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Glossary/Info Dump II Character Sheet Basics

Glossary/Info Dump II Character Sheet Basics

WARNING!! This will be a glossary/info dump and will be referred to as the manual in the story. This will be added to as the story goes on.

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Attributes

There are 6 attributes in the game each has a different effect on your character in the game. There are two clearly stated effects for each attribute and many hidden effects. Each character has 50 attribute points total to distribute as they deem fit in the character creation.  (Note: Some classes have bonuses to certain attributes.)

The attributes are as follows:

Strength: The strength of your attacks (melee and some ranged), how much you can comfortably carry, and how well you do certain activities.  (Note: some classes have buffs that replace this attribute into one more in theme with its class.)

Agility: How fast you can run, dodge, attack speed, how graceful you move, and the precision of most ranged attacks.

Constitution: Affects your total HP, natural armor, resistances, and the regeneration of health and stamina.

Intelligence: Affects lore/knowledge skills and memory retention.  This attribute can influence mana pool/regen depending on class.

Wisdom: Affects how fast you learn skills, your senses, and environmental awareness.  This attribute can influence mana pool/regen depending on class.

Charisma/Charm: Affects social skills and beauty/cuteness.  This attribute can influence mana pool/regen depending on class.

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Skills, Spells and Martial Arts (aka ¨Arts¨)

Skills are individual abilities that work well on their own and can have various effects. Spells are magic formulas that direct the flow of magic into a pattern to form certain effects. Martial Arts are a set of special physical attacks that belong to a style of fighting that chain such attacks into a series of movements.

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Spell, Skill, and Arts Activation/Use

Skills activation is very passive, a change in posture or beginning to do an activity is all it takes to activate a skill.  Most skills are purely passive meaning they have no need to be activated at all.  Most skills only need the player to hold the corresponding weapon/energy/posture to activate.

Spells activation is very complex in some ways yet simple in others.  To activate a spell there are three ways: through predetermined hand motions, through a series of body movement, chanting, mental activation, or a combination of them all.  Wands, staves, and staffs are among the best conductors for such energies to flow through cutting the need to do such actions.

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Art activation is a little simpler than spell activation.  To activate an Art one says the name of said Art and completes the action or series of actions.  This is dependent on the Art itself some Arts require the opposite doing the action first then naming the Art.  (Note: You don´t have to yell the name of the Art, you can whisper if you want as long as you vocalize it.)

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  Alignments aka "Disposition"

  There are 3 main alignments and 3 sub-alignments.  Alignments can change over time.  Alignment may affect class advancement.

  Chaotic:  (main alignment) the rules of the land don't bind you, you live by your own code.

  Neutral:  (main alignment) you follow the rules, but some rules are meant to get bent (innuendo is intentional).

  Lawful:  (main alignment) you follow the rules to the letter.

  Good:  (sub-alignment) you always have a reliable and trustworthy reason for something.

  Neutral:  (sub-alignment) you live in a grey area how you act is up to your mood.

  Evil:  (sub-alignment) you live for causing misery and despair.

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  Magical Affinities

There are the six elemental affinities that make up the land and they are light, earth, fire, dark, air, water. There are 5 higher affinities and they are holy,  life, nature, death, unholy.

There are only two affinities that generally side with good or evil and that is holy and unholy.  Even then there are exceptions.

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  Weapon Attacks

Weapon Attacks depend on the weapon type formulas plus the weapon's specific stats.

Unarmed Attack= Str. x 5 - armor (blugeoning dmg/natural claws =slashing dmg)

Small Weapon/Dagger Attack= 1/2Str.+1/2Agi.+1/2Dex. x 5 - armor (slashing dmg/piercing dmg)

Sword Attack= Str.+1/2Agi.+1/2Dex. x 5 - armor (slashing dmg/piercing dmg)

Spear Attack= Str.+Dex. x 5 - armor (piercing dmg)

Hammer/Mace/Axe Attack= 2Str. x 5 - armor (blugeoning dmg/slashing dmg)

Sling Attack= Agi.+2Dex. x 5 - armor (dependent on ammo rock shards/pebbles) (piercing dmg/blugeoning dmg)

Crossbow Attack= 2Dex. x 5 - armor (piercing dmg)

Bow Attack= 1/4Str.+Agi.+2Dex. x 5 - armor (piercing dmg)

Yeah screw that weapons attacks are based off of the main stat for the weapon the type of weapon and where you hit them.

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 Special Attacks

Special Attacks are attacks that have certain criteria that must be met before they can be completed.

Critical Hits/Sneak Attack= the target must be unaware of the user's presence and attack.

Lethal Hit= hitting the target in a vital area heart, neck, kidneys, brain, lungs.

Crippling Hit= hitting the target in a way that will hinder their movement; tendons, knees, lower spine.

Vulnerability Hits= specific attacks prepared with that opponent's weakness in mind. ex. vampires are vulnerable to light/holy/fire magic, were-creatures are vulnerable to silver weapons and electricity.

(Were-creatures are cursed beings, not anything that is born looking that way though they are often mistaken for each other.)