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Fandom Lillium - Mechanics

Kyero

Three Thousand Club



Game Modes!








Game Modes


Lillium comes in three different modes of play


* Adventure


* Survival


* Conquerer


Adventure mode is the default mode and was the only one available during the Beta Test Period which took place during the month of September, 2014. It is the standard mode of play and includes the following features:


- Respawn System (non-permanent player avatar death)


- 100% EXP distribution


- 100% Led distribution (Led is the name of currency in this game world)


- 100% item and rare item drop rates


- No HP regeneration outside of battle


Survival mode is a secondary mode of play which strips the game of several important features present in both Adventure and Conquerer modes. This is the "Single Player" Mode and no other player characters will appear in your game as it is played in an isolated micro-server just for you. The Party/Guild system is disabled, leaving you isolated and entirely Solo for the duration of your experience.


- Respawn System (non-permanent player avatar death)


- No Party/Guild system


- No other Player Characters to interact with


- 100% EXP distribution


- 50% Led distribution


- 50% item and rare item drop rates


- No HP regeneration outside of battle


Conquerer mode is the ultimate Lillium experience. It is a duplicate of Adventure Mode in terms of aesthetic, but comes with several changes to the basic mechanics such as the lack of a respawn system.


- No Respawn System (Avatar Death is permanent)


- 25% EXP distribution


- 20% Led distribution


- 20% item drop rate, 10% rare item drop rate


- No HP regeneration outside of battle


- All enemy monster and Boss stats are 2x that of Conquerer mode


Yes, you read that right. Conquerer Mode has no respawn system. When your avatar is killed in-game, it’s dead. The Avatar will be deleted from the system archives by a GM (Game Master), and the player will be forced to create a brand new Avatar and start the game fresh. Your previous Avatar's appearance can be saved upon creation so you can remake it and start fresh with the same Avatar, but the old one's stats and all the items and equipment and accomplishments you had with the first one are gone forever.











The Essentials!








Housing





Housing in the game of Lillium is the same across all versions. It's very expensive, but well worth the cost as it provides you with a safe haven in which monsters cannot reach you during your adventure. In Adventure mode, the home you purchase or commission to be built for you will also serve as a Spawn Point, so if you die you respawn right back at home.


A basic one bedroom, one bathroom, one kitchen house in Lillium will cost anywhere from 14,000,000-20,000,000 Led. Larger and more elaborate housing costs even more, though it's unlikely you will encounter the opportunity to purchase housing of that level unless you belong to a Guild that gains extreme prestige, enough to buy the house for you or at least lend a helping hand.


Perks of owning a home include the following:


* Spawn Point (Adventure Mode only)


* Infinite Item/Weapon/Armor storage (Home Chest)


* Place to keep your mount free of charge (If you have a mount)


* Place for tamed monsters to live (If you have the Player Skill: Creature Taming)


* Marriage becomes possible (You cannot marry anyone unless one or both of you own a home)


Time, Seasons, and Weather Settings


Lillium has its own Lillium Standard Time (essentially the same as Pacific Standard Time, UTC-8), and has its own unique Lillium Calendar complete with twelve months specifically modeled for the game.


* Juudas (January)


* Eindr (February)


* Ultil (March)


* Menrova (April)


* Brasthine (May)


* Vurlic (June)


* Zeh (July)


* Trohv (August)


* Aesio (September)


* Lomu (October)


* Jesce (November)


* Xiltre (December)


Globally speaking, Lillium has seasons and weather settings which are effective throughout every Floor. The global seasons correlate with he seasons of the real world, but are overall a bit more mild than what the real world is used to. They are generally random, and designed to be as realistic as possible given the nature of the Floor’s unique environment. Thanks to this, the extremes of winter and summer are generally avoided, though they do happen occasionally and on purpose on specific Floors.


To further influence the game’s sense of realism, NPC’s inlacing humans, animals, and even Monsters out in the field all react to the weather. When it rains, most Monsters will find cover under trees or in caves. In some instances, Monsters only come out in the rainy weather, and in such instances where certain Monsters only come out during certain weather conditions, their drops are usually well worth the wait for the weather change to find and fight them.


When it comes to human NPC’s, the weather really makes a difference. During bright sunny weather, all is as it should be. During overcast, they will grow a bit more cautious, finishing chores and such at a more rapid rate just in case it begins to rain. If the overcast is too thick, market stalls will close down and the inventory will disappear until the weather turns sunny again. During times of heavy ran, the streets are cleared and the gutters kept clear and open to allow proper flow through the drainage system. If the drains clog, NPC’s (or helpful players) need to clear them out or risk the area being flooded which can damage the buildings and close down businesses for a time for repairs.


You don’t want that, trust me.


Finally, in times of snowy weather, the NPC clothing changes to thicker and warmer attire and their schedules adjust to the snow’s condition. Lighter snow won’t hamper them too much, but if the snowfall is thick enough they will begin spending more time indoors and out of the cold. NPC’s are subject to the weather’s various effects just like real people, and can get sick if they’re exposed to poor conditions for too long. If you have an NPC tailing you for a long Quest and the weather conditions get bad, you might want to postpone the Quest until it clears or risk the NPC getting sick and possibly even dying if it gets bad enough.


So always watch the weather. It can either be your friend, or your enemy just as much as a Monster could.


Safe Zones!


Cities, Towns, Villages, and a few other rare location types are classified as Safe Zones. Inside a Safe Zone, a player cannot receive damage to their HP outside of a duel. However, they can still feel pain from fist fights, stubbing their toes, bashing their knees, tripping and falling, and other such things.


With very few exceptions, monsters cannot enter Safe Zones such as towns or cities. Those few which are exceptions can cause a lot of problems for NPC’s and players alike if they aren’t dealt with swiftly.


Physical Surroundings


In Lillium, everything is destructible in the most realistic way possible. There are no pixels, polygons, or generic destruction patterns. The coding was designed to make the world interact with itself in every way possible and with as much realism as possible.


