodge, because it increase Agility when socketed to Armor. All classes possess interest in socketing it into a weapon, however, as it increases Critical Strike Damage, or, in other words, it multiplies the damage received by the target when a critical strike is achieved. 

Garnet = A gem that strength users love, it provides Strength bonuses when socketed to armor. Socketing it to a weapon will give the weapon a chance to rend a target, causing it to bleed for x damage for x seconds, based upon the gem quality.

Amethyst = Also known as the gem of Life, it provides Vitality bonuses for armor sockets. If equipped to a weapon, it gives the ability to siphon life from the world around the character, crystallized the atmospheric mana and turning it into HP. It does not affect the target however.

Moonstone = A mysterious gem, it has never before appeared in the hands of a character or npc. There are legends, however, that state the gemstone has the ability to "layer a person in moonlight" boosting damage reduction across all aspects.

Legendary Gems = gems that possess unique "abilities" that aid the character in some facet. Will be updated in the future. No characters on the world of Turen have reached a level or location where such a gem can drop. 

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Followers

*Followers are immortal, but can be incapacitated upon losing all of their hp. When this happens, they will go into a "downed" state and kneel on the ground to recover. There are stories about legendary items that can enable them to persist through their wounds however.

*Followers can equip most of the same gear of the closest class. Templar most closely resemble Paladins, so they can equip the majority of what Paladins can wear. The only exception is class specific items that Paladins alone can equip.

*Followers can be sent on missions or to run errands

*

*Follower gear can be socketed and equipped with gems, including legendary gems.

*A character IS NOT limited to how many followers they can obtain

*Followers are ranked in ability exactly like items. They follow the same schema and bonuses to their respective abilities just like how items have their percentage gains per tier. This does not compound/affect the equipment they're wearing.  

Gray (trash) < White (Common) < Green (Uncommon) < Blue (Rare) < Purple (Epic) < Orange (Legendary) < Red (Artifact)

      Example: Marcus Hale is an (Epic) Follower

Spell and Melee Hit

Turen is a dual system where it has both automated attack movements and skill exclusions. What this means is that Turen will assist players in making the appropriate attacks, literally taking over their movement in order to achieve this. Such a mechanic locks down a player's action, but since the average player is not a master of combat, most still choose to leave the function enabled. 

Those who learn combat and martial art styles are encouraged to turn off this function, as the game will allow critical strike, critical damage, crippling strikes (like hamstring), and skill shot bonuses if completed skillfully. Average players may not be able to hold their own against such players in 1v1 PvP, but they still possess the option to band together to make up for their inadequacies and overcome their limitations. In fact, all players are encouraged to learn enough combat training to step away from the system's training wheels.

Spells and ranged attacks are much the same. General spells like Frostbolt and Fireball, or bows and thrown weapons, are auto-seeking towards the player or creature targeted. Most spellcasters leave the function enabled for the expression reason that they have to attack from extreme range and do not possess the skill to anticipate movement. However, this makes their damage predictable and they suffer from the precision capabilities of melee veterans. The select few skillful ranged damage dealers are the highest scoring in PK or PvP situations. 

Professions

Professions are limited to two primary choices. These main two receive a 25% bonus in leveling speed and drop/effect creation.

However, players are not limited to only having two professions. Since the game is structured for long term use in the world, players may branch out and learn technically any and all of the other professions. However, they level -10% slower than the previous set of professions. 

For example, a player has two professions that gain the 25% buff. This player adds on another two, but they get 15%. The next two 5%, the next two -5%, and so forth. This encourages specialization while also still allowing characters to become self-sufficient to a degree. Professions are not easy to level, though, so the market impact is minimal.

Gathering:

* Herb Gathering

* Mining

* Skinning

* Logging

Crafting:

* Jewelcrafting

* Leatherworking

* Tailoring

* Woodcrafting

* Blacksmithing

* Enchanting

* Alchemy

* Engineering

* Runecrafting

General Professions:

* Lockpicking

* Cooking

* Fishing

* Triage

* Literacy

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Questions, comments? I'm about to start working on the next chapter now.