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Overview
Artifact: Power to Conquer delivers a realistic and seamless world where the citizens are able to develop communities as a base of daily operations. A thriving community will include resident-hired tradesmen capable of creating the finest arms and armor, guided by their employers and only limited by the environment provided to them to work. Community managers will control the growth of the community and determine who is worthy to join and develop their own homes, shops, etc. However, be warned that thriving communities will attract the attention of unsavory denizens as well. The community needs to be prepared to defend itself - the price of fame.

The dreams of every combatant are filled with glorious fame, treasure, and lust for the ultimate Artifact to bond with. Some lucky adventurers will find an Artifact that not only makes them powerful enough to slay legions of foes, but also guides them to fame. Remember however, that Artifacts are jealous and at constant war with one another. If a master attempts to control too many Artifacts at once, he may lose them all - the price of fame. Adventurers aren't limited to choosing specific paths of training, rather, they can choose to be a jack of all trades and a master of some. Given enough time, solo adventurers can be capable of defeating almost any foe in any situation. The only limit to success is time. Further, adventurers who band together are capable of even greater deeds resulting in greater fame, wealth, and power.

Guilds are available to adventurers to help them upgrade their equipment, hone their skills, and recover from wounds. If an adventurer finds himself penniless, the guild will help him back on his feet and pay him for his services, be they monster slaying, equipment crafting, or whatever else the guild needs.

Famous adventurers will be asked to clean out nearby dungeons of inhabitants. Often, the master of the dungeon will be guarding great treasures, which means many adventurers will compete to find and destroy the master. The reward only goes to the victor and those in second place are merely the first losers. The adventurer capable of forming the best party will often emerge victorious and fame will be his greatest reward. That fame may afford him a new selection of wares from vendors, a larger plot of land, or ultimately for those who are also community managers, a community statue to commemorate his deeds.

Today, the land is in harmony and adventurers battle the evil minions of the land. Tomorrow, however, adventurers may begin to choose to slay one another. As Artifacts become corrupted, communities may begin to fall to more than just the denizens lurking beneath the mountains. How long can peace last. Time will tell.
Realm
Terrain

Zones? We don't need no steenking zones!

Coming soon


Dungeons

Static and Random generated!

Coming soon

Communities

Starting a community

So, you want to be a Community Manager...

Coming soon

Tradeskill buildings

Build a workshop for your tradesmen...

Coming soon

Warehouses

Store resources for community expansion...

Coming soon

Housing

Get your own personal space and expand the community...

Coming soon

Character Development
Attributes

     ( Incomplete )
     Strength:
           Increases:
                Weight carried
                Melee damage
                Melee attack speed
                Block chance
                Body Weight

           Effects:
                Melee weapon reqs
                Bow requirements ( shaft + string )
                Crossbow requirements ( strong enough to cock )
                Run speed

           Pros:
                Two-handed sword / axe / mace in 1 hand ( not polearms / spears ).

           Cons:
                DEX reduction
                STAMINA burn when running due to increased body weight

           Notes:
                If a player has more strength than a bow shaft requires, he can swap strings.
                There are 4 levels of strings, each requiring more strength to be able to draw back the bow.
                If a player has double the strength requirement for a two handed melee weapon, he can wield that
                weapon in one hand with no penalty.

     Dexterity:
           Increases:
                Hit chance
                Evade chance
                Parry chance
                Bow/Crossow attack speed

           Effects:
                Bow requirements
                Finesse weapon requirements

           Pros:
                Reduces offhand penalty

           Cons:
                STR reduction

     Constitution:
           Increases:
                Health
                Stamina

           Cons:
                SPEED reduction

          Health:
                Increases:
                     Duh

          Stamina:
                Effects:
                     Melee special attacks
                     Maintaining magic "force" attacks
                     Maintaining magical levitation

           Notes:
                Carrying heavier loads increases stamina over time.

     Speed / Metabolism:
           Increases:
                Health Regen
                Stamina Regen
                Mana Regen

           Cons:
                CON reduction

     Intelligence:
           Increases:
                Mana
                Natural skillgain

           Effects:
                Spell reqs

          Mana:
                Effects:
                     Cast magic attacks

     Power:
           Increases:
                Spell damage

     Run:
           Increases:
                Run speed

           Decreases:
                Stamina burn



Skills

Gone are the cookie cutter classes! Jack of all trades and master of some, it's up to you.
Time is the only commodity.