There are hyper complex algorithms governing this intensive reality experience. Here is but a brief summary of a few of the ways this world feels as real as the real world (… did that make sense?):

  • The sensation of the wind on your face and through your hair
  • The warmth of the sun
  • The sting of the cold
  • A fully realized human body for your avatar including skeleton, muscles, veins and arteries, major organs, and even your nervous system
  • Due to the above point, you can feel the texture and warmth of your own flesh, feel and hear your heartbeat in quiet environments, feel the blood pumping through your veins, and experience pain as if it were the real world when you are hit by an enemy or are struck by objects and such
  • All five senses are fully active, and everything in the game world has a texture, a scent, a physical appearance, a taste (though whether you’d want to taste some of them is up to you though we wouldn’t’ recommend it), and makes sound of some kind whether it’s purely in reaction to the environment such as a tree’s leaves making the wind change its sound, or a Monster roaring at you.


Yes, you read that right. The game of Lillium literally builds an entire human being as your avatar complete with everything you come with in the real world to make your experience as real as it is humanly possible in the virtual world. All of your senses are fully realized and active at all times. All of the colors, tastes, sensations and experiences of the human body which are true in the real world exist in Lillium.


The developers have done so well thanks to the brilliance of the leading members that there is no way to differentiate the real world from the virtual world with the sole exception being the prior knowledge that you logged into this world. If you had been born, and immediately logged on into this world and allowed to grow up within it, you’d never know that the real world existed outside of Lillium. That’s how powerful the technology has become and how amazing the developing team behind this title are at what they do.


Player Items


Human owned items, such as weapons, armor, clothing, etc, all have a durability rating. It’s essentially a hidden health bar. The more the item is used or struck by something, the more it loses durability until it finally breaks and shatters into little shards of energy which then dissolve into floating specs of light before disappearing.


Food items have a similar function, having either a freshness or a preservation bar. Foods which are purchased and which are generally meant to be eaten quickly such as fresh fruit and vegetables have a freshness bar which goes down the longer it remains uneaten before it becomes rotten in the player’s Inventory. Food that is more meant to last, such as breads or other non-perishable foods have a preservation bar which degrades if it’s not properly stored. For instance, keeping meat in a refrigerator will significantly increase the length of time it takes before the preservation bar goes down.


It is common for players to invest significant resources into repairing and buying of equipment thanks to the durability system. To compensate for this, it is possible to carry multiple back-up weapons and armor sets in one’s Inventory, which is especially useful when entering large and complex dungeons which require long hours of exploration before finding the Boss Chamber.


Gameplay


Initiation and Character Creation


Logging onto Lillium is done by engaging the software on the player’s computer and entering your unique password. Once the password has been entered, the specialized VirtualWorld (VW) hardware (A helmet) will prompt the player to say the phrase “Log On’. Once the phrase “Log On” has been spoken, the VW gear will intercept and reconstruct the player’s brain waves as the power up process begins and the power up screen is seen. A pre-game status check is run, confirming a good connection to the internet as well as the player’s five senses of touch, sight, hearing, smell, and taste. If a player is sick in the real world, they will become sick in game and have to deal with the experience with all the real world complications which poor health brings with it.


Upon logging on for the first time, a language-select is prompted. After the language is selected, the login screen appears where the player is prompted to confirm their account settings and parameters. A welcome screen follows, and bright light engulfs the player’s view.


The player is then taken to a blank world where character creation/selection begins. If they have already created a character, they are given the option to choose the profile dedicated to that character, or create a new character and start the game fresh. If the player chooses to create a new character, a blank 3D model of a human body appears. The player is then asked to confirm basic parameters which include the following:


* Sex


* Height


* Weight


* Body Type


Once these parameters are selected, the true creation process begins where the player is given complete freedom to pick and tweak every aspect of the model. When they say every aspect, they mean it. You can tweak it by hand literally one square inch at a time to get the entire model looking just right. There are Help options to give you a hand if you think you are slightly less creative, but otherwise you are free to sculpt your ideal character model however you wish. This includes sculpting fantasy creature-esque ears, teeth, nose, etc. However, the characters are still considered “human” through and through regardless of outward appearance. Lillium comes with no fantasy based races to choose from as the Developers wanted it to be a human experience.


There is a secondary option for the VW Gear to scan the player’s real life body and generate a 100% accurate representation of their real world appearance. Players who don’t want to spend hours upon hours getting their model to look just right can choose this option and literally play the game as themselves. Many of the Beta Testers chose this route during the brief Beta testing period, and it remains a popular choice today.


Player Class


The word “class” in this case is something of a misnomer, as there are no true classes in Lillium which differentiate one from another. The only thing which gives the illusion of a class is the fact that a player can choose their primary weapon at the start of the game, and choose which method of growth the game will use for them.


Striker - This is the Blitz class, with the game prioritizing Strength and Agility. Fast and powerful, they make great candidates for the final push in a difficult battle.


Brawler - The Brawler is a more well rounded class, not truly specializing in anything as far as natural growth is concerned. A Brawler is tough and capable in almost any situation, and is typically the first to engage in a Party or a Raid.


Hit and Run - This is the strike fast and retreat class, and it focuses on Agility and Precision. While the Brawlers occupy the enemy’s attention and tank their attacks, the Hit and Run units can flank the enemy and make fast calculated strikes against them before retreating to a safe distance. This often allows their strikes to distract the enemy, giving the Brawlers and Blitz members the chance they need to do some real damage without fear of counter attack.


This being said, there are sadly only three weapons in the RP at present: Sword, Lance, and Bow. Outside of these three weapons, the Developers did not have time to add others to the list or design Skills to suit them. But they are in development, and as the RP continues I will open it to the use of other weapons. I hope you’ll understand and made due with the current limitations. Given that the game’s main focus was the world and not the weapon listing, you can understand why it is that there are only three to start. But within those limitations your experience can be crafted in any way you choose!


Basic Game Interface


Visual Interface


The player’s visual interface places the player’s in-game Name, Health Bar with a numerical HP value, and player Level in the upper left hand corner of their field of vision. All of those aspects of the player’s current Party will appear in this area as well, though smaller in size than the player’s own.


