System Help & FAQ for version 1.0.0 release
- Character Status (aka Status or Charlist) -
Shows all of your character parameters, including HP, attributes and your Mastery Points, as well as equipment.
Name: The main name of your character given after birth (or the first name you are ever given).
Aliases: The alternative names (aliases) you possess. Depending on the alias chosen, you can get various effects.
Race: Your race (and sub-race if exists). Every race has its' own bonuses, as well as downsides.
Human: +1 to every Stat (except LUC and CHA) for every 15 total MP, Racial Skill: -50 REP with Faunus.
Faunus: +1 to (2 phys. attr.) for every 5 MP, Racial Skill: Night Vision, reduced XP gain for (1 phys. attr.)-oriented skills, -50 REP with Humans. Note: choice of physical attributes depends on your sub-race.
Age: Your age. While mostly inconsequential, it can affect Reputation and grant modifiers (both positive and negative).
HP: Health Points. HP is tied directly to your physical health and provides you with an easy way to monitor it. All ailments, including illnesses and poisons, are converted into 'debuffs' – negative modifiers affecting either your HP regeneration or overall HP pool. Debuffs have a cumulative effect, so be careful. More info on buffs and debuffs can be found in the end of this section.
AP: Aura Points. Locked at the start of the game, they can be acquired by unlocking one of the rare 'inheritable' skillsets in the game: Aura. Aura Points provide a source of energy for various skills, and also act as a shield against physical attacks. More on Aura and inheriting skills can be found in the Skills section of this guide.
MP: Mastery Points. The ultimate treasures of the System, Mastery Points are a measure of your skill and proficiency, and are divided into two categories:
Skill Mastery Points (SMP): obtained via leveling up your skills. For example, every level of a skill grants you 1 SMP, which is then automatically assigned to the same skill. You cannot control their assignment.
Free Mastery Points (FMP): obtained from Quests, Dungeons and from passing skill milestones (10, 25, 50, 100 etc.). These can be assigned to any skill you currently have, and cannot be reassigned afterwards.
Depending on the skill, Mastery Points raise your stats; i.e. a two-stat skill One-Handed Weapon has STR and AGI as its requisites and so every MP in that skill grants 0.5 STR and 0.5 AGI. Three-stat skills, like Mentalist grant 0.33 stat increase per level. The ratio can vary, however.
Attributes: Numeric values that represent various aspects of your character. This system uses 8 different attributes (stats) that can be split into three categories.
Physical: Strength (STR), Agility (AGI), Endurance (END).
Mental: Intelligence (INT), Wisdom (WIS), Willpower (WPO)
Social: Charisma (CHA), Luck (LUC).
Strength: responsible for your raw physical damage, total weight of equipment you can carry, as well as overall fitness.
Agility: responsible for your evasion, speed and flexibility, as well as critical hit chances and accuracy, firearms included.
Endurance: total HP (AP) pool and regeneration, your stamina, pain tolerance and threshold.
Intelligence: represents the ability to think and solve problems. Characters with high INT find it easier to solve puzzles and riddles of all kinds.
Wisdom: represents the character's common sense and life experience.
Willpower: represents ability to resist mental and magical attacks, as well as overall level of sanity.
Charisma: responsible for the character's REP gain rate, leadership bonuses and NPC interactions.
Luck: increases the chance of high-quality loot, finding what is hidden as well as larger bonuses for quests.
You cannot permanently level your attributes in any way other than acquiring and leveling the skills that correspond to the stats you want to raise. (Effects and equipment grant only temporary bonuses)
Effects: various positive and negative modifiers your character has active. They can apply to nearly every aspect of your character, and most of them have a fixed duration. Generally effects can be divided into two categories: positive, i.e. 'Buffs', and negative 'Debuffs'. For ease of use, the effects are also displayed in your HUD as pictograms with a timer depicting the duration of said effects. Buffs have a green framed pictogram, while debuffs have a red frame. Both buffs and debuffs have a cumulative effect, meaning that they 'stack'. For example, a common debuff 'Flu' that gives you -10% of total HP, a short recurring [Nausea] effect and [Fever], can be either cured or suppressed with a buff that counteracts the 'Flu', i.e. 'Antivirus'. Be advised that some of the buffs, like the aforementioned 'Antivirus' are specially tailored to cure the corresponding debuffs, and will not work (or even give you another debuff) unless you have the debuff in question.
