Endless armament architecture at a glance
This article summarizes the settings that have been pushed for your reference, and some of the content that has not been launched will not be taken out for the time being to avoid destroying the follow-up plot. The content of this article will be updated from time to time.
One: the urban part.
It is divided into five areas, slums, ordinary areas, apartment areas, villa areas, and independent islands.
Each zone corresponds to a level of difficulty, and each has its own unique architecture and functional facilities.
2. Strengthen the system part.
Attributes: The basic enhancement content of adventurers, which improves various indices in an all-round way.
Skill: The main attack method.
Mastery: Improves various basic combat abilities.
Ability: A secondary combat method that requires energy use. Adventurers can't have abilities with direct attacks, and the more powerful and wide-ranging the ability, the larger the target, and the higher the energy cost.
Exercises: Practicing exercises can improve attributes and combat skills (described later)
Bloodline: Possessing a bloodline is followed by a race perk, and different bloodlines are different in terms of ascension. (More on this later)
Occupation: Temporarily secrecy
Honor System: Kept secret for the time being
Title System: Special Killing Ability against Exclusive Targets.
Three
In terms of weapons and equipment.
Weapon characteristics.
Axes: Knockback Knives: Impact Swords: Piercing Daggers: Cutting Whips: Winding Gauntlets: Quick Bows and Arrows: Armor Piercing
(The details of the weapon characteristics will be shown later.)
Fourth, priority setting
When the skill effect is hedged, the skill effect of the team with the highest priority is exerted and the opponent is suppressed. Some skills are absolutely suppressed, and some skills are relatively suppressed, depending on the characteristics of the skill.
So much for now, and I'll add it later.