Volume 2 The Thousands of Worlds and the Complete Continent Leave of absence. (Finally, a word to the reader.) )
Known Intelligence:
(1)
Health and health recovery rate: Represents the individual's vitality and trauma recovery rate
(When an individual takes damage and the damage breaks through the defenses, the subject will deduct health based on the final damage dealt by the attack, the strength damage taken, and the damage to the body.)
Energy and energy recovery speed: It represents the amount of energy in the body and the speed of energy recovery
(If there are multiple energies in the individual's body, the value of the specific energy is displayed separately.)
(2)
Body Armor + Equipment Armor: This is the total armor value
(The total armor value can be directly deducted to cancel all forms of physical, strength, and energy damage, and any physical, strength, and energy damage damage that is not greater than the individual's total armor value will be considered unbroken.)
Body Armor + Elemental Resistance: This is the magic resistance of the corresponding element
(The magic resistance value can directly cancel the elemental damage of the corresponding element by deducting it, and any corresponding elemental damage that is not greater than the individual magic resistance value will be regarded as not breaking the defense)
Damage Reduction: Direct reduction of the corresponding type of damage
(Before deducting armor or magic resistance, the corresponding damage value is reduced, and the true damage can be reduced)
Tenacity Waiver: Adds value to all situations that require a physical judgment
Will-Immunity: Adds value to all situations that require mental and volitional determination
Block: Only works with a shield equipped. All attacks blocked by the shield will be deducted by the block reduction for the corresponding percentage of the value, with the exception of the shield effect, which takes precedence over all reductions and pre-defense calculations
(3)
Physical Damage: A form of injury that directly inflicts trauma on the target's body with bare hands or a weapon
Force Damage: This is the form of damage in which the force attached to all attacks inflicts trauma on the target's body
Energy Damage: A form of damage such as pure arcane energy that inflicts trauma on the target's body with no elemental energy attached
Elemental Damage: A form of damage that causes trauma to the target's body with energy that is primarily composed of elements
Mixed Damage: A form of injury that combines multiple forms of damage that traumatize the target's body
True Damage: A form of damage that directly deducts health from all of the target's defenses and reductions except for shields
(4)
Mana Amplification: Increases the damage, effect, and strength of all spells that use mana
Elemental Affinity: Communicate the strength of elemental ability, which is related to the success rate and efficiency of learning elemental skills, the higher the ability to control the corresponding element, the faster the elemental skill is cast, and the lower the vice versa.
Elemental Effect: The strength of the elemental ability used, the higher the elemental damage and effect dealt, and the lower the elemental damage and effect, the vice versa.
(5)
Armor Piercing: The amount of armor that all attacks have to break through armor.
Sturdiness: Offsets the armor piercing value carried when attacked with bare hands, weapons, or spells, the higher the difference, the less damage all attacks do to the body's armor, and the less likely it is to penetrate the armor.
(6)
Strength: The amount of strength under the current body type. Increasing this stat can effectively increase your strength, strength effect, weight, and slightly increase your attack speed, movement speed, and tenacity immunity
Physique: the embodiment of vitality and the strength of the body. Increasing this stat can effectively increase your health, stamina, health regeneration, stamina regeneration, physical strength, tenacity immunity, and slightly increase your ailment resistance.
Agility: How fast or slow you are at your current size. Increasing this stat can effectively increase your movement speed, jumping power, and balance, and slightly increase your dynamic vision, attack speed, reflexes, and strength effects.
Dexterity: The degree of flexibility under the current body type. Increasing this stat can effectively increase your shooting speed, balance, flexibility, and reflexes, and slightly increase your dynamic vision and movement speed.
Intelligence: the use of energy intensity and control. Increasing this attribute can effectively increase the spell damage, elemental effects, and cast speed of the caster, and slightly increase the caster's energy capacity, energy regeneration speed, cast confrontation judgment, and will immunity
Spirit: The embodiment of will and energy. Increasing this attribute can effectively increase the caster's mental strength, energy capacity, energy recovery speed, cast confrontation judgment, will immunity, and slightly increase the caster speed and energy.
Charisma: The embodiment of affinity and skill effects. Increasing this attribute can effectively increase your own monster affinity, elemental affinity, and skill effects, and slightly increase your own intelligent creature affinity and ailment resistance.
