Volume 1: The Beginning of the White Capital: Some Known Information That Can Be Given (1)

(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, 30 and 50 respectively when they are naked, and from the second choice onwards, they will get a new choice entry based on the reverse of the previous choice, and the original entry will be overwritten after the selection is completed)

(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