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Posted: Tue Dec 19, 2006 10:23 pm
Alright, I've fashioned the leveling up system a little like the game with some extra stuff. If its too complex, just let me know and I'll simmer her down!
1. Experience 2. Skills 3. Level Up
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Posted: Wed Dec 20, 2006 8:53 am
1. Experience
This is the simple part of leveling up. You gain experience from doing quests and killing creatures. You need a full experience bar in order to level up. Your experience bar is always 100 x Level. So:
Level 1 - 100 Level 2 - 200 Level 3 - 300 Level 4 - 400 Level 5 - 500 Level 6 - 600 Level 7 - 700 Level 8 - 800 Level 9 - 900 Level 10 - 1,000 Etc.
This is kind of a fail safe to be honest. I know Morrowind and Oblivion don't have an experience bar, but since some people like to cheat at games, I've figured this is a good way to keep people from edited their skills to make it so they can level up again. I've been in other roleplays where this has happened, so I'm sorry if it ruins your expectations of this system.
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Posted: Wed Dec 20, 2006 8:59 am
2. Skills
In order to level up, you need to increase your skills. A total of 10 skills per level is required before you can level up. [That is why I have the skills set up like I do in the profile.] How do you level up a skill? Easy, just use it! To figure out how many times you have to use a skill before it levels up you just take SKILL LEVEL x 2. Let's say you have an Armorer skill of 7. This is what your skill should look like in your profile: Armorer(End): 5 + 2 Train: 2/14 14 is how many times you need to use that skill. So far, this character has used it 2 times since he last leveled it up. Note: Some things are different from the game.
As you grow more knowledgeable about certain skills, you get some perks with them. Listed below are the levels in which you recieve special things with each skill:
Combat Skills: Armorer (End): Novice: Level 0 - 49 Cannot repair magical items. Journeyman: Level 50 -74 Can now repair magical items. Expert: Level 75 - 99 Can repair items past their full potential (125%). Weapons they repair gains +20% attack nd Armor recieves +20% defense. Master: Level 100 Can't break repair hammers; one hammer lasts a lifetime.
Athletics (Speed): Nothing Special
Block (Agility): Novice: Level 0 -24 You require a sheild to block. Apprentice: Level 25 - 49 Can block with weapons. Journeyman: Level 50 - 74 If block roll is 15 pts above other's attack they must recoil, which means they cannot block or dodge your next attack. Expert: Level 75 - 99 If block roll is 10 pts above other's attack, they must recoil. Master: Level 100 If block roll is 25 pts above the other's attack, that means you've knocked their weapon out of their hands.
Blunt (Str): Novice: Level 0 -24 Nothing special. Apprentice: Level 25 - 49 Attack bonus +2 Journeyman: Level 50 - 74 If attack is 20pts above other's block or dodge, you disarm them. Expert: Level 75 - 99 If attack is 15pts above other's dodge or block, they are stunned/knocked down for the next post. Master: Level 100 If attack is 20pts above the other's dodge or block, they are paralyzed for 3 posts.
H2H: (Str): Novice: Level 0 - 24 Nothing special Apprentice: Level 25-49 Attack bonus +2 Journeyman: Level 50-74 If attack is 20pts above the other's dodge or block, they can disarm them. Expert: Level 75-99 If attack is 15pts above the other's dodge or block, they are knocked down for the next post. Master: Level 100 If the attack is 20pts above the other's block or dodge, they are paralyzed for the next 3 posts.
Heavy Armor (End): (Everytime you take a hit, this skill's train goes up.) Novice: Level 0-24 Apprentice: Level 25-49 Nothing special. Journeyman: Level 50-74 Nothing special. Expert: Level 75-99 Equipped heavy armor only weighs 50 percent of what it should. Master: Level 100 Equipped armor no longers encumbers you.
Long Blade (Str): Novice: Nothing special. Apprentice: +2 attack bonus Journeyman: If attack is 20pts above other's block or dodge, you disarm them. Expert: If attack is 15pts above the other's dodge or block, they are knocked down for next post. Master: If an attack is 20pts above other's dodge or block, they are paralyzed for 3 posts.
