1 Endless Worlds Game Document By Trevor Melanson Table of Contents I. Game Overview II. Story III. Characters (Customizing, Leveling, and Classes) IV. Battle System V. The World VI. Quests and Dungeons VII. Items, Item Crafting, and Trading VIII. PvP IX. Death X. Parties and Guilds 2 I. Game Overview Endless Worlds is a game like no other. We have found original approaches to all of the major aspects of an MMORPG: original gameplay, original graphics, and an original story and world. We will, as well, constantly supply our community with new content: events, stories, and of course, new worlds. Endless Worlds will have unique and high quality 2D graphics. Gameplay, the world and story, and other aspects of Endless Worlds will be explained and detailed in this game document. II. Story Forget everything you think you know. Your world is a prison. As you grow weak, so too will your bonds. Swallow hard, and let death liberate you. Sleep, and then wake up. Wake up for the first in a very long time. The light will sting your eyes at first. It is real light, not like the waning glow of your yellow sun. Don’t worry; your eyes can handle it. Rest before you stand. Look around you, and you will see and know the difference between real and unreal. You will start to remember. The Realm of Endless Worlds: this is where you stand. It is infinite in all manner of speaking. But do not fear it; welcome it. You are free now. You are home. You are awake. Be infused with this knowledge, for it is, as is all knowledge, power. The greatest power. Death. Know that it does not exist. Death is an earthly lie. Time. Time is a lie too. Even space is a rather superfluous notion. There is only one real dimension in The Realm of Endless Worlds: power. Unbridled power. It is the means of transportation—the bridge between one world and another. You are still weak. You are still confused. But fear not, child. Answers will come. Power will come too. This is only the beginning. Brace yourself. III. Characters (Customizing, Leveling, and Classes) Customizing There will be a few options for customization when you create your character. For physical attributes, you will be able to choose your gender, and then your hair and face. Leveling All Characters will start out with 100HP (Hit Points) and 100SP (Soul Power). There are four stats: strength, dexterity, intelligence, and will power. At level 1, a character will have 0 of each stat, but will start off with 5 stat points to distribute as the player chooses. Every time a player levels their character, they are rewarded with 1 stat 3 point (and nothing more—no HP boost or anything). They can put this stat point in any one of the four stats. Players gain experience from killing monsters (with a huge bonus for bosses), and doing quests. Leveling will not be very fast. There will be no level cap, nor will there be a stat cap. The stat points work as follows: Strength Melee Damage +1 HP + 10 Dexterity Dodge + 1 Aim + 1 (for both physical and magical attacks) Ranged Damage +1 Intelligence Magic Power + 1 SP + 10 Will Power HP Regain + 1 SP Regain + 1 Classes All players will start out as the traveler class. At level 10, players will be able to change their class if they choose to. The four new classes that will be made available at level 10 are the following: the fighter, the tracker, the mage, and the cleric. The following details each of the five classes (their skills, armor types, weapon types, and stat preferences) and includes a general description. Note: these descriptions only include the skills that a class starts with. Skills can be acquired by other means such as quests. Traveler/Wanderer The traveler is the class that all players start out as. They are a well-rounded jack- of-all trades class. They can play the role of a tank, a healer, or a damager, however not as well as the classes built for such a specific purpose (for example: a fighter can tank better, a cleric can heal better, a mage or a tracker can damage more; however, the traveler has the advantage of being able to do all of these things). At level 10, a player can choose to change into another class, but it is optional. Traveler will remain a viable class at all levels. They will be perhaps the most desirable choice for parties that don’t need a specific role filled. Note: an upgraded traveler is renamed to wanderer (and the outfit is changed a bit). A wanderer also gains the ability to dual wield daggers. Armour Type: Light to start, and can be upgraded to medium with a quest at level 10 where the player becomes a wanderer. 4 Weapon Type: Daggers. Stat Preferences: Being a jack-of-all-trades class, travelers benefit from all stats pretty equally. Skills: >Vicious Jab (10SP): A vicious jab that does 200% of your regular damage. This is an instant attack, but has a 2 second cool down (the time the player must wait for reuse). >Heal (10SP): Heals the selected player for 20HP. +5HP is added to the healing amount for every point of Magic Power the player has. Has a 2 second cast time. >Resurrect (20SP): Brings the selected player back to life with 10% of their HP and SP. Cannot be used on self. Has a 10 second cast time. >Taunt (10SP): Forces the selected enemy to attack you. Cannot be used on players. Fighter The fighter is the tanking class. A traveler can become a fighter at level 10 by completing a quest. The fighter has the most HP, and can wear the heaviest armour of any class. They can take a lot of damage. In turn, they deal out a mediocre amount: less than a tracker or a mage, but a bit more than a cleric or traveler. Armour Type: Heavy. Weapon Type: Swords. Stat Preferences: Strength is priority. It increases HP and physical damage. Dexterity is second priority, mostly for aim. With no dexterity, the warrior will miss excessively at higher levels. Will power is not a bad