A Clock is displayed in the lower left corner of the player’s field of vision.


A Cursor Icon can be seen above the head of every NPC, Monster, and Player Character in Lillium.The Cursor comes in various colors to indicate to the player what is going on with the current target. A Green Icon indicates a player. An Orange Icon indicates a player who has a criminal infraction such as player killing, thievery, etc. A Yellow Icon indicates an NPC, and various shades of Red icons indicate monsters. The more powerful the monster, the darker the shade of Red.


In Battle, a monster’s Name and HP Bar appear near to the creature, but usually towards the right side of the player’s field of vision (so as not to clutter HP bars and such). Boss monsters typically have at least two or more Health Bars, sometimes going as high as ten Health Bars for the more “indomitable” Boss types. However, if a player encounters a Boss who’s level far eclipses their own, the Boss will seemingly have no Health Bar, instead replacing it with the word “Unknown” where the Health Bar would normally be.


Touch Interface


A player can interact with the world by reaching out to touch various key objects such as door knobs, items, etc. Doing so either performs the default function, or brings up a floating dialogue screen with several options of what to do next such as drink, spill, take, etc for a glass of water.


This touch system greatly speeds up and simplifies the process of performing an action in the world. For example, tapping on a can of food will “Open” the can and then allow the player to eat the contents without the hassle of finding a can opener and fighting with the inconsistent metallic surface.


Main Menu


The Main Menu is the primary means of accessing a player’s items, maps, skills, inventory, and more. It can be accessed by putting one’s right index and middle fingers together and swiping downward from around head level to the center of the chest. A ring sound is heard and the Menu then appears. There are five main categories which then open to several sub categories, and they are as follows:

  • Inventory/Equipment (Icon is a character head) - This is the default screen when opening the Menu Interface. The left screen has an image of the body with multiple points which allow the gamer to quickly access and change armor, weaponry, or off hand items. The right screen has three sub-menus.


* Equipment - Selecting this sub-menu opens three more sub-menu options, each of which will open a scrolling screen on the right hand side listing all of the items pertaining to the particular menu opened.


- Weapons - The icon is a sword


- Equipped - The icon is chest armor


- Accessory - The icon is a necklace


* The player can equip every major part of their body including the hands, wrist, forearm, elbow, bicep/tricep, shoulder, chest, stomach (or both with a larger piece of armor), upper back, mid back, lower back (or all three with a single larger armor piece), neck, head, groin, waist, thighs, knees, calves, ankles and feet.


* Equipment can be divided into three categories: Player Made, Monster Drop, and Purchased.


* Items - This sub-menu will open a scrolling screen which displays a list of all the items in the player’s inventory. When an item is selected, it materializes in front of the player. The inventory turns red when the player has reached the maximum capacity for carrying items.

  • Skills - Selecting this sub-menu opens two additional scrolling screens on the right which list all the skills the player has unlocked, and the other allows for Skill Creation. The player can select up to four Weapon Skills at a time, as well as four Ultimate Skills.


* Skills List - A list of all currently unlocked Skills. Skills which are active are highlighted, while non-selected Skills are dulled.


* Skill Creation - The Player can create a maximum of 6 Player Designed Skills which can be used in combat. However, these Skills are limited in their potential and do nothing for leveling up the player's current Weapon Skill. They are purely aesthetic, and do the same damage as regular attacks.

  • Friends/Guild - The icon is two character icons next to one another. It opens up three sub-menus.


* Party - Selecting this sub-menu opens three additional options for Create, Dissolve, and Invite.


* Friend - Selecting this sub-menu reveals a list of the player’s current friends. Selecting a friend will open five additional options: Send Message, Check Location, Player Profile.


* Guild - This sub-menu opens up an information screen displaying the Guild Name, Guild Leader, Guild Population (number of players currently in the Guild), Guild Status (displays the current Guild Objective such as the Floor Dungeon, the contents of the shared Led stockpile and item storage for all Guild members, and the Guild’s current Rank among all player Guilds in Lillium).

  • Communications - The icon for this category is two chat boxes next to one another. The icon will flash whenever the player receives a message. However, messages cannot be sent or received by players currently in a Dungeon. There are four sub-menus for this menu.


* Befriend - Allows the player to send a friend request to another player. If it is accepted, the player’s name is added to the Friend List.


* Trade - Allows one player to trade Led, items, armor, or weapons to another player. This can also be used simply to show items to one another if the players have a penchant for showing off.


* Duel - This option sends a Duel Request to the target player. If the Duel is accepted, a Duel Ring appears around both players which allows them to deal damage to one another even when inside a Safe Zone. The Duel automatically ends when one player’s Health Bar drops to or below 20%.


* Marriage - This option is at the very bottom of the Communications category, and allows the player to send a marriage request to another Player or known NPC. Marriage partners have uninhibited access to the other’s equipment window and their inventories become merged throughout the duration of the marriage. If the Marriage isn’t working, a local Minister will cancel the marriage and return both player’s inventories and respective equipment windows to normal as before the marriage took place.

  • Maps/Quest - The icon is a balloon location icon. The right screen has three sub-categories.


* Field Map - The current Floor Map as revealed during the player’s travels on said Floor. Areas of the map which are not explored by the player will remain blank unless the player travels to said areas, or trades Map Data with another player.


* Dungeon Map - The Current Dungeon Map which has multiple level cycling.


* Quest - Opens a two options: Active and Complete. Both options open a scrolling list of the current Active Quests, or the player’s Completed Quests.

  • Settings/Main Menu - The icon is a gear, and the right screen has three sub-menus.


* Options - Allows the player to edit current options such as the Time, Date, Language, etc.


* Help - Selecting “Help” will call a GM (Game Master) in the left screen to assist the player in learning about whatever it is that’s giving them trouble.


* Logout - The logout function to allow players to remove themselves from the game and return to the real world.











Information About Skills!








Lillium uses a level-based system to determine player strength. Once a player reaches a certain threshold of EXP, their avatar flashes with a white light and their level increases by one. They earn a total of five stat points at each level which can be attributed to either their Strength, Defense, or any of their attributes.