Equipment: The items (weapons, armor and trinkets) you have equipped. More on Items can be found in the Inventory section of this guide.
- Skills -
Skills in this game are the most important aspect. The levels of your skills, as well as their diversity, determine your character development the same way classes in most RPGs do. Acquired and leveled through action, this ensures you do not have any useless and obsolete skills. Note that any unused skill will deteriorate over time, so make sure to train them at least once a day. This, however, allows you to get rid of any accidental skills or ones that you deem no longer useful. Marking a skill as 'Unused' in this tab will accelerate its deterioration rate from 0.33x to 2x, and this decision can be cancelled only within the first 24 hours.
Some unique skills and skillsets, however, can be acquired through a process called 'Inheritance', when one person who has the skill sacrifices either ½ of the skill level or the entirety of the skill's point pool (if it exists) in order to transfer the skill to another. These skills are generally incredibly hard to obtain through action, and require a high level of mental fortitude and/or Willpower in order to do so. Examples of inheritable skillsets: 'Aura', 'Magic', 'Youki', 'Chakra', etc. Note that this is by no means a comprehensive list and it can heavily depend on the world you're in. (More on Skillsets can be found in the next entry)
Using most skills is as simple as performing an action associated with said skill. Some skills, especially ones related to casting, have gestures and phrases required to cast the spell. Skills do not have cooldowns, nor do they have an activation time, so the speed of casting/performing an action depends only on you. However, executing a skill incorrectly does not earn you any skill experience, and in rare cases can even grant you a debuff, so it is recommended to find a comfortable margin where you make as little mistakes as possible.
Skillsets in this game are groups of certain skills that utilize a form of energy, or are related to a certain aspect of character development. For example, all skills that incorporate melee combat can be found in the Melee skillset, while casting skills can be found under Magic. Skillsets generally do not gain levels, nor do they grant Mastery Points, but an exception is made for viewing others' skills: their skillsets have a 'level' that is equal to the average level of skills within it. This 'level' is purely cosmetic and made for ease of comparison.
- Inventory -
Inventory is a type of dimensional pocket that is solely dedicated to storing items. Items stored within do not add to your total weight. It cannot be accessed by anyone other than its owner however some items have a chance of getting 'dropped' on the ground after your character's death. This chance is affected by the item's rarity and class, your PK rating and your LUC attribute. Quest items and items that had been looted in the past 6 hours cannot be dropped unless stated otherwise.
By default, your inventory has 40 slots, each slot being able to store up to a hundred identical items, or a 'stack' of items. Increasing the storage capacity is possible with bags and backpacks, although any item that is stored in such a bag will not be weightless and will be able to get stolen by characters with 'Theft' skill. Chance depends on the thief's skill level, your LUC and AGI attribute, the item's rarity and other modifiers such as enchantments. The aforementioned 6-hour grace period applies here unless stated otherwise in the item's description.
- Quest Log -
Quest Log, sometimes called Quests, is a listing of all completed, failed and active quests the character has at any moment of time. By default, the quest log opens at the 'Active' tab showing any quests in progress, the rewards for their completion, as well as the short note detailing the quest's details. This note is not comprehensive; it is strongly recommended to pay attention during the process of acquiring a quest, else you might not be able to complete it.
While the majority of the quests in the game are straightforward and relatively short (1-3 hours on average), there are some that are rather sophisticated and are instead considered questlines. Questlines can take up to a month of game time, and the prize for completing such quests is far more rewarding.
The game grades each individual quest according to several major factors, such as its length, the difficulty of the enemies (if there are any), repetitiveness and storyline importance. The grades are as follows:
Common: the most abundant and the least rewarding type of quests. Often repetitive, especially social quests. Average completion time (ACT): 2 hrs. Possible rewards: Reputation (with faction and/or individual), Lien, Common-grade items, rarely 1-2MP.
