Journal
Vitality- A simple and easily the most quantifiable stat. Vitality represents health resource, however the resource can be increased through titles, blessings, buffs/debuffs or enduring pain. These outside forces quickly change the stable growth of the resource. Vitality represents the bodies ability to heal from damage but do not heal disease, poison or lost limbs.
Log 1: Through my failed tests strength I can determine that a new-born possess only 2 health resources. All new-borns possess 1 vitality stat even with only basic knowledge about the stat I can see that it is rounding up. Further testing will be needed to have a more specific number and another explanation why New-born Lenience is crucial to survival.
Log 23: I have determined that all living and non-living creature’s vitality increase the health, multiplying it by 1.5. This can change based on above conditions, I need better subjects’ humans are good average base, but they lack health for further experimentation. Reminder humans make kobolds teeth fall out diversify food source.
Log 24: Further experimentation has help me categorized that a young child has a vitality of 5 to 7, human teenagers possess a score of 15 to 21 and an average human specimen has 23 to 32. This is without any class boosts to their stats. This score is only useful in determining job users as most job classes do not have a vitality, willpower or sanity increase. Combat user’s vitality varies widely based on their class the simple rule is the further they are away from the frontlines the lower their vitality.
Log 28: When my tower appeared in the central Carolien jungle I was disappointed until I managed to capture some mutants and beast folk. Their vitality is of the charts and have made excellent test subjects, sadly the tower will have to jump soon the strange lizard folk are encroaching on the tower with surprisingly well-made equipment most likely dwarven.
Log 29: My knew subjects have shown me some very interesting things one of my subjects almost managed to escape using their bat like wings. One of my minions managed to hit them with a dart knocking them out. What a little champ I must make sure he gets a treat. Anyway, the subject managed to survive with only moderate damage a 10 storey fall it seems a vitality score of 213 with no extra titles or buffs. At least I know how to test my subjects know instead of the agonizing slow mass torture.
Log 30: The kobold in my previous log has proven to be smarter than average so I am going to Name him Little Champ or Champ for short, he will be my assitant and will wear a cute scientist outfit with goggles. Anyway I have started to use the strange lizard folk who call themselves Sauran for experimentation. One of the biggest Saurans had a score of 398 due to his unique combat class combo Regenerator, Juggernaut and Knight very deadly he was equal to Horace and almost killed him. It was a good idea to nullify his monster classes or he might have led the uprising successfully. His high vitality allowed him to survive a cannonball straight to his face mutilating it beyond recognition, part of his brain was lost with his intelligence fell by 30 points. This was very useful know he is susceptible to a slave collar I think I will call him Ugly because of his weird skull shape.
Log 32: Using my subjects I can see that these Sauron warriors who have a vitality score of 300 or higher were able to survive a machine gun from only five feet away. The longest recorded time it took to kill one of them was 32 seconds at point blank range, impressive. I also found something very interesting a vitality score of 300 is the point where people are able reattach body parts only if 2 to 3 minutes havent passed.
Log 33: It seems that regeneration of lost body parts is impossible it is a unique trait of trolls, I will have to go capture trolls for experimentation know. Intrestingly vitality does not correlate to health regeneration, all creatures gain 1 health for every hour of rest. This can be increased with buffs or decreased with injury debuffs. Injury debuffs slow regeneration but have a timer which can be cancelled with magic otherwise the person has to wait it out.
Log 35: Further testing has showed that subjects with 300 or higher can not regrow entire organs but they can grow parts of their organs very quickly. A kidney or liver will heal back to its prime state in 3 hours. Lungs require constant healing from spells if one of them is taken out but grow back in a week. Hearts and brains require nonstop healing to stop degradation but return to their prime state in 2 weeks.
Log 39: I think my experimentations are coming to an end again due to dragons, it seems most creatures can only get to 450 before it is impossible to increase the stat. The only creatures who I know of having a higher score then a dragon is the Coakroachs in the wastelands of the New World and some monks in the far east. The bug folk are almost impossible to kill and even I am not willing to bring them here. The monks are just too entrenched in their fortress to swoop in and kidnap them and I would rather not go home mother would make me regret being born. A score of 450 allows creatures to survive explosions able to level a whole city.