There are an almost unlimited number of Skill possibilities within Lillium due to the fact that the Players are required to create their own Skills. This feature has a limited capacity, and only allows a Player to create a total of 6 Player Created Skills at a time (of which only 3 may be used in battle at a time).


There are three other basic types of Skills in Lillium: Support Skills, Extra Skills, and Unique Skills.


Support Skills come in two categories: Combat and Player.


Combat Support Skills are Skills like Parry, Howl (which attracts nearby enemy monsters), Battle Healing (which slowly recovers HP over time and can be leveled up by constantly getting HP into the red zone), First Aid, Meditation (increases HP regeneration and decreases region time of negative status ailments by entering a mental concentration pose), etc.


Player Support Skills are Skills like Cooking, Fishing, Athletics, Woodcrafting, Blacksmithing, etc. In other words they are Skills more geared towards everyday life.


Extra Skills are unlocked in mysterious and inconsistent ways such as through a Quest. These Skills are typically a little odd or unique in some very interesting ways such as the elusive and highly sought after Creature Taming.


The vast majority of Skills are leveled up simply by using them in combat or in the field. When a Skill reaches a level of 1,000, it becomes Complete, and cannot be leveled further.


Cost of Skills


The cost of using a Skill depends on the type of Skill it is. As well, every Skill category levels up differently.


Regular Support Skills (life Skills) cost 3 points of Stamina per use, but can be used as many times as the player's full Stamina bar allow.


Support Skills gain a total of 5 EXP per use. Support Skills require a total of 100 points of EXP to Level Up, but that requirement never increases. Still, that's a total of 100,000 EXP needed to max it out and the limits of time and Stamina regeneration make this harder to accomplish than it sounds.


Combat Skills are the Skills created by Players. All Combat Skills cost a total of 5 Stamina in their base form with a single prerequisite. The more prerequisites were created, the stronger the Skill and the more Stamina it will cost to use.


Combat Skills earn 5 points of EXP per enemy killed with it. If an enemy is not killed by the Player directly, it does not count. Playing in a Party or with a Guild means that if your friends get the kill first, you're out of luck. The EXP bar is 150 points, and it increases by 10 points every level.


Extra Skills do not actually come with a cost, as they are the acquisition of extra Skills. They are sometimes unlocked by speaking to the right NPC, sometimes by leveling up a certain Skill, by completing a certain Quest, or what have you.


Mods


Almost all weapons carry the ability to modify out-of-combat (OOC) bonuses to the player, such as adding to a Player Skill like Acrobatics, Hiding, Reveal, Search, etc. These bonuses can be enhanced or unlocked starting at Weapon Level 50, and then one extra bonus/enhancement can be added every increase of 50 levels beyond that. This totals 20 possible additions to Support Skills for said weapon. This can either be 20 different modifications to 20 different Support Skills, or 1 Support Skill with 20 boosts to its bonus to maximize the effect. It can also be anything in between. The choice is yours.











Calculating Damage and Combat Information!








Damage Parameters


The Development Team wanted the combat experience to be easy and intuitive, though as realistic, as possible for all players of all skill levels. To that end, they created the following mechanics for combat in dealing with both players and in-game enemies and monsters alike:


* Realism Rules the Day


That's it.


The realism of your methodology of combat dictates how well or poorly you do in combat. For instance if you slice a flying enemy's wing at the point where it connects to the body with a deep strike, the enemy will no longer be able to fly. Conversely, if it's a scratch, it might momentarily interrupt their flight path but they will otherwise be unhindered.


Enemies and monsters in this game have an HP Bar which deteriorates with every hit you land, but it's the way you hit them that determines what kind of damage they take. For instance if you are fighting a bipedal monster who is at your level and you slice the backs of its legs, you'll take out nearly half its health with those hits alone because it's now crippled and unable to walk. If you stab it through the chest where the heart is, it will likely be a one-hit-kill.


An enemy's level will dictate how effective and lethal your attacks are. The higher their level is than your own, the less damage even lethal techniques will be even if they one shot normal enemies.


The enemy's size will also play into this. An enemy/monster who is larger than you will be more resistant to your attacks regardless of level whereas smaller enemies will be more susceptible to your attacks.


It all comes down to the realism of the battle.


Combat Flow!


Combat flow is also very simple. Your in game capabilities at Level 1 are based on your real world musculature and capabilities. Once again, the hyper complex algorithms of the game which created your avatar did so by using your real world body as a base. Your real world jumping height, running speed, reaction time, muscular and skeletal flexibility, all of it is factored into your experience. Even if your avatar doesn’t look exactly like you, it will move and sound exactly like you.


Because of this, your real world combat capabilities will govern what you can do when you first begin the game of Lillium. As you grow in Levels and add Stat Points to your core stats and attributes, you will being to increase in capability and start to fight more like a virtual reality badass than your normal human self. But this takes time, patience, and a lot of grinding EXP and Levels to make that a reality of your experience.


When in combat, your reactions to how the enemy approaches you (which will be different every time thanks to individuality and highly intelligent AI) will determine how well you do. If you always rush in thinking that “it’s just another random enemy AI, I can beat this”, you’ll get killed very, very quickly. Every enemy in the game world, even ones which respawn from previously defeated enemies, have their own unique AI patterns which are never exactly the same as enemies which came before. You must tread cautiously unless your level and gear prevent the enemy from even being able to damage you, in which case you can be as cocky and flashy as you want.


Now, about direct combat.


In combat, as stated before your reaction to your enemy will determine how well you do. The game will factor in what kind of strikes you land against your enemy, and adjust your total Damage Output accordingly. If you miss a swing by even a micrometer, the game does not register damage at all. If you misjudge and get a glancing blow, the game drastically reduces your Damage Output to only 15% of what it otherwise could have been. If it was scratch damage, like just a tiny knick in their skin, 5% damage of what it could have been. So it pays to be fast, accurate, and ruthless in your assault if you want to survive in Lillium.


So the question of hand-to-hand combat is likely to come up, yes?