Magic Skills: Alchemy (Intel): Novice: Can recognize the first effect of a plant and utilize it. Restore Magicka: flax seeds, steel blue entoloma Restore Health: cairn bolete cap, lady's smock leaves Damage Health: wisp stalk cap, stinkhorn, nightshade, spiddal sticks Apprentice: Recognizes 2 effects. Feather; flax seeds, venison Cure Disease; mandrake root, elf cup cap Dispel ; bergamot seeds, ectoplasm Restore Health; lady's smock leaves, aloe vera leaves Night Eye; carrot, vipers, bugloss leaves Detect Life; rat meat, bread loaf Water Breathing; onion, white seed pod Silence; vampire dust, rice Damage Speed; greenstain cup cap, peony seeds Damage Health + Damage Magicka; harrada, spiddal sticks Damage Health + Damage Magicka + Silence; harrada, spiddal sticks, vampire dust, rice Journeyman: Recognizes 3 effects. Water walking: grapes, tiger lilly nectar, stinkhorn Fortify Strength: arrowroot, elf cup cap Chameleon: radish, bloodgrass Invisibility: tinder polypore, wormwood leaves Reflect Damage: scamp skin, green stain cup Fire Damage: fire salts, steel blue entoloma Frost Damage: milk thistle, vampire dust Paralyze: clannfear claws, daedra venin Damage Health + Damage Magicka + Silence: harrada, spiddal sticks, rice Damage Health + Damage Magicka + Damage Speed: harrada, spiddal sticks, peony seeds, pear Damage Health + Damage Magicka + Fire Damage: harrada, spiddal sticks, steel blue entoloma Damage Health + Damage Magicka + Fire Damage + Silence: harrada, spiddal sticks, steel blue entoloma, rice Expert: Recognizes 4 effects. Fortify Speed + Damage Health; pear, wisp stalk cap Reflect Spell; glow dust, cinnabar polypore cap yellow Fire Damage + Shock Damage + Damage Health; spiddal stick, imp gall, ectoplasm, fly amanita Paralyze + Frost Damage; dryad's saddle polypore, milk thistle seeds, fennel seeds Paralyze + Frost Damage + Silence; harrada, milk thistle seeds, vampire dust Paralyze + Frost Damage + Damage Magicka + Silence; fennel seeds, milk thistle seeds, harrada, vampire dust Paralyze + Fire Damage + Damage Magicka + Damage Health; steel blue entoloma, imp gall, harrada, fennel seeds Paralyze + Damage Health + Damage Magicka + Damage Intelligence; fennel seeds, harrada, wisp stalk cap Master: Can make potions using one ingrediante and recieves +20% potion effectiveness.
Alteration (Will): Novice: Can learn the spells; Open Easy Lock, Sheild on Self Apprentice: Open Average Lock, Sheild on other, Burden on Self and Feather on Self Journeyman: Open Hard Lock, Fire, Frost and Shock Sheild on self, Water Walking Expert: Open Very Hard Lock, Water Breathing Master: All spells cost 1/2 MP.
Conjuration (Intel): Novice: Apprentice: Journeyman: Expert: Master:
Destruction (Will): Novice: Fire and Frost. Can use on target Apprentice: Shock and Damage Health Journeyman: Damage Magicka and Skill. Can use on touch Expert: Damage Ability Master: All spells cost half MP.
Illusion (Per): Novice: Light on self. Calm Creature [ character level or below] Charm person. Apprentice: Chameleon, Calm Human, Frenzy on other, Cammand Creature [2 Levels below self], Nighteye Journeyman: Command Human [2 Levels below self], Silence, Expert: Invisibility, Paralyze Master: All spells double in effectiveness.
Mysticism (Intel): Novice: Dispell Apprentice: Soul Trap [5 Levels below self], Telekenesis Journeyman: Detect Life, Spell Reflection Expert: Spell Absorption. Master: All spells double in effectiveness.
Restoration (Will): Novice: Apprentice: Journeyman: Expert: Master:
Stealth Skills: Security (Intel): Master: No longs breaks picks.
Sneak (Agil): Novice: Apprentice: Journeyman: Expert: Master:
Acrobatics (Speed): Novice: Apprentice: Journeyman: Expert: Master:
Light Armor (Speed): Novice: Apprentice: Journeyman: Expert: Master:
Marksman (Agil): Novice: Apprentice: Journeyman: Expert: Master:
Mercantile (Per): Novice: Apprentice: Journeyman: Expert: Master:
Short Sword (Agil): Novice: Apprentice: Journeyman: Expert: Master:
Speechcraft (Per): Novice: Apprentice: Journeyman: Expert: Master:
Listen (Wis): Novice: Apprentice: Journeyman: Expert: Master:
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Posted: Wed Dec 20, 2006 10:46 am
3. Level Up
After you have 10 skills trained and your experience bar full, you are ready to level up. In the game, you needed to rest to level up, it is the same as in the roleplay.
You'll recieve 5 ability points to put where you please. You can load them all into strength or divvy them between all the abilities.
Hp: Your health goes up by adding your total Endurance modifier + 2, after you've distributed your ability points.
Mp: Your magicka goes up by your total Magicka modifier, after you've distributed your ability points.
Fp: Your fight points will advance only if you hit a new 5th incriment level.
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