Uncommon: a step above Common, mostly involves dealing with enhanced enemies and dangerous deliveries. ACT: 2-4 hrs. Possible rewards: Reputation, Lien, Common and Uncommon items, 3-5MP, next quest in the chain (if exists).
Rare: hard to find, hard to complete. A party of 3-4 is recommended; involves strong named enemies (dungeon/location bosses). ACT: 5-12 hrs. Possible rewards: Lien, Uncommon and Rare items, expensive crafting materials, 5-15MP, access to other quests from the same quest giver.
Epic: very rarely found, mostly requires high Reputation and several quests to unlock. A party of up to 10 is strongly recommended, can involve several different locations and dungeons. ACT: up to 48 hrs. Possible rewards: Lien, Uncommon, Rare and Epic items, very expensive crafting materials, up to 40 MP, access to other quests.
Mythic: incredibly elusive, mostly unlocked from boss dropped items in lower-level quests. A small raid (up to 30) is required, can involve the entire continent. Raid bosses are often found via such quests. ACT: up to 2 weeks. Possible rewards: Reputation with a faction, Lien, Rare, Epic and Mythic items, unique crafting materials, up to 150 MP.
Scenario: one-of-a-kind quest. No precise requirements, no precise rewards, no ACT. Cannot be denied. Always involves the whole world. Common enemies: Continent and World Bosses, dozens of Raid bosses, hundreds of Dungeon and Location bosses. Recommended party: hell, bring a whole country for that.
- Achievements -
Achievements tab shows you all of the achievements you have acquired during your playthrough. Achievements are granted for various repetitive gameplay actions, as well as 'heroic deeds', i.e. defeating a superior monster alone. Each achievement grants the player a certain amount of AP: achievement points that can be spent in the in-game store to purchase various cosmetic effects, rare mounts and armor skins. Note that some of the harder achievements can grant you reputation with factions and/or individuals.
- Friends -
Friends tab shows you the characters you have befriended (sent them a friend request or gained enough Reputation). In this tab you can manage your friends, assign them certain groups for easy access or open up a private chat with them.
- Reputation -
Reputation tab contains records about the Reputation you have earned with various factions and individuals. Note that individuals belonging to a certain faction will show up under that faction's name, even if your Reputation with them is different from the faction's REP as a whole. Different aliases can have different REP with factions.
Reputation classification:
-10 000 - -8 001 : Hostility (faction members/individuals will kill you on sight and hunt you when out of it, -99% REP gain)
-8 000 - -5 001 : Resentment (faction members/individuals will kill you on sight unless prevented to do so, -90% REP gain)
-5 000 - -3 001 : Contempt (+75% cost of all trade deals, -80% REP gain, faction members will try to trick you into breaking the law)
-3 000 - -2 001 : Distrust (+50% of all trade deals, -50% REP gain, faction members will be very suspicious of you)
-2 000 - -1 : Dislike (+25% of all trade deals, faction members will spread vile gossip about you)
0 : Neutral (no modifiers)
1 - 2 000 : Interest (-5% of all trades, faction members will talk to you more often)
2 001 - 3 000 : Trust (-15% of all trades, faction members will confide in you about trivial matters)
3 001 - 5 000 : Acceptance (-30% of all trades, +25% REP gain, faction members will invite you to their gatherings)
5 001 - 8 000 : Alliance (-50% of all trades, +30% REP gain, faction members will see you as one of their own)
8 001 - 10 000 : Brotherhood ( -75% of all trades, faction members will fight alongside you)
- Guild -
Guild tab contains information about the guild you currently belong to, or the list of guilds you can join otherwise. Factions are also considered to be guilds, only requiring a certain faction-specific quest to be completed first. The tab also has sub-tabs such as Guild Vault, Guild Chat and Guild Members.