Sadly, there is no hand-to-hand combat in Lillium. You can try it, and the world and enemies will react to what you do. But unless you are using a weapon you will not do a single point of damage to their HP. But they will still damage you. Hand-to-hand combat is more just there for fun when you’re over leveled and cannot be damaged by enemies and you just want to beat down on something without killing it for a while. But otherwise, hand-to-hand combat serves no purpose in this game (though it’s still fun sometimes to challenge another player who’s acting like a jerk to a fist fight and let your over leveled stats help you give them the beating of their life even if they don’t lose HP).


So what about the pommel of swords or the flat of the blade? Do they do damage?


… No.


When using a weapon which is designed for a specific purpose, such as a sword or lance which both have blades on them, only the blade will actually do damage. You can still utilize the flat of the blade for a parry, or the pommel for a stun strike, but neither of them will do damage to your enemy outside of those basic events. The only exception is the Bo Staff, which is designed as one big blunt weapon and will do damage no matter which part of the staff strikes the enemy.


However, Bo Staff users beware: The closer to the middle of the staff you strike with, the less damage you will do. The game registers the center of the Bo Staff as scratch damage (5%), and the further out you go, the more damage you’ll do. The last 4 inches of the Staff, including the butt end of it, employ 100% Damage, but it gets slowly lower and lower the closer to the center of the Staff you go. So plan accordingly. But this attribute of the Bo Staff makes them great for Damage Control, such as when a quest demands that an enemy be brought down to low HP levels instead of killed outright. It’s easy for a sword or lance to do more damage than intended and kill a target which was supposed to be weakened to a certain point.


Status Effects


Just like many other MMORPG games, Lillium has many status effects which play an important role in combat. Most attacks have a random chance to deal said effects only if the weapon actually has the status effect active (which can be toggled on or off by the player in the Equipment menu once the weapon is selected).


There is no magic in Lillium, save for the various crystals which lead to various effects such as healing, status affliction/removal, etc. With the exception of a Throwing Dart (which deals only 1 damage and is used to get a singular enemy’s attention), there are no long range or projectile weapons in Lillium outside of the Bow and Arrow, as the game is meant to be early medieval style in which the bow and arrow were the pinnacle of weapons technology. Everything else is either a Sword, Axe, Lance, or Bo Staff. The game is meant to be up close and personal for the majority of the experience, and thus most players will have to rely on the four basic attack categories: Thrust, Slash, Pierce, and Blunt.


Combat


When an enemy is defeated, a Congratulations screen appears and summarizes the results including: EXP gained, Led gained and Items dropped. Distribution of loot in Boss battles is automatic, and Led is divided among all Party/Raid/Guild members based on their involvement. Those players who did the most damage will get the largest portions, and those which hung back and did little to no damage will get very little.


So that begs the question, what about healers right?


There are no dedicated healers in Lillium.


The only healing you get is by using healing items or Player Created Skills which are designed to heal. But there are not healing classes which are dedicated to healing and little else. However, those who sit back and try to play the role anyway will be disappointed with their loot droppings at the end of a Boss Battle.


Item drops from Boss Battles are all placed automatically in the inventory of those who receive them. Item drops from Boss Battles are random, and not everyone will get an item. Sometimes it will only be EXP and Led. Other times you will get lucky and get an item, but these items are largely generic and are never anything special. About the best you can hope for is an item to add a temporary attribute like paralysis or sleep to your weapon for a short time.


However… The player who lands the final strike against the Boss will always get a one of a kind Item Drop. The item will always be either a weapon or a piece of armor. In rare instances, you’ll get a piece of armor or a weapon and also receive a Quest Item depending on what NPC’s you spoke to before challenging the Boss. Sometimes there are rare NPC’s who lost high grade items when exploring the dungeon which end up in the Boss’s inventory, and if you spoke to them you have a small chance to receive the rare item and make it a part of your collection.


So another question… Do Bosses respawn?………….. Yes!


The Boss of a Floor will take exactly ten days to respawn from the time it’s destroyed by the most recent Raid Party. However, players who have already fought in a Raid Party against the Boss will receive nothing, that’s right, nothing, for fighting the Boss a second time. No EXP. No Led. No items. The only purpose that fighting the Boss of a Floor you’ve already conquered is to find NPC quest items in that Boss’s possession.


For those who were not part of the Boss Raid which destroyed it, you may not Advance to the next Floor. The Portal which takes the conquering players to the next Floor will deactivate the instant all conquering players are through. So if you want to advance, you must conquer the Boss of your respective Floor. There is no easy advancement in Lillium.


Oh, and if you thought the Development team missed the loophole where players who don’t participate go along for the Raid anyway and just sit and watch the whole time can go through while one member of the Raid waits for them… No dice.


The portal to the next Floor does not activate for those who fail to damage the Boss. If you sat back to watch and hoped your friend who was actually doing something could let you through once the Boss is dead, it’s not happening. The portal will only react to those players who contributed directly to the Boss’s death.


Lillium is a largely personal experience and will not share the results of others. Your results are yours alone to view, unless you care to stand right next to someone and view their results and share your own visually.


Boss Battles in Dungeons can sometimes end awkwardly, because as mentioned before there is no truly “fair” mechanism for splitting the loot among the victors. In order to prevent disputes and unnecessary duels, most Raid Groups or Guilds have to set standards before the Boss fight takes place to ensure that regardless of who gets the best loot, everyone remains calm and friendly and moves on together without issue.





Parties and Guilds!








In general, Lillium is built around the encouragement of the Party system, and many of its mechanics encourage party based gameplay though there are some who still prefer solo play.


Lillium has no real Class system outside of a few basic parameters chosen when creating your character, instead allowing the player to build their own unique method of combat via Skill Creation and personal weapon choice. In battle, a single target can be engaged by multiple party members at once, and those who are smart enough to use this to their tactical advantage will find many nice bonuses which make combat much easier and safer out in the field.


A single Party can have a maximum of five players, and a total of six Parties constitutes a full Raid Group. The ability for players to rapidly Switch their positions in battle without risking loss of HP during the maneuver is also a primary tactical function, especially when one player’s HP begins to drop to dangerously low levels.