investment for faster HP and SP regain. A bit of intelligence is the most optional, but a couple points in the stat wouldn’t necessarily be wasted. Skills: >Taunt (10SP): Forces the selected enemy to attack you. Cannot be used on players. >Brutal Strike (15SP): A brutal strike that does 300% of your regular damage. This is an instant attack, but has a 2 second cool down. 5 >Block (5SP): Block the next attack, taking no damage from it. Only works on melee attacks. Requires a shield to be equipped. Has a 5 second cool down. >Charge (20SP): Increase movement speed to 200% for 10 seconds. Has a 30 second cool down. Cleric The cleric is the healing class. They are, however, not incapable in other areas of combat. Clerics are able to deal out a notable amount of damage (although less than any other class in the game), and as a unique twist, use the second strongest armour type. Armour Type: Medium. Weapon Type: Maces. Stat Preferences: Will power is the primary stat of a Cleric. Clerics do not blow their SP as fast as a mage would, but they need to keep a constant supply of it. Thus, in the long run, the SP regain of will power is more advantageous than intelligence, although intelligence comes as a close second for priority (as it also helps increase healing power). Some strength should be considered for HP increase, and dexterity is optional: aim is really only necessary for damage, so it depends whether or not the player cares about being anything other than a healer. Skills: >Heal (10SP): Heals the selected player for 20HP. +5HP is added to the healing amount for every point of Magic Power the player has. Has a 2 second cast time. >Resurrect (20SP): Brings the selected player back to life with 10% of their HP and SP. Cannot be used on self. Has a 10 second cast time. >Righteous Bludgeon (5SP): A bludgeon that does 150% of your regular damage. This is an instant attack, but has a 2 second cool down. >Reverent Focus (30SP): Buffs the caster for 30 minutes. The buff adds 20% to the strength of all healing spells the player casts. Cannot be cast on other players. Mage The mage is one of the two damage-focused classes. While mages can take out a target fast, they can also be taken down fast. A mage must play carefully, and do his or her best to take as little damage as possible. The mage has skills that allow for this. Armour Type: Cloth. Weapon Type: Staves. 6 Stat Preferences: Intelligence is the primary stats of the mage class. A mage can blow obscene amounts of SP at a rapid pace. And of course, intelligence adds to magic power—the damage the player will deal. Will power is a definite second for obvious regain purposes, and then dexterity for aim’s sake. Spells have a much higher hit rate than physical attacks and require less dexterity, but some at higher levels is still vital. A bit of strength is necessary for more HP. Skills: >Magma Blast (20SP): Blasts the target for 20 damage. Adds 5 damage for every point of magic power the player has. Has a 3 second cast time. >Resurrect (20SP): Brings the selected player back to life with 10% of their HP and SP. Cannot be used on self. Has a 10 second cast time. >Dark Storm (40SP): Player selects a location on the screen, and then does Area of Effect damage over 9 tiles. Zaps all enemies on the selected 9 tiles for 10 damage. Adds 3 damage for every point of magic power the player has. Has a 5 second cast time. >Ice Bolt (30SP): Hits the selected target for 5 damage. Adds 2 damage for every point of magic power the player has. Slows the target’s movement speed and attack speed down by 50% for 5 seconds. Has a 3 second cast time. Tracker The tracker is a ranger class, proficient in bows. The tracker does not have the Area of Effect abilities of a mage, but can damage a single target just as well, and can also handle a few more hits. Armour Type: Light. Weapon Type: Bows. Stat Preferences: Dexterity is first priority. It benefits their damage, aim, and dodge. Strength is a somewhat distant second, increasing their HP. A bit of will power and intelligence is a good idea too, especially since the tracker can blow his or her SP as fast as a caster. Skills: >Power Shot (15SP): A powerful shot that does 400% of your regular damage. This is an instant attack, but has a 3 second cool down. 7 >Venom Arrow (20SP): An instant attack that shoots the enemy with a poisoned arrow, damaging them for 5 damage every 2 seconds for 10 seconds (does damage 5 times). Adds 1 damage per tick for every level the player has beyond level 1. For example, at level 5, the move would do 9 damage per tick, for a total of 54 damage over 10 seconds. Has a 5 second cool down. Does not stack. >Nature’s Bond (50SP): Buffs everyone in the tracker’s party, giving them all +10% of their total strength, dexterity, intelligence, and will power for 30 minutes. >Hide (30SP): The tracker goes invisible for 5 seconds. Invisibility breaks if the tracker takes damage or uses a skill. Instant cast. Has a 30 second cool down. IV. Battle System This section deals with how damage and resistance to damage is handled. It covers melee damage, ranged damage, magical damage, and then defense, dodge, and aim. But first, it will address the two most basic elements of combat: HP and SP. HP: HP stands for Health Points. It is the amount of damage you can receive before dying. HP increases with strength, and HP regain increases with will power. With 0 will power, a player regains 5HP per second. Each point put into will power adds 1HP per second. So if a player has 2 will power, they regain 7HP per second. SP: SP stands for Soul Power. Whenever a player uses a skill, that skill drains a set amount of SP. A player cannot use a skill if their SP is less than the cost of the skill. SP increases with intelligence, and SP regain increases with will power. With 0 will power, a player