     Static:

           Coming soon

     Action:

           Coming soon

     Momentum:

           Coming soon

Combat
Experience and skillgain

All opponents give the same base exp. The exp is reduced based on level comparisons. Exp is never above base exp regardless of level difference. The perk to killing higher level critters is loot and fame.

Players define their skill focus using a slider totalling 100%. Exp gained from killing opponents will automatically be applied to the skills based on the focus. Skills also raise automatically through use.


In the example above, 75% of combat exp will go to the used combat skills and 25% to attributes. Since 25% of combat exp is dedicated to stats, then 10% of exp goes to strength, 5% to constitution, 2.5% to dexterity, and 7.5% to speed. If a skill is not used in combat, then exp is applied equally to the other used skills instead.

Each skill has an increasing cost to raise it 1 point.


Fame

You gain fame by killing opponents higher level than yourself. The advantages to fame are that it reduces prices in stores as well as allows "special" quests such as dragonslaying/etc. which have better loot rewards. It may also allow players to see the "special" inventories of the stores where the better magical items would be sold. Grouping would increase fame much quicker as you will be taking on much higher level critters.


Grouping

Simplistic Grouping: (needs refinement) If in a group, you can take on higher level critters which yields better fame, $$$, and loot. Grouping gives no exp bonus but divides the exp gained in equal splits. The critter comparison is based on the highest level player in group. If the highest level player is 20, then to get full exp the players will have to fight level 20 critters. For example, if base exp is 100pts and 10 players group, considering the critter is equal level to the highest member, the exp gained per player will be 10pts. This means that players will want to be close in level since they can kill critters faster without REQUIRING a level limit between players.

So, how do you, the NOOB, hang out with your LEET buddy?
Levels are calculated at the end of combat based on the skills used during the combat. Your LEET buddy can choose to use only his lower level skills - skills he isn't so LEET at. So long as he doesn't use any high level skill, then you can take on lower level mobs and both benefit in skillgain and fame.


Attacking

In order to land an attack, the target must be within the weapon's attack arc. Weapons
have different attack arcs based on type. If dual wielding, a weapon in the left hand
will not be able to attack a target on the right side of the player.

If attacking - player cannot evade or parry with the hand in use.
Attack order:
Ready ( can evade/parry here )
Swing
Hit
Recover ( can evade/parry here )


Defending

Players cannot defend attacks from behind. They also suffer a penalty when attacked from
the sides. If the player defends an attack, the player's next attack is delayed.

If dual wielding, a weapon in the left hand will not be able to parry a target
on the right side of the player. Same goes for shields.

A player can choose to disable evade and parry in either hand to maximize DPS.


Weapons
Something fairly unique is the multiple damage types that can be included on a weapon.  When someone is 
hit by a sword, not only does the sword deal cutting damage, but it also deals some impact damage as well.  
If someone is wearing leather armor, and the sword doesn't cut through the armor, it will still inflict 
some impact damage based on the weight of the weapon, and the strength of the wielder.

The weight of the weapon determines the weapon speed and whether the player is strong enough to wield it 
effectively.

Damage types:
	Pierce
	Impact
	Cut
	
	Fire
	Cold
	Electrical
	Acid

The following are only effective if it physically damages the target.  Poison on a hammer against 
leather is likely to never effect the target as blood is never drawn.
	
	Poison			
	Disease			

Physical Properties:
	Weight      Overall burden towards player capacity and backpack capacity as well as ability to wield.
	Length      A weapon that is too large may not fit in some backpacks.
	Width       Same as above.
	Height      Same as above.
	Volume      Using fluid volume to fill inventory.  (l*w*h)

	Material    Some spells require specific materials.

	Speed       How fast the weapon attacks.  May be modified by a player's constitution.

If you don't have the skill required to use a weapon, you can still wield it (considering you're strong enough), 
however, you will not be able to get the maximum efficiency from it.  A longsword in the hands of a newbie 
isn't as deadly as one in the hands of a master.  Weapons have a _base_ damage type at a specific skill, which 
is scaled higher/lower based on skill.
Bows have different strength bowshafts.  If you are too weak, you suffer a damage reduction. Same for Crossows but you 
can't use at all if not strong enough. Bows - shaft and string can modify damage. 4 string lengths before replacing shaft. Shorter
strings increase damage. STR req goes up with each string. Strings work with specific bow styles. Longbow / Shortbow / etc. all
have different string sets.
NOTE: Durability drops up to twice as fast if you're too low level to use the item.