There are two methods of Player vs. Player (PVP) combat: authorized and unauthorized.


Authorized PVP is the Duel system, where two players agree to fight one another until one of their HP bars drops to 20% in which case the duel ends automatically in favor of the player with higher HP.


Unauthorized PVP is initiated by striking another player intentionally without having first declared a Duel. Any player who does this, either intentionally or accidentally, has their Cursor changed to orange for a period of two hours. Repeated offenses will permanently shift their icons to orange and they will be responded to aggressively by local law enforcement. PVP cannot occur in a Safe Zone, though the impact of the attacks will still be felt. Those who like trolling people can run around striking random players in Safe Zones just for a laugh, though this is a fast way of receiving a permanently orange cursor. But if you don’t mind this route, then it’s available to you.


Player killing in Lillium leads to the death of the losing player’s Avatar, as there is no rebirth or respawn system in place. The game wants to be as real as possible, so if your player avatar dies in game, that’s it. The avatar itself is deleted from the system, and the player is returned to the Character Creation/Selection screen where they must either play as another created character or create an entirely new one and start all over again.


PVP killing can be prevented by staying in well armed and prepared groups, and remaining inside Safe Zones when not on a Dungeon Raid or EXP/item/Quest Grinding adventure. But if you fall asleep outside a Safe Zone, you are fair game for player killers.


Parties and Guilds


A single Party can consist of as many as five players at a time, and the Party Leader is decided based on who was the first to invite someone else. So if one individual invites his friend, and that friend invites three other members, one of which invites one final member for the 5th slot, the first individual who invited his friend is the Party Leader.


Parties are very simple, and there’s really nothing overly complicated or special about them save for one miiiiiiinor detail:


* So long as the Party is full (meaning five active members), the whole Party gains an extra 25% of EXP after every battle.


- Okay, so we may have exaggerated a tad when we said that the details of a Party Up are minor. Yes, creating a full Party grants a +25% EXP gain every battle so long as the Party remains full. The moment even a single member levels, EXP gains return to normal. Imagine how much EXP that will give you when you participate in a Boss Raid and emerge victorious in a full Party? That’s a LOT of EXP.


Guild


A Guild is a more complicated aspect of Lillium, and it is created by following these steps:


1) Reach Level 25


- Until you have reached Level 25, you will be unable to form or join a Guild.


2) Ensure that when undergoing the Guild Creation Process, you have at least 9 active members who have all logged in within the last 6 hours present. The Guild Creation Process will ask those 9 players to add their names to the list of members. If they are not present during this portion, then they can’t add their names and the Guild Creation Process will end there.


3) Once all ten members have been accounted for, you will be asked to choose a name for the Guild.


4) Once the Guild has a name, the founding member must establish a Chain of Command from among the first ten members who joined including a 2nd in Command, Guild Treasurer, Primary Recruiter, Guild Inventory Manager, Guild Armory Manager, Guild Quest Manager, Guild Political Consultant, and two Guild Enforcers.


- Each of these positions must be filled at all times throughout the life of the Guild. If even one position remains vacant for more than 24 hours, the Guild will be shut down by a GM (Game Master) until such a time as the position is filled. During that down time, no new members may be recruited, no Quests may be undertaken, and no engagements with local NPC politics may be enacted. Any violations of this rule will result in the Guild being put on a 6 month in-game hiatus, and the Guild Leader will be suspended from play for one week’s time during which they may not log on. If that rule is violated, the player who was Guild Leader will be stripped of their position as Guild Leader, their Level and stats will be reset, and their inventory cleared. In short, the once proud Guild Leader will be made to start over from scratch.


5) Once all ten positions are filled, the Guild may officially declare its existence. It does so by choosing a Headquarters location. This location does not have to be fully paid for up front, but a payment method must be established between the owner of the location and the Guild Treasurer. Once a payment method is established, the Guild Members may move in immediately and begin recruiting.


Being in a Guild is a fun and team building method of play, though it comes with no other perks than bragging rights when your Guild actually goes somewhere.











EXP And Leveling Up!








The EXP system in this RP is fixed for all characters regardless of chosen "Class" or their weapon type. The table below details the amount of experience needed to get through the level it's attacked to. So from Level 1 to Level 2, it takes 25 EXP. From Level 2 to Level 3, it takes 32 EXP. Etc, etc. Pretty straightforward right?


Good!


Now, something to be aware of is the fact that every time you Level Up you earn a total of 50 HP more than your previous Level up. From Level 1 to Level 2, you get +50 HP. From Level 2 to Level 3 you get +100. From Level 3 to Level 4 you get +150, etc, etc.


You also get +1 to both Strength and Defense every time you Level Up, but always and forever only +1 to each. You receive 3 Stat Points per level up, which you can use to do one of a few things which will be detailed after the following table!


