Eternal Game Mechanics and Preparations - Read for more deep detailed info of the game
Hi everyone, I hope you are enjoying the novel.
Before I even started writing this novel, I worked on building a whole game system for it. I read a lot of approaches on how to make a real game toe up with this game.
Here is the total guild that I have made so far, and it''s dedicated for those of you who are interested in knowing more details about the game, and the novel.
I hope you like it.
Eternal Game game mechanics and preparations:
This guide will contain the following:
1. Game over view
2. Monsters
3. yers- Factions- sses Talents Skills.
4. Game Land and game scenario
1. Game over view:
The game is a Virtual Reality Massive Multi yer Role ying Online Game. the game is yed by capsules, and yers can stay in game for long duration using internal feeding fluids.
The game is based entirely on choices, as yers can do anything, make any choice they want, but each choice will have its own consequences, and they will affect the yer, the yer''s surroundings, or even the entire game!
The time of the game is elongated to double the time of real life, with the ability to elevate yer''s mind and make it gain knowledge and skills to the real life, provided his physique can support it.
The game starts by a selection of gender, age, name, faction, ss, and the ce where yer wants to start at.
yers then will be moved into a huge festival inside the capital city of the kingdom or the empire he or she selected. yers will stay there for small time before gaining tickets to go to one of the two general pathways of the game; wilderness terrain or the army the battle field.
yers selected to go to wilderness, or terrain will be transported into open wilderness, where they will face variety of monsters, dungeons and many yers there. the first map of the wilderness is from level zero to level ten, and when yers reach level ten they will gain a ticket to the vige.
yers going to the army the battle field will select one of the two pathways; general route, or the lords route.
yers selecting general route will start as mere soldiers, five menmander, ten menmander, fifty menmander, one hundred menmander, five hundred menmander, a battalion one thousand menmander, small army five thousand menmander,rge army ten thousand menmander, and finally general with general ranks of white, green, blue, silver, gold, red, and finally ck generals.
yers selecting the lords route will start as an area leader assistant, area leader, vige mayor with three vige ranks; small, medium,rge viges, town mayor with three town ranks; small, medium,rge towns, city governor with three city ranks; small, medium,rge cities, and finally kingdom ruler king and empire ruler emperor.
All yers start differently, but they can reach viges and above game checkpoints ording to their levels, and each route has its own quests and missions inside each checkpoint.
Vige is designated as any usual vige in any game, with a wall surrounding many buildings, mayor for the vige, some NPCs guiding yers ording to their sses, and a vige map and a wilderness map to select between to level up there.
Once yers level up to level thirty, they can gain ess to towns, level sixty to cities, and level ny ess to the capital.
Each ten levels there is a huge milestone for yers to achieve, arranged as follows:
Level zero: yer starts the game, with either terrain or army route.
Level ten: yer gains ess to the viges.
Level twenty: yer can raise his ss mastery, upgrade a rank for army route yers.
Level thirty: yer can acquire guild establishing stones, army checkpoint establishing stone, area ownership stone, and gains ess to towns.
Level forty: yer can gain ground mounts and pets.
Level fifty: yer can raise his ss mastery, upgrade a rank for army route yers.
Level sixty: yer gains ess to cities.
Level seventy: yer can acquire vige establishing stones for yers and lords, and army ry point establishing stones for generals.
Level eighty: yer can raise his ss mastery, upgrade a rank for army route yers.
Level ny: yer gains ess to capital.
Level one hundred: yer can gain flying mounts and pets.
Level one hundred and ten: yer gains ess to shrine wars grounds.
Level one hundred and twenty: yer can raise his ss mastery, upgrade a rank for army route yers.
Level one hundred and thirty: yer gains ess to flying continents.
Level one hundred and forty: yer can rage guild wars to annex towns and cities, lord yers can establish kingdoms and empires, and general yers can attack kingdoms and empires, winning wars to control them.
Level one hundred and fifty: yer can raise his ss mastery, upgrade a rank for army route yers.
2. Monsters
The game contains a huge variety of monsters, distributed as normal monsters grinding monsters, dungeon monsters, open world boss monsters, and special monsters; like the evolved mutated monster that appeared in thest evolved dungeon.
Normal grinding monsters can be found in packs throughout the wilderness.
Grinding monsters has simple rules in fighting them, as each monster when its Hp decreases below fifty percent, it starts to run, trying to escape away from the yer, and yer has to put his point in his mind while killing them, so he would intercept their retreat route, or else the escaped monster will regain its lost Hp rapidly, rendering yer efforts futile.
Dungeons in the game are really diverse, starting with white, green, blue, silver, gold, red, and ck grades.
Each dungeon had the same rules, as the white dungeon will have seven monsters roaming outside its entrance, then ten halls, each containing ten monsters, before finally ending in single boss monster.
Green and blue graded dungeons will have ten monsters roaming outside, with fifteen monsters in each hall. Silver and gold dungeons will have fifteen monsters roaming outside, with twenty monsters in each hall, with the halls reaching twenty halls and one boss monster in them.
