Disillusionment Note Terms and Conditions (3)

(11) Real system

In order to enhance the game experience, based on many experiments, we have succeeded in developing a realistic system mechanism that players can modulate according to their own preferences. The real system of Pen, Fun, and Pavilion www.biquge.info is divided into three index lines: 1. Temperature line, 2. Pain line, 3. Five senses line

The Composite 0% True Index is set as: Optimal experience for all situations.

Note: 1. This function will only be opened after level 10 and the transfer is completed, and the default composite index is 0% before.

2. The real system composite index of age 14 years old and below should be adjusted to 60% at most, and the pain line should not exceed 50%

3. It is not recommended to open the real system fully, if you want to open the 100% real composite index, you need to sign a disclaimer clause

4. The principle of this game is to directly act on the brain, so as long as it is not due to the brain and spine and other reasons, you can experience all the feelings of normal people in this game. (20% of the composite index is available)

(12) Associate occupations

Considering that Disillusionment has a wide audience of players, both in terms of age and hobbies. In line with the purpose of creating happiness with heart, a special sub-class system is provided to players who need it. There are 7 main categories of suboccupations:

1. Alchemist, refining high-quality and inexpensive consumables

2. Forging master, forging a heavy weapon that is refined into steel

3 appraisers, let your gold shine sooner

4 Array Mage, to build a magic array, is a necessary candidate for the mage to launch the forbidden spell and the portal outline

5 Beast trainers, domesticate wild beasts for man to drive

6. Material Engineer, discover useful materials for other hidden professions

7 Archaeologists, excavating archaeological remains, discovering the historical text of Disillusionment

(13) Evaluation of rewards for customs clearance of dungeons

There are four levels of rank: C, B, A, S

There are 3 evaluation criteria: 1. The number of team casualties at the time of the dungeon settlement reward. 2. Dungeon clearance time. 3. Quest level and gear.

(14) The division of rewards under the conditions of teaming

Wild Hunt: The loot of the monster is ownerless, whoever in the team gets it, and the person who kills 70% of the monster's HP gets an additional priority, and those outside the team need to wait for 10 minutes, unless the team is killed and has not been resurrected within 10 minutes.

Faction Duel (Guild Wars, National Wars, Faction Wars, Race Wars, etc.): The loot system of personnel deaths will be displayed as "uncollectible", and will be settled and distributed uniformly after the end of the battle. The distribution principles are: 1. The killers related to the trophy have different degrees of priority according to the merit of the incident2. The duel commander has the right of priority distribution, and the right is greater than 1.3. If the combatants do not obey the above two articles, they can initiate a vote of the whole nature, one person, one vote, and the right is greater than 1 or 2, but less than 1 plus 2

Replicas: A set of data will be published based on everyone's performance in this quest for informational purposes only. However, the captain, vice-captain, and those who have been assessed by the system as having particularly significant merit are obligated to have at least one and no more than two item selection priorities.

Note: The above activities are only the default principle, if the team members have different assignment methods, after the signed agreement takes effect, the system will tell whether to follow the default principle or the assignment method specified in the agreement

(15) Mechanism of death

Under normal circumstances, the player's death retains post-death vision for a certain period of time, during which time the player can choose to respawn at the nearest safe point, after which the time is enforced.

The penalty for death is usually a level reduction, with a varying amount of equipment and items being exploded depending on the player's condition. The attribute value returns the state of the previous level.

It is important to note that if a skill is activated at the current level, it will not only be unusable unless the level is upgraded back, but the skill points will not be returned.

For example, if the player Black Sea Sand is a mage who has just reached lv7 and adds points to the fireball technique that he has not yet learned, and then he is killed by the idle player White Sea Sand who passes by, his level will change to lv6 and he will not be able to use the fireball spell unless he is upgraded back to level 7 or higher.

For example, if the player is a warrior who has just reached lv7, he adds points to the gallop that is already level 1 and becomes a gallop of lv2, and then he is killed by the mage of the enemy of the enemy lv6 of the revenge of the enemy, the black sea sand is killed, then his level becomes lv6, and the gallop can be used, and the effect is lv2

(16) Agreement

Agreements can be entered into between players and players, players and NPCs, and players and the system in appropriate circumstances, and the content of the agreement has the ability to override the default rules of the system.

For example, if both parties agree to a duel, the level of the person whose HP reaches 200 points or less will be lowered by 3 levels. The agreement takes effect, Party A fails, and according to the system rules, it will be downgraded unless it dies, and it will only be downgraded by one level. However, according to the agreement, Party A is forced to perform the agreement, and the level will be reduced by three levels under the condition that there is no death.

Note: The system will identify the content of the agreement, and once a problem is found, it will determine that the agreement is invalid and returned for rewriting.

(17) Red name mechanism

Foreword: In the non-safe zone, Disillusionment allows players to hurt each other, which is a healthy competition to improve one's own strength, but it is a crime in the real world if it goes too far. In order to limit or even prevent this from happening, this article provides that the first attack (for two or more parties) will be granted a criminal waiver, usually 30 minutes, during which time you will not be punished with a red name for killing the team or individual who attacked you, and if you exceed that time, you will be punished with a crime.

Text: According to the number of people killed, the red name is divided into the following levels: Lv1: Murderer, Lv2 Blood Knife Butcher, Lv3 Crime is unforgivable, Lv4 Heaven and Earth will be destroyed.

The conditions to be met are 1-10-100-1000 people or more

Players with lv1 and above cannot trade with the system store, and players with red names at lv2 and above cannot enter the city, and those who enter will be caught in jail by the guards (lv3 and lv4 will be hacked to death with knives, and the respawn point is prison)

When a red player is killed, the explosion rate of equipment and items will increase significantly, but after a red player kills someone, the explosion rate of the killed person's equipment and items will also increase

When a red player dies, the respawn point will be set to the nearest town's prison, and if the town does not have a prison or the prison is full during special periods, the selection will be expanded until selected.

The name of a red name player cannot be hidden, and the color will become darker as the red name level increases.

Once a red player reaches lv3 and above, an announcement will be made on the whole server, and an official reward order will be issued.

Under normal conditions, the time for the disappearance of the red name is 1 life per natural day.

Note: Red players can trade with players, auction houses, and field merchants, but not in a safe location. When a red player exits, the re-online location is at the exit point instead of the nearest safe spot.

Note: If the two sides of the duel are teams vs a group of people who don't know each other or one person vs. a group of people who don't know each other (the system will judge by itself), then no matter who makes the first move and who survives to the end, the side of one person (team) will be held fully responsible. The reason is as follows: if a person or a team reaches a situation where everyone is punished, then this action can be understood as doing the right thing for heaven.