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Log 47: I went through the archives and found out who had the highest recorded vitality stat an Outworlder dressed in red and black carrying two katanas. He came to our world and killed some tyrant king and then disappeared his vitality stat supposedly reached 999. He was supposedly able to survive falling into acid lakes or being burnt with holy fire as hot as the suns. I wish I could have spoken to him supposedly his high stat actually allowed his body to regenerate from a single blood particle this breaks the systems rules. Maybe he had a ability similar to Trolls it is a possibility.
Classes
Knight: A very old class that was supposedly created by the legendary Panrigen King who founded the Knightly Order of Dragonslayers. The class is popular for chivalrous men or warrior in service of the ruler of the land. The main advantage and disadvantage of the class is its sworn oath like a Paladin but instead of a god it is to a ruler. The oath provides temporary increases to charisma, strength, dexterity, agility and stamina but if the oath is broken all the increases are lost. They can be regained by following their oath an oath only requirement is to serve a liege but more requirements that follow the ideals of chivalry can be added to increase the stat boost.
Requirement: Swearing an oath to their liege promising eternal loyalty must be from the heart but their liege must also be recognized by many as a leader. A second requirement is a Squire job class. The secondary requirement can be by passed through a king declaring you a knight.
Squire: A job class that many young children whish to be it is the way they could achieve the formidable class of the Knight. The class boosts the growth of skills like Heraldry, Animal Handling, Animal Training, Bodybuilding, Cleaning, Tactics, Swordsmanship and Rapier, Riding and Undertaking (Proper disposal of bodies). Squires are apprentices of Knights and have a strong compulsion to follow orders from their master, which only a very strong emotion or willpower stat can counter. The class will become inert and cancel all buffs if their knight is dead or they were released without achieving the Knight class.
Requirement: Taken as an apprentice by a real Knight and must willingly accept their proposal. The Squire must also have three beginner skill levels in Heraldry, Animal Handling, Animal Training, Bodybuilding, Cleaning, Tactics, Swordsmanship and Rapier, Riding or Undertaking.
Hydromancer: A mage class which control of water and mist, with its abilities related to these two elements. Hydromancers can control water able to siphon moisture from anything however unlike a Hemomancer can’t control blood or the weather like the Storm Speaker class. Their abilities are all about using water to slowly kill enemies through drowning or to use water to disarm or push an enemy away. Their ability to manipulate water and mist is excellent for camouflage and travel. A weakness is that they require water to use their abilities and only high-level users can siphon water from air, plants, blood or other source. The class is common in the far east among the thousands of isles in the Raging Ocean and the wild lands of the north.
Requirement: Hydromancers must use mana their mana to manipulate water or mist this can has to be done in the defence of something deeply important to the person. Hydromancy secondary requirement is having a arcane focus to cast magic.
Berserker: It is a class seen in a vey negative light due its requirement shunned by good folks it is often used by raiders or gladiators. The class provides the Rage ability and as the user gains levels in it provides abilities that can be only activated after Rage. The abilities gained strengthen Rage and provide different ways to channel it into attack or defence. This class is suited for frontline fighting dealing damage or buffing themselves and debuffing everyone else, including allies.
Requirements: The class is gained when someone kills an innocent creature while in a mindless rage unaffected by dugs or abilities.This must also be done without any weapon, throwing someone over a cliff or under a carriage counts but this class is not gained if an animal has the final blow.
Brute: A job class that is common amongst hardy folk living in slums or the hinterlands. Brute provides a skill increase for Yelling, Mace and Club, Knife and Dagger, Bluffing and Athletics. The class is looked upon a mix of disgust and pity due to its requirements. The commoners without a combat class who fight need the class to survive and stand a chance, combat classers who possess it are seen as savages who it is better not to associate with.
Requirement: The class is gained if the user gets into many fights and wins without the ability to gain a combat class. Another way of gaining the class is by taking advantage of weaker opponents and unfairly treating them, this is automatic if there is a open combat class.