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Overview |
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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 |
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Terrain Zones? We don't need no steenking zones! Coming soon Dungeons Static and Random generated! Coming soon |
| Communities |
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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 |
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Character Development |
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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 |
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Combat |
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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 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 |
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Personal Coming soon Hired NPCs Coming soon |
| Player vs Player |
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PvP Coming soon Siege Coming soon |
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