- GUI -
GUI, or Graphical User Interface, is the way you interact with yourself and the game world around you. Here you can find the following elements:
HP / AP bars, located in the top left corner of your vision field, colored in deep red and ocean blue respectively.
Your character's name, located above the HP/AP bars.
Your character's Mastery Points as a substitute to level.
Your target's portrait, bars and Mastery Points (skull for bosses), located just right of your own.
Your party's portraits and bars, located underneath your own.
Effect pictograms, located at the top of your vision.
Scalable (1-10x) minimap in the top left corner.
Quest journal, located underneath the minimap.
Chat with channels in the bottom left corner.
Menu tabs, located at the bottom.
For more information about various GUI elements, enable Help Mode (red question mark in the Menu) and look over the element in question.
- FAQ -
Q: What happens to the character upon its death?
A: Death penalty in the game involves loss of items, 5% of Mastery Points and temporary loss of total HP bar. Upon death the character will be able to choose their spawn point, if they haven't done so before, and respawn.
The HP loss mechanic is simple. Every time you die, you temporarily lose 10% of your HP bar, and every day spent in a safe zone after that regenerates back 2% of your absolute total. For example, a player with 5 000 HP (maximum) dies three times in a row. After first death, his maximum HP will be 4 500, after second – 4 050, after third – 3 645. Then, after these three deaths, the player decides to stop playing and comes to a safe zone. He will be back to full capacity after 16 days of rest ((5 000 – 3 465/ 100 = 15.35). Should the player leave the safe zone, however, his HP will stop regenerating, and part of it will stay red until he returns back.
On account of PK and PvP in general, a rule is in place: should the player die more than 10 times within 24 hours, they are instantly teleported to the nearest safe zone, granted full PvP immunity until their HP regenerates back to full, but they are unable to leave the safe zone until then.
Q: How to receive quests?
A: The process of acquiring a quest varies with their difficulty and your reputation with different factions and individuals. Even your race and age play their part in the questgiving process. For example, nobody would give an eight-year-old boy the task to exterminate some monsters in the village's vicinity simply because he's too young. However, if said boy proves himself a warrior (defeats a strong monster or NPC, for example), the villagers would be far more amenable and respectful. Help an elderly woman carry her groceries from time to time, and a month later she might tell you a story about how her husband perished in the Great War and that he wanted her to give his old sword to someone he would've deemed worthy. This game opens a lot of opportunities, and it is up to you to take the first step.
Q: Where can I trade my items?
A: There are three ways you can trade something you don't like or don't need. First way is to click on the small vendor icon in your Inventory and carefully choose the items you want to sell. Getting them back is possible, but at a 150% cost. After selecting the items, click [Sell] near the vendor's icon, and all of the items will be instantly sold. There is a downside, however – items sold this way have a 33% price reduction compared to live vendors.
Second way is to trek to the nearest village or a town, where you can sell your cheap loot at a full cost to a live vendor, but we do not recommend selling something useful – you won't get very good money this way. Vendors also offer fair prices for common crafting ingredients, so if you're a beginner, it is your gold mine.
Third, and the most profitable, way is to sell (and buy) your items at an auction. Auction generally offers fair prices for truly useful and high-level equipment, and sometimes you can strike gold by finding something you always wanted but never seemed to get from those dungeon bosses.
You can also trade things directly with other players either through barter or by paying them, but be advised: this method is susceptible to scams and we do not take any responsibility unless it was done through illegal means.
Q: How do I find my way to [X]?
A: Your minimap has a useful function of sorting out items of importance, such as quest locations, shops and vendors, banks, etc. Just tinker with the minimap a bit to see its potential! If you are lost in the city, you can always ask some passers-by, they will (probably) point you in the right direction. Be cautious, however, as your Reputation might work against you and instead of getting directions, you will get -10 HP from a hit to the face.
Q: What skills do I need to level?
A: It depends on your playstyle, of course. Some find it easier to sneak around and do insane amounts of damage from behind, some feel it is much safer to stay back and shoot whatever comes at them. You will find your niche even if you're a weird mix of both, as the game does not restrict you from having any skills you want unless they really clash with each other.
