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Eyes of Ember

Kane, a 17-year-old born without eyes, spends his entire allowance on the new VRMMO game, "Ember." Hoping the game will somehow allow him to see, and determined to finally become a top player in a video game, he logs in and begins his unusual journey. Or at least, that was the plan.

Want_A_Martini · War
Not enough ratings
40 Chs

Laying out information on stats

(Phase two information below stat info).

MORE WILL BE ADDED AS TIME PROGRESSES!

It took me all night to come up with a "probably mathematically passable" system, I needed to make it trackable, I needed to make everything scale up together while still getting progressively more difficult.

I needed it to be fairly well balanced, it needed to make sense. So, here's what I spent my time on.

I could've just done what most writers for these types of stories do and made up random stats and numbers as I go along, but I decided to make a system that would let me accurately track player/monster progression and all the numbers that go with them, allowing me to come out with more natural conclusions.

Kane's growth chart. (* on items means equipped, there can be up to 5 normal, and 3 unique ~on the body~ type pieces equipt at any given time, with a maximum of 2 one-handed weapon type items or 1 two-handed weapon items equipt. NOTE: In numbers such as (400-500)(501-600), the one will be erased from calculations for simplicity, this should have absolutely no impactful effect on overall stats). (Md is magic damage).

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[Kane: Aporter | Affiliation-NA | level-20 | Gold-1348 | Platinum-0]

[Hp-290/290, Mp-210/210, Xp-5/193] [Skill points: 0]

[Stats: Dmg-20(40), Def-10(35), Md-40] | {Hp Regen- +20, Mp Regen- +40 | Per Minute}

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[Skills: Beginner-

Aport-2: Allows the user to teleport small-medium objects within a 100(+10)-foot radius to their hand, consumes 5 mana per use. {Reach Rank 'Intermediate' to level up skill}

Self Aport-2: Allows the user to teleport. 1 mana is consumed per two feet of teleportation. Can teleport another person with the user, doubling mana costs. {Reach Rank 'Intermediate' to level up skill}

Shadow Step-2: Those with mastery over space and shadows can force their very presence to become one with the dark. Costs 20 Mp per use, hides the user for 30 seconds, can only be activated in darkness. First attack while undetected doubled damage. {Max}

Common-

Black Hole-1: Drags small objects and creatures towards the center of wherever the spell has been cast. Deals 5(+8) damage per second for a 5-second duration, ignoring armor. Costs 40 mana to use. {Reach Rank 'Intermediate' to level up skill}

Anchor-1: Using all of the user's mana, an anchor point can be set up, allowing the user to teleport to that point from anywhere. Costs 50 mana to teleport to an anchor. (0/2) anchors placed. {Reach Rank 'Intermediate' to level up skill}]

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[Items: Beginner- *Gold Chestplate +20 Def | *Gold Leggings +10 Def | *Steel Footings +5 Def | *Gold Sword +20 Atk | *Rabbit Ears +10% Detect, +10% Agility | Boar Hoof +15% Stamina | Temperature Control +40 degree heat/cold negation]

[Effects: NA]

[Party: NA]

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+10 max hp/mp per lvl up

+7% xp required per lvl up

+1 skill point per lvl up, +5 points to chosen stat per skill point spent on it.

Mana costs per spell by rank:

(1-20(inf)(21-100)(101-500)(501-700)(700-900)(900-1400)(1401-2700)(2701-4000)

Total levels per rank:

(lvl 1-15)(16-25)(26-40)(41-55)(56-70)(71-85)(86-100)(101-115MAX)

Beast Xp drops by rank:

(5-50xp)(51-100xp)(101-200xp)(201-300xp)(301-400)(401-500)(501-700)(701-1000)

Ranks 2 below current will only net half Xp, while any lower will net none. Ranks 2 above will net double Xp, and any above that will give triple. Does not affect gold and item drops.

Massive risk massive reward, stops people from farming low-level mobs to infinity.

Ranks:

Beginner->Common->Intermediate->Rare->Epic->Legendary->Mythical->Peak | Unique (Unique is not actually counted as a rank, it is simply its own thing). There are 8 ranks.

Quests: (g= Gold, duh. Every 1,000 gold coins is a single Platinum coin).