Armor
Armor has 3 features based on each damage type.

  Resistance:
	How much the total damage is reduced based on armor rigidity.	This drops 
	as armor condition drops.

  Minimum initial damage to breach armor(and apply damage to player):  
	Unless the total damage dealt by the weapon (before resistances/etc.) isn't
	greater than this number, then the player will not be damaged physically
	since the blow wasn't strong enough to overcome the rigidity of the armor
	and create an opening.

  Damage applied to armor:
	This is the percentage of the total damage (before resistances/etc.) that
	is applied directly to the armor's condition.

As armor condition drops, the chance for a critical hit increases as there are
more openings in the armor.  (With the exception to impact which doesn't get a 
critical increase due to condition)  

Different armor is effective against different damage types.  Allthough heavy, platemail offers superior 
protection to all damage types.  Leather may be somewhat effective against piercing and cutting damage, but 
blocks little impact damage.  Should a sword slice into platemail, the attacker will have a difficult time 
hitting that exact hole again, therefore will likely have to wear the armor down to be very effective.  
Another thing to note is that once platemail armor is breached, its quality rapidly deteriorates to impact 
damage.  Periodically after a few battles, a player will have to field repair his armor to restore most of 
the efficiency to the armor.  A squire helps reduce this need as he automatically repairs armor between 
battles, which allows the player to ignore his basic blacksmithing skill and focus on other skills.

Resistance types:
	Pierce
	Impact
	Cut
	
	Fire
	Cold
	Electrical
	Acid
	Poison
	Disease


Physical Properties:
	Weight      Overall burden towards player capacity and backpack capacity as well as ability to equip it.
	Volume      Using fluid volume to fill inventory.
	Length      An item that is too large may not fit in some backpacks.
	Width       Same as above.
	Height      Same as above.

	Material    Some spells require specific materials.

	Breach      Damage required to breach the armor and effect the wearer.  (Similar to AL)
                        This is modified by the Quality.  If quality is at 50%, then this value is reduced 50%.

	Quality     Current percentage of efficiency.  100.0 = no wear / 0.0 = unusable
	WearResistance [Resistance types]   How resistant the item is to degredation based on specific damage types.
                                        Impact damage won't wear out leather quick, where slash will.
	
Other:
	DodgeEffect     How it effects your dodge ability.
	ShieldEffect    How it effects your shield ability.
	AttackEffect    How it effects your attack ability.
	MobilityEffect  How it effects your mobility.  (movement/run)
	
Efficiency/quality repairs can me made in the field with a field repair kit.  Durability repairs must be 
made at a forge.  Each time you repair using the field kit, the temporary efficiency is reduced 1% until 
durability repairs are made.  If you repair after each battle, you will have to go to a forge quicker.  
The tradeoff is whether you want max efficiency before a fight, (which reduces the time between forge 
visits) or if you are willing to live with taking a bit more physical damage and head to the forge later.  
Since physical damage can be healed easily between battles, players will likely choose to field repair 
their armor after it drops below 50%-75% instead of 90%.  If you're fighting critters much higher level, 
you will likely want max armor efficiency, so you'll repair after every battle, whereas a player 
fighting equal level critters would choose to let the armor wear a bit more between field repairs and 
stay in the field longer.

Some magical enchantments drastically help increase armor durability/efficiency.

NOTE: Durability drops up to twice as fast if you're too low level to use the item.

Momentum

Think swordplay.

Attacking without missing / fumbling the attack allows you to build up momentum.  This increases the damage 
you do because you're setting up your opponent and finding vulnerabilities. When you fumble an attack ( worse 
than a miss ), there is a delay to start attacking again while you recover from the bad attack move.  
You lose all momentum.

Certain special attacks require a certain amount of momentum to use.  You will retain that momentum even
after using the skill, allthough that particular attack won't build more momentum.  Some special attacks cost 
momentum as well.  This keeps you from spamming an attack.  Since special attacks have skill levels, they 
will tend to burn all momentum when you miss more often at low skill levels.

Tradeskills
Personal

Coming soon


Hired NPCs

Coming soon

Player vs Player
PvP

Coming soon


Siege

Coming soon

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