In-Game Information

So I finally decided on a name for the page! Also, I am strongly against the use of hyphons between words such as this, so please do not get used to it. This will not, after all, appear in my actual story!

Without futher ado, I bring you the in-game information. Little snippits of info about playing the game you may become curious about or decide to use for reference.

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End Online World Map

EndOnlineMap2

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Item, Skill and Quest Classification:
white – ordinary
orange – rare
blue – unique
green – epic
purple – legendary
gold – divine

These classifications are different from the standard from of rankings. They are not at all related to the difficulty, but instead used to classify the rarity.

The rarity of a quest is defined by how many people the quest is available to. Whether it is available to every single player (White), has a condition or two to aquire (Orange/Blue), or it is only available to a few lucky individuals and has strenuous conditions that must be met, and once completed, can never be accepted again (Purple)

Items and skills can indeed be viewed as rarity = strength, with a few exceptions such as a skill which is simply rare and difficult to acquire.

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End Online Kingdoms
There are three kingdoms in End Online, each starter city being the capital of one of them. You can not leave your kingdom until you reach level 50 and get your kingdoms mark appears on your right hand.

Iceridge – Kingdom of Glace (10% of players start here, symbol is a running wolf in a ring)
Well known for being the region of ice, inhospitable conditions and constant freezing weather. Players don’t like starting here, most delete their character and restart in a new kingdom

Grenton – Kingdom of Forste (30% of players start here, symbol is a tree in a ring)
The kindom of nature, exotic trees and forests with rumours of tribes of elves hiding away, most people who enjoy magic start in this city.

Swordbreak – Kingdom of Dalbe (60% of players start here, symbol is two swords crossing in a ring)
The most renowned starter city, currently overpopulated and most people have difficulty levelling from the lack of free space in hunting grounds and exorbitant prices over a lack of supplies. It is however the home of martial arts with a giant Colosseum that players can fight each other in various competitive matches. Most players dreaming of fame and glory start in this city

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Purchasing Skills:
Skills can be gained from certain quests, but most people purchase beginner skills from the confessional box outside the churches, can be done at any church and only costs experience levels. However each additional skill you buy the cost will gradually increase, can not be reset

1st Skill – 1 Lvl
2nd Skill – 1 Lvls
3rd Skill – 2 Lvls
4th Skill – 3 Lvls
5th Skill – 3 Lvls
6th Skill – 4 Lvls
7th Skill – 4 Lvls
8th Skill – 4 Lvls
9th Skill – 5 Lvls
10th Skill – 5 Lvls

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Stats and what they do
Lvl
  Player level, affects maximum hp, mp, stamina. You do not gain and extra stat points on level up, they must be physically earned (Fighting monsters will generally slowly raise your stats over time)
Str
  Strength, determines maximum carry capacity (Str * 10lbs) and maximum damage with a weapon, bear in mind the amount of damage bonus is in proportion to the weapons strength requirement and will also have a limit (A rusty sword is not going to cut off a dragons head no matter how strong you are)
Agi  Agility, determines maximum movement speed. Attacking an enemy at higher speeds will negate defence for bladed weapons while blunt weapons will cause knockback and/or stun. Does not increase reaction speed
Dex  Dexterity, determines skill with attacking and blocking. The higher this skill the more the game system will correct attacks/parries/blocks
Int – Intelligence, determines damage done by magic and chances of inducing status effects via magic. Also effects various skills based on knowledge
Mnd – Mind, the players mental strength, mainly for resisting negative status effects and the strength of concentration (Don’t have your magic interrupted). Magic resistance up to a small amount is also gained at high levels. To have resistances the Mnd must be higher than the attackers Int stat.
Lck – Luck, how lucky the player is. Effects all random chances, at extremely high levels can potentially cause an enemy to trip on their feet, stumbling an attack.

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Agility and Speed
All characters begin with 10 points in agility, equivalent to a speed of 1.00, or a top speed of about 25km/hour if running. For every point in agility the player speed is increased by 0.05.

A player with agility: 100 would have a speed coefficient of 5.5, top speed at 137km/hour (Bear in mind this kind of stat is normally incredibly hard to get to.. by standard means)

As you can imagine a player with speed 200 would be quite fearsome.

The deadliest attribute to speed however is the lack of needing to accelerate and decelerate, an agile body can reach top speed in under a second and stop just as quickly

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Types of Skills
Skills are defined into two types.

Active – Skills that require certain triggers, such as casting a spell or activating a sacred art.
Passive – Skills that give active bonuses at all times and do not require anything to be utilized.