Level EXP Required to Advance Stat Point Reward upon Level Up HP Gain
1 25 3 50
2 32 3 100
3 42 3 150
4 55 3 200
5 71 3 250
6 92 3 300
7 120 3 350
8 156 3 400
9 204 3 450
10 265 3 500
11 344 3 550
12 448 3 600
13 582 3 650
14 757 3 700
15 990 3 750
16 1,280 3 800
17 1,660 3 850
18 2,100 3 900
19 2,800 3 950
20 3,650 3 1000
21 4,750 3 1050
22 6,100 3 1100
23 8,000 3 1150
24 10,400 3 1200
25 13,500 3 1250
26 15,600 3 1300
27 18,000 3 1350
28 20,600 3 1400
29 24,000 3 1450
30 27,000 3 1500
31 31,000 3 1550
32 36,000 3 1600
33 41,000 3 1650
34 48,000 3 1700
35 55,000 3 1750
36 63,000 3 1800
37 73,000 3 1850
38 83,000 3 1900
39 96,000 3 1950
40 111,00 3 2000
41 115,900 3 2050
42 121,700 3 2100
43 127,800 3 2150
44 134,200 3 2200
45 141,00 3 2250
46 148,000 3 2300
47 155,300 3 2350
48 163,000 3 2400
49 171,200 3 2450
50 180,000 3 2500
51 188,800 3 2550
52 198,000 3 2600
53 210,000 3 2650
54 218,000 3 2700
55 230,000 3 2750
56 242,000 3 2800
57 254,000 3 2850
58 266,000 3 2900
59 280,000 3 2950
60 295,000 3 3000
61 310,000 3 3050
62 332,000 3 3100
63 340,000 3 3150
64 358,000 3 3200
65 374,000 3 3250
66 392,000 3 3300
67 412,000 3 3350
68 432,000 3 3400
69 455,000 3 3450
70 478,000 3 3500
71 512,000 3 3550
72 525,000 3 3600
73 535,000 3 3650
74 542,000 3 3700
75 555,000 3 3750
76 564,000 3 3800
77 757,000 3 3850
78 587,000 3 3900
79 600,000 3 3950
80 612,000 3 4000
81 623,000 3 4050
82 635,500 3 4100
83 648,000 3 4150
84 660,000 3 4200
85 674,000 3 4250
86 688,000 3 4300
87 700,000 3 4350
88 716,000 3 4400
89 730,000 3 4450
90 744,000 3 4500
91 759,000 3 4550
92 775,000 3 4600
93 790,000 3 4650
94 805,000 3 4700
95 825,000 3 4750
96 840,000 3 4800
97 855,000 3 4850
98 875,000 3 4900
99 900,000 3 4950
100 1,000,000 3 5000



Player Stats and Attributes


Every player in Lillium has the same set of stats, but their choice of the three basic classes in the beginning will influence how the game gives them natural growths to their stats and attributes.


Core Stats


HP


Stamina



Strength



Defense



Attributes


Agility


Precision



Critical



Luck



Evasion








The HP is obvious to all and needs no explanation.


Stamina is exactly what it sounds like. The more stamina you have the longer you can remain active. You will get tired in this game. You will require sleep in this game. And you will experience physical exhaustion and fatigue in the heat of combat the longer you remain in it. Every time you use a Skill, you lower your Stamina by a set amount. Using your Sprint ability which is unlocked through the Player Skill Acrobatics will drain your Stamina gradually at a fairly rapid rate.


Your Stamina will gain a total of 10 points every time you level up, but no more.


If it wasn’t drilled into your head already, this game was designed to be as real as possible. You have a limit to your Stamina and it will determine how long and how hard you can fight. You must plan your movements, choose your battles, and decide your path in advance at every step of the way if you want to survive in Lillium.


Strength and Defense are obvious, and used almost solely for relative calculation by the games algorithms for damage calculation against enemies, though your Strength stat will also govern what kind of physical feats you can perform and will also influence your other physical skills like Acrobatics.


Your Agility is a key factor in how fast and how agile you are in the field. How well you move. How fluid your motions are. And how easy or hard it is for you to maneuver in and around an enemy in the heat of combat. The higher your agility, the more effective you are in these key areas. It is based on a percentage, not a numerical stat value. You begin with 1%, and every Stat Point allocated to it from Leveling Up will add 0.2% to it. The Devs didn’t want this to be easy for you, and real life doesn’t see you drastically increase in agility and skill like most other games would. So get used to it kiddos! Realism!


Your Precision is the same basic story as your Agility in that it’s run on a percentage, not a numerical stat value as with Agility. You start with 1% and you gain 0.2% per Stat Point allocated to it upon Leveling Up. Your Precision will govern how likely you are to be able to strike the exact spot you’re looking for. Even the masters of martial arts in the real world miss from time to time, if even by only a fraction of an inch. But even a fraction of an inch matters in Lillium, so the more you put into this the more precise you’ll be with every strike you make.


Your Critical is also a percentage, and is used in conjunction with an Enemy’s Luck stat. You subtract your enemy’s Luck percentage from your Critical percentage to find out what chances you have for a Critical Hit. If that chance reaches zero… Well… No dice.


Your Luck is your counter to enemy Critical Hits. Subtract your Luck from their Critical to find out how likely they are to land a critical against you. If your Luck is high enough to drop their Critical to or next to zero, you have almost no chance of being crit.


Evasion is the final stat, and is similar to Agility but was separated into its own statistic by the Developers. Your Agility governs your ability to move smoothly and with grace, while your Evasion governs how likely you are to effectively dodge an incoming assault. Enemies which are smart can see through dodge attempts and adjust their attacks to at least graze you on the way out. But if your Evasion percentage is high enough, the enemies are less likely to succeed in this effort allowing you to dodge safety without taking damage.


Essentially your Evasion acts as a way for you to minimize your hit box. The lower your Evasion the larger your hit box is and enemies don't even have to make a perfectly direct attack to cause damage.











Mounts!








Mounts in this RP world are simple and straightforward. So long as the creature is large enough to support your full body weight (plus gear), they can serve as a mount. Mounts are primarily composed of the basic types of creatures such as horses, donkeys, giant birds, giant insects, bears, and the like.


There will not be a formal Mount listing, as I'm willing to be flexible about them so long as they're considered "common" creatures. So no mythical creatures like dragons, giant serpents, griffins, demons, or things like that. There's a place for that... It's called the "Creature Taming" Skill.


Thank you!











Marriage!








Marriage in this RP world is very possible, and it's just like in the real world! Once you find someone you like/love, the fun begins!


In order to be eligible for marriage, you must possess your own purchased home, and you must apply for and acquire a marriage license at a chapel. Once you do both of these things, you can then begin taking steps to find your partner.


In the case of NPC's (which you can marry as well), there are several steps involved.


* You need to befriend them by visiting them often and engaging in conversation.


* Once you begin building a bond, you can begin going on quests with them.


* Continue raising their affinity for you until you begin to see their Icon turning pink.


* Once their Icon turns pink and starts to glow, their affinity for you is high enough to begin asking them out on dates.


* Ask them out on enough dates, and they will begin to give hints that perhaps a date is not far enough for them.