Red grade dungeon will have twenty monsters roaming outside, twenty in each hall, with number of halls increased to reach twenty, and two boss monsters, or one special boss monster.
ck grade dungeon will have thirty monsters roaming outside, twenty in each hall, with number of halls increased to thirty, and three bosses, or one special boss.
Rules of engagement in each dungeon monster are the same, as normal dungeon hall monsters following the Hpw. When their Hp decreases below fifty percent they will all attack together, moving towards the most distant yer in the team, disregarding aggro role.
Rules of engagement for dungeon boss monsters follow the timew. After the first five minutes, the boss monster would use a mute skill that would render yers'' skills useless. All skills would enter, forcibly, cooldown period, and those in front of the monster would take the full toll of the monster attack.
The next skill to be activated at the ten minutes mark would be an AOE damage skill, with special ability to it. knock down, stun, control, name it and it might happen. the choice of skills would differ from one monster to another, but they would be all follow the same rules.
At the fifteen minutes juncture, the boss monster would use an AOE skill that would deplete any special form of energy the yer was using. Atp, Mp, Stm, Cp, Gp, Wp, or Def, any of them would be mercilessly diminished by half their initial value.
Then the twenty minute juncture would have the most devastating AOE attack ever, Hp forcibly diminishing by half!
Any yer with fifty percent of less of his Hp at this point would be instantly killed. The only good news here that after each skill was used, there would be a thirty seconds forcibly weakening period to the boss monster, so yers would aim towards this slight window, hoping to kill the monster before thest stage was reached.
Monster drop followed the same rules, as monsters always drop one of these material list:
Monster skin monster ws monster tail monster bones monster horns monster teeth monster fur monster crystals monster power shards monster energy shards monster heart fluid ''for Hp regenration'' monster muscle essence ''for stamina regenration'' monster fin monster central bone monster nds monster fangs monster thorns monster spikes.
Monster material grading system:
White green blue silver gold red ck S SS SSS SSSS SSSS V M.
Monster collecting materials rule:
Level one to five: unlimited time to gather materials.
Level five to ten: two minutes and the corpse will disappear.
Leven ten and above: one minute and corpse will disappear.
Monster dropping rules:
Material drop rules:
Level one to ten: drops five materials.
Level ten to twenty: drops ten materials.
Level twenty to thirty: drops fifteen materials.
Level thirty to forty: drops twenty materials.
Level forty to fifty: drops twenty five materials.
Level fifty to sixty: drops thirty materials.
Level sixty to seventy: drops thirty five materials.
Level seventy to eighty: drops forty materials.
Level eighty to ny: drops forty five materials.
Level ny to one hundred: drops fifty materials.
Monster money drop rules:
Level one to ten: no drop.
Level ten to thirty: copper drop = level *10
Level thirty to sixty: silver drop = level *5
Level sixty to ny: gold drop = level *3
Level ny and above: gold drop = level*5
Monster gear drop rules:
Level one to twenty: no drop.
Level twenty to fifty: 10% drop rate.
Level fifty to seventy five: 25% drop rate.
Level seventy five to above: 50% drop rate.
Rules of monster stats:
Hp= base Hp * level^1.4
Xp= base Xp * level^1.2
Atk= base Atk * level^1.8
Def= base Def * level^2
Note: these are rules for normal monsters, as for dungeon, open field boss, and special monsters, these rules might change ordingly.
3. yers- Factions- sses Talents Skills
yers start the game by the process mentioned in point one.
yers has different stats, which would be useful for each ss.
General yer stats are as follows in the start of the game:
Vitality (Vit): 1 determines Hp
Strength (Str): 1 determines Atp for
Intelligence (Int): 1 determines Mp for
Resilience (Res): 1 determines Stm and Sp for
Physique (Phs): 1 determines Def for
Charisma (Chr): 1 determines Cp for
Wisdom (Wis): 1 determines Gp for
Luck (Lu): 1 determines Wp for
Health Points (HP): 10
Attack points (Atp): 5
Magic Points (Mp): 5
Stamina (Stm):10
Speed (Sp): 5
Defense (Def): 5
Control power (Cp): 5
Gaia power (Gp): 5
Will power (Wp): 5
Each level, yer will get five attribute points, two forcibly allocated by the system ording to the yer faction, one for Vit and one for the main stat of the faction, like weapon wielder faction will allocate one point to Vit and one to Str, while staff holder will allocate one to Vit and one to Intelligence, and so on.
yer can select their factions and sses from the start of the game, but the skill tree isn''t limited to one faction or ss, any yer can unlock any skill he wants, but he has to increase that skill main stats if he wants to use them properly.
yers from level zero to ten are considered under protection period, as killing will only make him lose one level only.
yers from level ten and above will lose fixed ratio of their inventory with each kill as follows:
Level ten to thirty: loses 10% of yer''s inventory.
Level thirty to fifty: loses 20% of yer''s inventory.
Level fifty to seventy five: loses 30% of yer''s inventory.
Level seventy five and above: loses 40% of yer''s inventory.