(All of the above basic attributes will be given the power to choose attribute talents once when they reach 12, 25, and 40 respectively when naked, and from the second choice onwards, they will get a new choice item based on the reverse of the previous choice, and the original entry will be overwritten after the selection)
(The specific bonuses and related buffs of all of the above attributes will vary depending on the class and the sequence in which they are employed, depending on the specific situation of the class.)
(7)
Talent: A talent that is randomly acquired and awakened at the moment of birth
Racial Talent: Talent closely related to one's own race brought by bloodline, racial talent will not be awakened before the bloodline is awakened
Specialty: The vast majority of the relevant buffs are passive effects, and a few can be used in a similar form to active skills
Skills: Skills that can be mastered and used, with different types, most of which are active skills, and a few are active/passive skills and special skills such as aura
(8)
Body Armor: Head, chest, shoulders, hands, waist, thighs, calves, feet, a total of eight armor slots. Among them, the shoulders, hands, thighs, and calves are all considered as two components into one piece of equipment
Primary/Off-Hand Weapons: All hand-held weapons, including shields, will be considered to occupy both the primary/off-hand weapon slots when using a two-handed weapon
Wear jewelry: rings, necklaces, bracelets. Multiple rings can be worn, but a maximum of four can be worn at the same time, and rings cannot be worn if hand armor is equipped. Bracelets can be worn and active for up to two pieces, but cannot be worn when hand armor covers the forearm
Special Equipment: There is no limit to the number of pieces that can be held, but a maximum of four pieces can be equipped and effective at the same time
Set: When equipping the same noun prefix, it is regarded as a suit, and the corresponding set effect will be activated after a certain number of pieces are equipped, as long as it is still in the equipment state, the damage of the equipment will not invalidate the set effect
(9)
Permanent Buffs: All gains from permanent buffs will be treated as nude boosts and will not disappear due to skill effects or ailments
Constant Buff: A buff that exists until death, will not be cleared by most dispel skills or ailments, is not considered an equipment buff, and will not be blessed by the effects of other skills
(10)
Combat Professional: The full name of the combat profession is divided into a total of ten mainstream categories based on the basic combat class of the initial awakening, namely 'Warrior', 'Mage', 'Knight', 'Archer', 'Stalker', 'Priest', 'Druid', 'Possession', 'Defender' and 'Summoner'. In addition to these 10 mainstream categories, there are also nearly 100 partial categories or categories with a small spread.
Sub-Job: A class that specializes in Life Skills or Combat Support Skills, and there are eight main categories: 'Blacksmith', 'Apothecary', 'Enchanter', 'Mechanical Engineer', 'Trap Master', 'Esoteric Scholar', and 'Logistic'. In addition to these seven mainstream categories, there are about 20 kinds of partial and niche categories.
(Being a combatant does not mean that you cannot become a deputy, and the same is true for those who become deputies, the difference is only in the division between the main and the balance.) )
(Among them, both the combatant and the deputy have a level, the combat officer is the adventure level, and the deputy is the mastery level, and the rank division is the same: the first order (LV.5-LV.10)→ the second order (LV.10-LV.15)→ the third order (LV.15-LV.20)→ the fourth order (LV.20-LV.25), → the fifth order (LV.25-LV.30), → legendary (LV.30-?) ))
(Each tier needs to complete the first tier to progress to the first tier of the next tier, which is the same level but represents a different level.) Among them, the third level is the elite level, the fourth level is the mentor level, and the fifth level is the grandmaster level, and reaching LV.30 but not stepping into the legendary level is called the quasi-legendary level)
(11)
General term for basic combat positions: For example, 'warriors' refer to those who use their basic combat positions as 'warriors' for subsequent transfers. For example, if the current combat class is 'Lorain Berserker', if others do not know the specific combat job name, it will generally be referred to as the "Warrior" combat class.
'Road' general name: as long as the basic combat positions are the same, even if the sequence of subsequent inauguration is different, but as long as the ability is similar and the combat methods are similar, they will be collectively referred to as a certain 'road', and each basic combat job will extend into two or three mainstream 'roads' at least seven or eight, for example, the follow-up mainstream roads of the 'warrior' are 'swordsman', 'berserker', 'technical fighter', 'demon warrior', 'heavy warrior', 'combat master' and ' There are eight types of weapon masters, and a hundred other 'paths' that are called non-mainstream or extremely niche.