(50-100g)(101-200g)(201-500g)(501-1.000g)(1.001-5.000g)(5.001-15.000g)-

(15.0001-50.000g)(50.001-100.000g)

Monster gold drops:

Drops gold equivalent to xp drops, gold gains x1 multiplier per xp gain every 2 ranks) v

[Beginning| Gold = XP] [Common| Gold = XP] [Intermediate| Gold = XP x2] [Rare| Gold = XP x2] [Epic| Gold = XP x3] [Legend| Gold = XP x3] [Myth| Gold = XP x4] [Peak| Gold = XP x4]

(5-50)(51-100)(200-400)(400-600)(900-1.200)(1.200-1.500)(2.000-2.800)(2.800-4.000)g

Monster Class, Attack Damage, Magic Damage, Defense, and Health (All stats rounded towards a figure of 5 or 0):

Monster classes include: Tank, Melee, Mage | Stealth, Speed, Range (Stealth, Speed, and Range are all 1/10th Def in relation to Hp. Benefits of these classes are not provided in stats, but in the attributes of the class itself. Example; Speed may not have as much defense, and gains no bonus stats, but the mere fact that the creature is highly agile can give it a major advantage).

Monster HP stat 10x monsters lvl (<-rank 1-4), rank 5-6 it's 15x, rank 7 is 20x, rank 8 is 25x. Half for magic enemies.

Def is always 1/4 HP, with exception of non-magic bosses and well-armored enemies. Speed, Ranged, and Stealth enemies only have 1/10th their HP in defense.

Mp is always half HP, including bosses. Magic-related enemies will have the same MP a non-magic monster of the same lvl would have in HP.

Md is always 1/6 HP, 2/3 for magic enemies. x3 dmg bonus for first 5 levels, x2 for levels 6-15 (LEVELS, not RANKS). Ignores half of armor.

Atk is always 2x HP for first 1 rank, 1/2 HP for 2-4, 1/4 HP for remaining

Crits from monsters and humans add 20% dmg.

Stamina is based on real-life athletic ability, but has no stat and is technically infinite. However, when approaching what would be your real-life limits, players will experience tiredness and fatigue as if they've run out of stamina. If one has the willpower, it is possible to push through the fatigue and perform tasks indefinitely.

Pushing through fatigue or finding stamina-related items will permanently raise the maximum amount of physical exertion one can perform before becoming tired.

Lingering magic effects (Such as being caught on fire from a fireball) will do 1/10th of initial spell damage every 5 seconds for a duration of 30 seconds, completely ignoring normal armor. Magic Resistant armor can offset this, as can contradicting elements.

Player kills give 10x the Xp and Gold of the killed players level, this is doubled for every rank ahead of you the player is, and halved for every rank below.

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Phase two no longer includes stats, magic is determined through manual mana output and control, 'stats' and physical attributes will rise with mana and training, levels and xp are erased almost entirely. Items and damage are simply based on real-life properties (Because we will almost entirely be in the real world now).

Kane: Attribute, Spacial Magic | Official Rank, 5 | Power Level, Rank 5 (~51,000/60,000)| Military Position, Manalite Soldier.

The current government-sanctioned Rank system for modified individuals is:

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Non-modified- Normal people. (Rank 0- 0 points)

Semi-modified- Little to no power, can barely be used. (Rank 0.5- >200)

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Apprentice- Small amount of power, capable of undergoing training. (Rank 1- 200+)

Intermediate- Decent amount of power, can be used adequately in combat. (Rank 2- 350+)

Skilled- Good amount of power, can be proficiently used in combat. (Rank 3- 1,000+)

Expert- A large amount of power and diverse knowledge on using it, is adept at combat. (Rank 4- 10,000+)

Professional- Must be noticeably stronger and more capable than an Expert, and have battle experience. Is extremely gifted in combat and can hold higher military positions. (Rank 5- 30,000+) [KANE: 51,000]

Powerhouse- Anyone stronger than a professional by wide margins will be grouped up in this rank. (Rank 6- 60,000+)

Demi-god- Unknown, beyond the limits of even the most skilled manalites. (Rank 7- ???+)

God- Unknown, beyond normal comprehension. (Rank 8- ???+)

??? (Rank 9- ???+)

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Two point systems are used, one measures the force of spells, the other measures mana capacity. Both of these scores need to pass a certain threshold to rank up, along with meeting any specific requirements.

Manilium- The elemental name for "mana."

Manalite- A person capable of manipulating Manilium to a degree suitable for combat.

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Manilium users can do the following things:

Manipulate raw mana

Manipulate mana using certain attributes

Increase cognitive abilities

Rapidly condition the body

Rapidly heal wounds

Rapidly recover and resist illness and poison

Create barriers

Increase pain resistance

Decrease mental instability

Heighten senses

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Manilium has to be manually activated and controlled to gain these effects, if left in a neutral state, Manilium will only provide minuscule benefits to these things.