* To propose marriage, you must splurge a lot of Led on an engagement ring. Buy the ring, present it in an atmosphere the character will like (and it's different for Every. Single. NPC. In. The. Game!), and you may be welcomed with an acceptance.


* Marriage takes place in a chapel, which can be found in almost every major city across every Floor in Lillium.


By the way, the game does in fact have a sex and childbirth function. However, if it comes to sex, please fade to black and leave it to our perverted imagination.


Thank you!!











Dungeons and Labyrinths!








Dungeons and Labyrinths work differently from one another in this RP.


A Dungeon is a multi-floor building of some kind, coming in multiple forms. They usually have between 2-10 floors, and a Boss Floor. The Boss of a Dungeon is much weaker than the Labyrinth Boss, and can be soloed if your player Level is high enough.


It can be a cave, a temple, an insect nest, a ravine, etc. Anything with multiple tiers and chambers. A dungeon is also infested with monsters, usually from the local area though there are some exceptions and rarities among them.


A Dungeon is a fine place to gather rare and valuable items and monster drops, as well as farming EXP and Led.


A Labyrinth is much, much more dangerous than a Dungeon.


While it has much of the same structure, being a multi-tiered building or cavern of some kind, it contains up to 50 floors and a Boss Chamber with the end of Floor Boss waiting for you. These Bosses are far too powerful to be soloed, no matter what your level is.


The monsters in the Labyrinth are much higher level than those you'll find in a Dungeon, and many of them are unfamiliar and not found in the wilds. In fact, they are often visitors from the next Floor up, and serve as a kind of preview of what you're in for when you advance. Their levels are typically your own player Level +5, though some of them are equal to your Level.


The Boss, meanwhile, is always +10 levels higher than the highest level Player across every Party which comes to face it. So if there's even a single Level 60 player in one of the Parties constructing the Raid, and the rest of the players are all Level 40 or below, the Boss will still be Level 70.


Very, very dangerous indeed.


Plan carefully when venturing into a Labyrinth, and make sure all your Party members, as well as other Parties helping you, are all around the same Level if you want to survive. Otherwise... you're probably going to die.











Gathering Materials!








Now, Gathering is a Skill, but it requires a bit of explanation which I will detail here. There are 3 types of Gathering Skills in this RP: Mining, Hunting, and Harvesting.


Mining is the gathering of precious metals and gems, as there is no other way to acquire materials for blacksmithing or metalwork other than buying them at expensive prices.


Hunting is the gathering of any material that is animal based, as there are regular animals like birds, squirrels, rabbits, dear, elk, wolves, and animals of that nature in the Lillium world. Each one has numerous things which can be gathered and either used or sold such as teeth, eyes, organs, bones, and even excrement (Kind of gross but it's good fertilizer!)


Harvesting is the gathering of anything flora based, berries, herbs, flowers, weeds, etc.


Once they are unlocked, the player may begin making use of them immediately. However, it takes certain levels of the Skill to be able to gather stronger materials. At Level 1, you're not going to be capable of mining anything stronger than Copper, which is the game's weakest component for blacksmithing and metalworking. If you attempt to gather a component such as Iron or Platinum, your tool will break the moment you strike it. This was put into place by the Development Team to stop over-leveling from taking place.


So how does it work then?


Simple, as they all run off of the same basic formula (just with different components).


Level 1: Grade 1 Materials can be gathered, minimum chances of success are 10%.


Level 20: Grade 2 Materials can be gathered, Grade 1 Materials can be improved, minimum chances of success are 10%


Level 75: Grade 2 Materials can be improved, minimum chances of success are 10%


Level 150: Grade 3 Materials can be gathered, minimum chances of success are 10%


Level 300: Grade 3 Materials can be improved, minimum chances of success are 10%


Level 500: Grade 4 Materials can be gathered, minimum chances of success are 10%


Level 750: Grade 4 Materials can be improved, minimum chances of success are 10%


Level 1000: Grade 5 materials can be gathered and improved, minimum chances of success are 10%


So why the "Grade" and "chances of success"? Good question. Allow me to explain.


Every material, be it for hunting, harvesting, or mining, has a Grade or a Level, if you will. That Grade determines how strong the material is. The stronger the Grade, the stronger the material.


What about the "Chances of success?"


This is the base chance of success with gathering (and improving materials at a blacksmith shop) materials. For the one doing the actual gathering (and improving of material), the base chance of success is only 10%. The higher the Skill Level of the particular gathering Skill, the better your chances of success are.


Every 20 Levels you gain in the Skill awards and extra 1% chance of success automatically regardless of what you have done to it with Stat Points. So over the entire 1,000 Levels of each Skill, you can improve the base chance by up to 50% by the time the Skill is maxed.


How can you improve the chances of success further? Good question.


The player's Luck stat plays in here. The higher your Luck stat, the higher your chances of success. Your personal Luck Stat will factor directly into this equation. So if your character is at Level 46, and they put every single Stat Point they had earned over all those levels into Luck (and nothing else) and managed to max out their Blacksmithing Skill, their base chance would be 70%, as your player Luck would be 10%.


The higher your player Luck, the greater your chance of success is.


However, this begs a final question: How do we guarantee success?


The answer: You can't.


The game of Lillium does not operate on a true 100% factor anywhere. There is always a chance that you will fail at a given task whether it's striking an enemy, Cooking something to eat, Smithing, Smelting, or Forging armor or weapons, or what have you.


Even if you grow your character to Level 500 and max out your Luck stat, the game will always throw the "100%" success rate a curveball by giving all Luck reliant Skills, such as the three Gathering Skills, a hidden 0.1% chance of failure. It's only a 1/1000 chance to fail, but that's still a chance to fail and it will eventually happen and it always seems to be right when you don't need it to.


To maximize your chances of success, there are other things you can do to give yourself the best chances possible. Eating a meal made by a master Cook which can boost your chances of success at such arts by a set amount for a limited time is one example, and there are others such as items which accomplish the same task.


But realistically, you'll never be guaranteed to succeed at whatever it is you're trying to do. Nothing in life is guaranteed, and nothing in Lillium is either.


As the Devs point out in the Player Manual, "Deal with it".
 
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