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Religion and Religious skills
You join a religion via a contract between you and the diety/god where upon you swear to uphold your ‘Belief’ in them. The diety/god then imparts a small portion of its power onto that player. This is why a player cannot recruit another player, as they cannot give a portion of that power which is not theirs.

A person granted the power of their god is given a ‘Religious Skill’. Although this appears as a normal skill, there are two differences:

1. They are soul bound, and cannot be unequipped while you are a part of that religion/faith

2. They do not level up by conventional means. The skill level of these skill are equivalent to 1/10 of your ‘Belief’ stat. Rounded down. (Unless it is below 10 and above 0, then it is rounded up)

Your gain ‘Belief’ in your religion/god when you complete quests extended to you by your church/god. Any acts that are against your religion will result in a drop in your ‘Belief’. A ‘Belief’ of 0 will result in your religion’s skills becoming invalid and unusable. You may also potentially be excommunicated.

‘Belief’ is the same as what other games call ‘faith’. ‘Belief’ is the numerical value indicating how strong your connection with your religion/god is. The stronger your ‘belief’, the stronger your religion/god endowed skills are.

One person may only belong to one religion at a time. However, it is possible to leave this religion and join another.

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Fame and Infamy

When a player begins playing the game, they will have a neutral stance with neither fame nor infamy. As they progress through the game and complete quests, take certain actions, that value changes.

A player saving the daughter of the mayor or slaying some beasts troubling a village would naturally be thanked and talked about by the citizens in a positive way, causing them to gain fame. Vice versa, a player kidnapping the daughter of the mayor, or accepting the quest but ignoring the beasts troubling the village, would gain infamy as the citizens talk about their ill deeds. Intimidating NPCs will also lead to the gain of infamy, as they will talk about how scary person X was and that they should be careful around them.

Fame and infamy do not have separate values, but one altogether number. Someone being infamous can be said to have a negative fame, while someone famous can be said to have a negative infamy. They are two opposite ends of a scale where each action taken will lead you towards either end.

The more fame/infamy you gain the growth rate and penalties change. The greater the infamy, the faster it will grow. The greater the fame, it will start to grow moderately faster but infamy penalties will become greater as well. As it is said, it is much easier to be a devil compared to a hero.

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Mana and Stamina

Mana and stamina are not given to everyone. In order to have mana you are required to have a skill that has the ‘Magic Force’ effect, and to have stamina you need a skill that has the ‘Fighting Prowess’ effect. The amount of mana or stamina you have however, is completely dependant on your player level.

There are different stages of these effects and may sometimes have additional stages to them, where the effect has a + 1 or + 2 attached to it. This means that the skill is still exactly the same, only more potent. While being level 100 with the standard ‘Magic Force’, you might have 500 mana, compared to being level 100 with ‘Magic Force + 1’ where you have a total mana capacity of 620. Please note, these numbers are only being used as an example for this situation.

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Player Killer Status

The player killer status is acquired when a player A kills player B, and will appear as a large red skull covering the players back. There are some mechanics to this. first of all, in order for player A to get the player killer status he must land the first attack. If player B is the ‘Aggressor’ in this situation and lands the first attack, player A will not receive the player killer status from killing player B. If player A was to attack a player in a formal party, any member of the party can defend and kill player A without receiving the player killer status.

There are many tactics used when player killing such as working in concert with a friend, who is not in a party with them, and tricking player B to attacking the third person and becoming an ‘Aggressor’ towards them who can now kill the original target. The other popular con to player kill is to have player B join player A’s party. Player A can then attack a third person, causing the entire party to become an ‘Aggressor’. The attacked player can now kill player B without any detrimental effects. These are the most common methods and can be referred to as the ‘Third Party Strategies’.

For every player that a player kills, they will receive ten hours of in game play time with the player killer status. By killing three players, they must play for thirty hours in order to remove this status effect. Killing the NPC guards in any settlement will result in a total time of twenty hours of the player killer status per guard.

When a player has the player killer status, they will not only be hunted by the NPC guards and attempted to be detained for murder, but the detained time will be triple the amount of time as a player killer that player has accumulated. Fortunately, you are not required to be online to pass this time.

Any player can kill someone with the player killer status without any negative effects. In addition, they have a higher chance to drop any equipped items and pay a higher stat penalty when reviving. Death does remove the player killer status.

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Magical Elements and their Relations

All the magic in End Online can be broken down into their respective elements. The base elements are fire, earth, water, wind, light, and dark. None have any particular “super effectiveness” over the other, like in pokemon. No matter the element, choosing the correct spell and casting it efficiently is the key component to coming out on top.

