BoysPlantGraves
Graves will Grow Flowers
Levels
A new Adventurer to Divine begins with a Novice ranking at level one, at this moment no special abilities nor skills are known.
Making it so attacks range from any of brute force though leveling up is very simple until past level ten depending on ones class and work ethnic.
An Adventurer can level up by doing countless things:
-Completing Quests
-Fighting Monsters
-Practicing qualities unique to Class or Race
-Joining/Creating a Guild
-Selling Items and directing their worth towards Mana or Health rather then money
An Adventure cannot exceed the level max which is one hundred where they'll have a Veteran ranking, as a player your MP and HP will remain the same at its max position unless you may acquire a rare item allowing further growth(something which is VERY difficult to find.)
HP/MP
When a player progresses in terms of levels their Health as well as Mana will improve as well in an amount that is normally two hundred an fifty. Though depending on ones Race and Class this statement can vary.
Growth with each level up
(Multiply HP and MP by your level to get your characters Mana and Health numbers)
Guardian: HP, 225, MP, 225
Samurai: HP, 225, MP, 225
Monk: HP, 250, MP, 225
Assassin: HP, 225, MP, 225
Swashbuckler: HP, 200, MP, 225
Bard: HP, 225, MP, 225
Cleric: HP, 225, MP, 225
Druid: HP, 230, MP, 225
Sorcerer: HP, 160, MP, 225
Summoner: HP, 120, MP, 225
Enchanter: HP, 225, MP, 250
Fox Tail: Add 60 MP to regular class MP intake
Race of Ritual: Subtract 180 HP from regular class HP intake
No other races hold an affect on a players regular HP or MP intake
Other Information may be added later on.
A new Adventurer to Divine begins with a Novice ranking at level one, at this moment no special abilities nor skills are known.
Making it so attacks range from any of brute force though leveling up is very simple until past level ten depending on ones class and work ethnic.
An Adventurer can level up by doing countless things:
-Completing Quests
-Fighting Monsters
-Practicing qualities unique to Class or Race
-Joining/Creating a Guild
-Selling Items and directing their worth towards Mana or Health rather then money
An Adventure cannot exceed the level max which is one hundred where they'll have a Veteran ranking, as a player your MP and HP will remain the same at its max position unless you may acquire a rare item allowing further growth(something which is VERY difficult to find.)
HP/MP
When a player progresses in terms of levels their Health as well as Mana will improve as well in an amount that is normally two hundred an fifty. Though depending on ones Race and Class this statement can vary.
Growth with each level up
(Multiply HP and MP by your level to get your characters Mana and Health numbers)
Guardian: HP, 225, MP, 225
Samurai: HP, 225, MP, 225
Monk: HP, 250, MP, 225
Assassin: HP, 225, MP, 225
Swashbuckler: HP, 200, MP, 225
Bard: HP, 225, MP, 225
Cleric: HP, 225, MP, 225
Druid: HP, 230, MP, 225
Sorcerer: HP, 160, MP, 225
Summoner: HP, 120, MP, 225
Enchanter: HP, 225, MP, 250
Fox Tail: Add 60 MP to regular class MP intake
Race of Ritual: Subtract 180 HP from regular class HP intake
No other races hold an affect on a players regular HP or MP intake
Other Information may be added later on.
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