Rule of Xp needed for each level = base Xp* level^2.5
Each ten levels there is a juncture in the game for Xp needed for leveling up, plus monster''s stats as well at these levels.
Each level up, yer will be washed and his stats will be refilled to top.
Each level up, yer will gain five attribute points, one Sp ''skill point'', and one Tp ''talent point.''
Factions:
There are seven main factions in the game, which are as follows:
1. Weapon wielders faction.
2. Staff holders faction.
3. Shield bearers faction.
4. Shade sons faction.
5. Light daughters faction.
6. Animal controllers faction.
7. Martial artists faction.
Each faction has its own sses, and its own main stat and thus the rules of forced allocation of free points will be applied to this main stat.
The main stats of the seven main factions are as follows:
1. Weapon wielders faction Str. affecting Atp.
2. Staff holders faction Int. affecting Mp.
3. Shield bearers faction Phs. affecting Def.
4. Shade sons faction Lu. affecting Wp.
5. Light daughters faction Wis. affecting Gp.
6. Animal controllers faction Chr. affecting Cp.
7. Martial artists faction Res. affecting Stm.
Main sses for each faction:
1. Weapon wielders faction:
1. Sword wielders swordsmen.
2. Knife wielders
3. Mace wielders
4. Hammer wielders
5. Spear wielders
6. Archers.
2. Staff holders faction:
1. Mages.
2. Wizards.
3. Druids.
4. Enchanters.
5. Necromancers.
6. Dark magicians.
7. Demon mages.
8. Staff healers.
3. Shade sons faction:
1. Thieves.
2. Assassins.
3. dark magicians.
4. Demon mages
5. Smugglers.
6. Bandits.
7. Necromancers.
8. Dark pdin.
9. Dark summoner.
4. Light daughters faction:
1. Light pdin.
2. Light healer.
3. Light bearer.
4. Carder.
5. Runer.
6. Priest.
7. Light summoner.
5. Shield bearers:
1. Shield pdin
2. Tanker.
3. Shielder.
4. Enchanter.
6. Animal controllers faction:
1. Summoner
2. Demonic summoner
3. Binder.
4. Contracter.
5. Dark summoner.
6. Light summoner.
7. Martial artists faction:
1. Monk.
2. Brawler.
3. Fighter.
4. Bandit.
Note: some factions might contain shared sses with others, as these sses will have some of their skills locked up for certain factions for the unavability of the main stats required for them. so, they are the same sses but with different sets of skills and talents.
Skill tree:
Skill tree is opened to all sses in the game, with the only limitations will be the needed Sp ''Skill points'' needed to unlock them, and the main stats needed to make the skills effective.
Any skill will have these main types:
1. ss skills: needs minimal amount of Sp to be unlocked.
2. Faction skills: skills of the same faction, but mainly for other sses. Needed moderate amount of Sp to be unlocked.
3. Non faction skills: skills that lies outside the yer''s faction. Neededrge amount of Sp to be unlocked.
Types of the skills:
Any skill will lie under these main types:
1. Base skill: skills used from stance of no motion.
2. Movable skill: skills used to force yers into moving in certain trajectory, partially controlled by yers.
3. Chain skills: skills can be used amidst the usage of basic or other chain skills. can''t be used from the start of any fight.
4. Merge skill: skills formed by merging two or more skills together, to gain new skill, with much better effects, and slightly different details. Merged skills don''t delete the skills used for merging, but they will require higher amount of Sp to be done.
Skills can be leveled up either by using Sp points to raise their levels, from level zero to infinite, by merging together with one or more skills, forming brand new skill, or by using some crystals called Power crystals.
Sp can be acquired from leveling up, or gathering power shards from monsters and treasure chests, to form power crystals, used instead of Sp.
Talent tree:
yer will have talents ording to his ss. talents can be unlocked using Tp, talent points, which can be acquired from leveling up, or gathering energy shards from monsters and treasure chests, forming energy crystals, used instead of Tp.
Each talent will add more effects to the stats of yer, and yer can have more than one talent.
Talents can be leveled up using Tp, and some crystals called energy crystals.
4. Game Land and game scenario.
Game is divided into mainnd, sealednds, and flying continents.
The mainnd consists of fiverge continents, with one central and four surrounding continents, connected together through straits and conjuncture points.
The sealednds are fournds, which are monsternd, godnd, hellnd, and deadnds.
Mainnd contains shrines, that ys major role in keeping these sealednds hidden and sealed, or trying to break them free and bring them to the world of the game.
These shrines are distributed all over the five continents, with their elders trying to give quests to yers, in attempt to make yers join their shrines and help them in their cause.
For example, the death shrine and life shrine are mortal enemies, with life shrine is responsible for sealing the deadnds, while the death shrine is trying to break this seal, and set the dead loose.
Both elders issued a quest to Mc, and he has to choose which shrine he will join, or he won''t select any.
The game is based on choices, so any choice made will have its consequences, affecting the course of the whole game, and huge number of yers and NPCs as will be narrated in the first two volumes of the novel.