An example of this would be, if a fire ball and a ball of water were shot at each other, they would cancel each other out. The water extinguishes the fire, and the fire evaporates the water. Many may contend as to which happens first and be deemed the weaker, but the question of, “What came first? The chicken or the egg?” Has been going on since the discovery of magic and has no end in sight.

There are also many sub elements of magic, caused my skill evolution and skill combinations, but telling those would be a spoiler.

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Training stats

The growth in stats is done by ‘exercising’. That is, stats naturally grow the more you rely on them. This causes an even growth in stats when travelling and fighting monsters/players, as the stats you use the most will grow to reflect that. All stats will eventually peak off where raising the levels becomes increasingly difficult.

Doing various tasks will cause the stats the grow either faster or slower.

Strength is trained by undertaking cumbersome tasks, such as wearing heavy armour, wielding heavy weapons, and trying to overpower your opponents with sheer force.

Agility is trained by moving, running, or dodging enemy attacks.

Dexterity is trained by using a weapon or conducting crafting. Anything that requires skill, or a steady hand will increase this skill.

Intelligence is trained through the practice of casting spells. Stronger, higher levelled spells will effect this more. Reading any books will also train intelligence.

Mind is trained by receiving and actively resisting magical attacks or de buffs that are not cast by the player themself. There is no other method to train it.

Luck is trained by being lucky. This can be done by any form of gambling or by simply being lucky, such as narrowly escaping a trap by pure chance.

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72 Comments

  1. hey i just have some left in tought question for you

    1. Maybe i am also one of those magical fans.-Is there also a way to counter those elemental resistance ?Such as, oddly fire skill etc ? Maybe ,even an existing wheel of weakness for elemental related spell or environment ?(i rather despise the thought of a “wheel ” for it ,but we can’t deny that fire need some air to work and ice need some water to be formed )

    2. Concerning the Continent think i must say i am quite interested .Mason seems like a player who read a lot to improve is ingame knowledge , isn’t there any information concerning those other continent or related discoveries by some pioneers ???

    3.For the stat related training , it is understandable for the physical one (at least concerning the game related part . It has been proved by the question above how hardly(maybe impossibly) it can be possible to accomplish this feat in reality ! But is there really a possibly related training for mind or int ? cause has you stat it int represent knowledge but it isn’t clearly explain in the game is it the memory of the capacity to think to reach a possible solution ? for the mind , i hope the “training doesn’t involve resisting some mind control spell or surviving mind torture * chill*…. such as for the luck except for gambling(even if for me it would more be an int related training than a luck one) or an in-bound soul luck skill related it seems untrainable .

    4. I have some faith related question . When lost enter this “grael church” he received the two skills and some stats those stat are skill related or faith related ? are they going to evolve with his belief or with the skill level ? if they are faith related ,is it possible that other player may go to have some religion as soon as possible if this discovery goes worlwide ? I hope not, it will cause many religious issue with the probable war between the chaotic religion etc ….

    ps : i am reading the other original work , already have read univers online found it great .

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    1. concerning the first question it is more about do you have taken the weakness of the elements + their synergeability (doesn’t know if this word even exist but concern their synergy )

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    2. I have added two more section to this page to answer question number 1 and 3 for you ^.^

      As for question 2, you will have to wait till volume 5 to find out, as otherwise it would be a spoiler. As for question 4, I have updated the ‘Religion and Religious Skills’ sub section that should hopefully answer your question ^.^ Thank you for your time to post this comment

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  2. Is it possible to have more than one religion? I reckon it isn’t possible but it would make sense to have belief in more than one god or deity even though you only adhere to one per say. And if so, would it then be possible to have powers from other gods/deities?

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      1. Oh, this comment must have slipped past my attention ^.^
        It is not possible to have more than one religion at one time. Although it is possible to leave a religion and join another. I will add this to the page

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  3. Could you add character descriptions? Like facial features, their names, and a brief descriptions of what they do in-game and whatnot. I keep forgetting their features/roles since I only read your novel upon volume completion. I had to go back to chapter one just to remember what Hollis/Lost looked like.

    I’m now reading chapter 22 and I forgot the features/in-game job of Mason/Matrix already. I know they’re bros who makes videos and live in the district similar to Hollis, but that’s it.

    You could also add spoiler tags for the characters that will appear later on if you deem it to be spoiling the story for first time readers.

    Thanks.

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    1. I have added character descriptions to my to do list!
      I honestly don’t know how to do spoiler tags tbh, hopefully I will figure it out, but otherwise everyone else must read at their own caution. (Shouldn’t be too many spoilers, at least.)