Generic name for the inauguration sequence: For example, a fighter who has been inaugurated in the 'Nightmare' sequence and subsequently transferred to a career can be referred to as 'Nightmare' no matter what level they reach and what the name of the profession at that stage is.
Segmentation of combat positions: Under the same large category, because the sequence of employment after LV.5 is different, the subsequent job transfers are naturally different, and many distinctively homologous combat positions will be developed and extended, so the names of all combat positions in different races and under different circumstances are not uniform most of the time.
(Take a chestnut.) Chen Yuan can be called the 'defender' directly, or he can be called the warrior of the 'defender' department, or he can be called the 'shield armor' in the four mainstream 'paths' of the defender, and of course, he can also be directly called by the sequence name of 'absolute defense'. )
(However, in most cases, if you don't take the initiative to reveal your sequence name or the chosen 'road', others will generally use the general name of the basic combat class or the guessed name of the 'road' based on the characteristics revealed on your body, for example, when the enemy target sees the large tower shield in Chen Yuan's hand, they naturally think that Chen Yuan is a 'defender' based on their first impression, and guess that the selected 'road' is from the fact that he first opened the shield array for protection.) Of course, these subjective or guessed 'titles' are sometimes wrong, and this is also common. )
(12)
Natural elements: wind, fire, water, earth, and thunder.
Eternal Element: The three systems of light, darkness, and chaos.
Energy: Arcane and Psychic powers.
Special: i.e. soul, poison, cause and effect, truth, etc.
(In addition to energy and particularity, each of the natural elements and the eternal elements has a more or less extended secondary system, for example, the extension of the 'water' system has the 'ice' system and the 'fog' system.) )
(13)
The quality of equipment: from low to high, there are seven divisions: gray inferior, white common, green excellent, blue perfect, purple rare, red legacy/legendary, and orange epic, of which epic is also called 'artifact'. In addition to these seven divisions, there are three special grades: Silver Special, Black Curse, and Color Growth, all of which are equivalent to Purple Rare at the lowest level, and the highest upper limit is greater than Orange Epic.
(Red Legacy: Soul binding is required, and it cannot be used by others unless it dies after use, it must be a set.) /With the exception of the Red Legacy, only a small number of Red Legendary and Orange Epic equipment require Soul Binding. )
(Silver Special: i.e. special equipment/Black Curse: Generally ominous equipment with a curse or constant negative effects/Color growth: i.e. growth equipment/These three types of equipment must be soulbound to equip and use)
(14) The issue of military duties.
The main ten series of war positions (omitted, you can see the previous ones.) )
Niche and non-mainstream classes: such as the 'Necromancer' department, the 'Martial Artist' department, etc.
Special Combat Positions: Refers to certain combat positions that have special requirements to be employed, such as the 'Warrior Monk' and 'Blood Demon' departments, which are not only usually extremely niche, but also have complicated employment requirements, and these combat positions are generally very difficult to promote.
(15) Extradimensional plane issues.
The basic carrier (i.e., the ordinary human body) given by the single soul shuttle + system by default: 100-300 points. (Depends on the stability of the shuttle plane and the rules of the world)
Soul and body at the same time: 500-2000 points. (Depends on the stability of the shuttle plane and the rules of the world)
Initial default 'inventory' size: 60 slots. (Each tile can hold one item, items higher than the blue tier cannot be stacked)
Points Store: With the increase in the number of shuttle planes, the purchase authority of subsequent items will be gradually opened, and the price of all items will be in a constant state of equivalent value.
(16) Different-dimensional plane system prompt:
Given Riot's habit of eating books (you know), a hero rework or an update to a part of the League of Legends universe can make the author seem extremely wise, so I'll be careful to choose stories about the Alien Plane, including but not limited to Runeterra, and all that has been written is based on the version at the time of writing. (So don't be surprised if you find a bug.) )
(17)
Ancient Continent: Alpha Continent (split into four pieces)
Elemental Lighthouse: The pinnacle of the glorious civilization of the ancient era, built by the firm minds of countless sacrificed strong men and countless rare materials, it is a barrier to the Alpha world, used to resist the invasion of the 'Void', and it is also a guarantee that the Alien Plane cannot descend normally to connect to the Alpha world.
(PS: The Overworld has now been unfolded one after another, and I want to write a lot, but I don't know if I can finish it.) Also, I don't know what to write about the next heterotop, do you have any suggestions? )