Player/NPC Levelling system:
(Mortal) (God)
Levels 1 - 99 (150+)
Minor God
Level 100 - 115
Middle God
Level 115 - 130
High God
Level 130 - 148
God King
Level 149
God Emperor
Level 150
Supreme God
Level 151 (End of Player levels)
Elder Gods
Level 152 - 160 (End of NPC levels)
Sword system:
Exp gain per standard level:
8 x (current level)^3
How does this work for smooth brained people like me? Well its a graph as well as the equation basically 8x (1)3. Crispkitte that was supposed to be cubed but it didn't work. anyway I was thinking 8 X f % 3 = EXP REQ for level up with (f) being said level which honestly wouldn't work out for lower levels.
Same formula with level this time
8
x 1
---------
8 / 3 = 2.6666666666666
though the equation would work I guess if I rounded it up to 3 whilst simultaneously making exp harder to get at the start of the game say around 0.03 exp per kill and 0.1 - 0.5 per quest.
Swordsman basic stats
STR 10
VIT 7
END 10
DEX 5
INT 5
WIS 3
Total stats at Level 1 is 40 can respec at levels 1, 5, 10, 20, 45, 70, 95, 115, 130, then finally at 150. The reason for this is to change the way you play without restarting. Admittedly this will be difficult to code but would honestly be worth it in the long run.
Sword skills:
- Dash
Player moves f * 3 meters with f being skill level.
- Slash (basic attack)
Player deals f * 2 - (e/g + h) dmg with f being skill level e being enemy npc level g being player level and h being total def of enemy stats.
- Pierce
Player deals f * 2 + 3 - (e/g + h) dmg with f being skill level e being enemy NPC level g being enemy player level and h being total def of enemy stats. Note may cause bleeding which does 3 dmg continuously for 10 seconds. Bleed time can be increased through either skill level or item equipment or on rare occasions spells and spell scrolls.