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  4. 1. In most fictions, lightning is almost always counted as a base element? Is there a particular reason you don’t have it as one in this text?
    2. Although this should technically not be discussed here, is Fen ever going to return to her wolf state?
    Genius story btw!!

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    1. 1. In my game, the skill ‘Lightning Magic Talent’ is a evolution of ‘Light Magic Talent’ and ‘Fire Magic Talent’ when they combine together. A skill that contains both the luminescence of light magic and the explosiveness of fire magic.

      2. You will have to wait and find out ^.^

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  5. 1. Can you buy more them 10 skills by spending levels? In the info is it just to show algorithm or it is max?
    2. Is it possible to equip more them one class skill at the time and can classes be skill up further by reaching a certain level in them or by merging with other skills?
    Sorry for my english but it isn’t my first language.

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    1. Max number of skills equiped already mentioned in very early chapters (maybe add this to game mechanic?) max being 10 with chance of combining skills into more powerful version. And only one class skill available per player

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  6. 1. About training mnd i remember Lost gains some when runing in early chapters so useless moving with high speed gives you some debuff description of training is wrong.
    2. You repetitively mention dwarfs as a race, but its probably not playable in the system. System you described don’t allow to big physical changes to body, without whose you can’t really make something that looks as dwarf. I don’t count bearded man above 1,5m as a dwarf.
    3. Are you planing to make a new map? Well for now it would be mostly useless until party will start moving by sea.

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    1. 1. To be completely honest, this question is confusing me.

      2. I wanted to revise it, but the story is too far ahead to change something so far back. My thoughts later on were that different sizes would be fine, as long as the bodies proportions remain the same – same as shrinking a person. The only difference would be that they perception changes (world seems bigger/smaller). But the dwarves as a playable race… I’m not planning on touching that subject much for the reasons written earlier on in the books.

      3. I’m hoping to. I was thinking of creating one for each realm.

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      1. About 1 its clearly stated in training stats that mind will rose only while taking debuffs or spells not casted by player, jet in early chapters it rose for Lost while hunting wolfs

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        1. I see!

          I gave it a quick update (also trained by actively resisting the de-buffs.) Lost has the de-buff from the cloak that halved his speed. Running while under the de-buff counts as actively resisting it, allowing the skill to slowly be trained.

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    1. Nope, my mistake. But I swear I’ve seen this exact map used for some other novel, just with different place names.

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      1. Haha no, I can assure you I drew this map myself from scratch, going from scanning a squiggle on a piece of paper to create the land shapes, to creating my own set of brushes for the trees, ships, waves, mountains etc… to use like stamps. I did find some good resources online in regards to tips on creating a map though. ^.^

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  7. Hey um, am i allowed to ‘steal’ some of your concepts? like your stat training and rarity classification? also do i even need to ask you or am i just being stupid?

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    1. There is nothing wrong with taking inspiration from other works. I don’t mind if you take up on a few of the concepts, but that’s just me. As long as it isn’t copying the majority of the game system or such, there won’t be any concerns on my end.

      As for asking, whether it’s necessary or not, it’s still polite – so thank you!

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      1. Could I also ask, roughly in what order did you start your story? Like did you start off with the characters and their roles or did you create the world and the shitty situation it is in? Btw I make these examples because I always feel no one understands what I’m saying :3 and thank you for replying so quickly!

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        1. I honestly can’t remember it was a long time ago!

          There isn’t any way better than another, it depends on the writer. You may like to create a world first before putting the characters into it, or you may prefer to create a world that suits your characters.

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          1. well thank you for that, it was a big help. me and a friend have decided to build a world together and have two separate story’s (Each our own) in the same world, but have only little to do with each other

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  8. Another question sorry, what process did you go through to create your characters? I’m just not sure what I’m meant to focus on in terms of character creation

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    1. Not at all, feel free to ask any questions you have. When creating characters, focus on individuality.

      For side characters, they can just be grunt 1, grunt 2, fisherman 1, but main characters need a little more depth.

      What I learned in the process of writing, is that when coming up with a new character, determine their personality first. You can do this easily with a pen. Write down three words to describe them, and use that as the base of their character. You can describe what the character is like by any number of traits: Naive, Handsome, Brave, Straightforward, Cowardly, Loud, Clumsy, Tall, Arrogant, Proud. The list goes on, you just need to define who they are.

      After that, insert them in your story, imagine yourself in their shoes and try adapt to their thoughts, writing how they act based on their personality.

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