regains 5SP per second. Each point put into will power adds 1SP per second. So if a player has 2 will power, they regain 7SP per second. Melee Damage: Fighters, clerics, and travelers do melee damage. Strength gives +1 melee damage, and in addition, the weapon a player wields will have a base damage. If a player has a sword with 20 melee damage, and has 10 strength, they have a total damage of 30. Each attack, however, varies a bit in effect—there is a +/- 10% factor. Thus, that player will hit for 27-33 damage, not counting the enemy’s defense, which, of course, will have a negative effect. Ranged Damage: Trackers do ranged damage. Dexterity gives +1 ranged damage, and in addition, the bow a player wields will have a base ranged damage. If a player has a bow with 20 ranged damage, and has 10 dexterity, they have a total damage of 30. Each attack, however, varies a bit in effect—there is a +/- 10% factor. Thus, that player will hit for 27-33 damage, not counting the enemy’s defense, which, of course, will have a negative effect. 8 Magical Damage: Magical Damage applies to mages. It does not apply to their skills (each skill has its own way of factoring in magic power), but rather to their regular attack. Mages attack with weaker magic bolts when not using skills. The damage of these bolts is factored much like melee and ranged damage. Intelligence gives +1 magic power, and in addition, the staff a player wields will have a base magical power. If a player has a staff with 20 magical power, and has 10 intelligence, they have a total damage of 30. Each attack, however, varies a bit in effect—there is a +/- 10% factor. Thus, that player will hit for 27-33 damage, not counting the enemy’s defense, which, of course, will have a negative effect. Defense: Defense is determined by equipment. Armour and headgear both have defense values. The combined total equals the player’s defense. Defense works simply: every point of defense is equal to one point of damage the player will resist. Example: the player has equipment that results in a total of 7 defense. An attack that does a raw amount of 28 damage will do 21 to them. Dodge: Everyone has a base dodge of 5. Dexterity adds 1 dodge. The effectiveness of dodge is relative to aim. The percentage difference between the attacker’s aim and the defender’s dodge equals the chance to dodge. If the defender has 12 dodge (7 dexterity), and the attacker has 5 aim (0 dexterity), the chance of dodge is 58%. Basically, the attacker can be expected to hit the defender 5 out of every 12 attempts. Aim: Everyone has a base aim of 5. See dodge to understand how aim vs. dodge works. Aim and dodge apply to melee, ranged, and magical attacks, as well as to all offensive skills. Non-offensive skills such as heal are unaffected by these stats, and will always work. V. The World The Endless Worlds world is one of constant expansion (from a development point of view). The world is really a universe and it is endless, and appropriately titled, The Realm of Endless Worlds. Updates, or ―Chapters‖, will be released as new worlds. The first world will be Everfall—―Endless Worlds: Chapter I: Everfall‖. It will have a town, a dungeon, and a few other maps as well. Obviously each world will not be as big as your typical MMO world, but it really does not have to be, since that’s not really even the way our worlds work. A world is more like a very large zone, and has a specific theme. Worlds really are endless, and thus there is no limit to the amount of chapters that we can add. Note: The size of each map (which will be separated with load times) will be determined after testing. 9 VI. Quests and Dungeons Generally speaking, each world will have one main dungeon (or perhaps a few smaller, generally linked, ones). Each world will have a main quest that generally ties in with the dungeon. The quest will more often than not have multiple steps. There will be a few other smaller quests as well (although in no massive abundance such as in WoW). Main quests will give a lot of experience, generally lead to a boss which will take many players to down, and will have a worthy reward or choice of rewards. Rewards will vary from items (of all sorts) to skills. There will be short quests that may only take 20 minutes, and there will be epic quests that span across multiple worlds (generally ones tied in with item creation). VII. Items, Item Crafting, and Trading Items Items are dropped from monsters, bought from NPCs (Non-Playable Characters), or bought from other players via an auction house. Items in Endless Worlds can be separated into three categories. >Consumables – Items that have an effect, but are consumed upon use. Example: a potion or a torch. >Materials – Materials are the ingredients used to craft items. >Equipment – equipment is gear that is worn by a player, giving them increased defense or damage and extra stats and/or other effects. All equipment has a level requirement. Equipment | Head—Chest—Hands—Leggings—Feet—Accessory (x2)—Main Hand—Off-hand All weapon types are assigned a one-handed or two-handed value. Refer to the number in the brackets. Weapon types: Daggers(1), Swords(1, 2), Bows(2), Staves(2), and Maces(1, 2) Armour types: Cloth, Light, Medium, and Heavy 10 Refer to II. Characters > Classes for information on which classes can use which weapon and armour types. Main hand: The main hand is for weapons. A weapon must be equipped in order to attack a target. Weapons have a damage amount that stacks on top of a player’s base damage. Some weapons may also have stat bonuses. One-handed weapons have one jewel slot; two-handed weapons have two jewel slots. Has a quality ranking to determine its upgrade cost. Offhand: Offhand items may be used in conjunction with one-handed weapons. Offhand items are generally shields. Shields give a massive defense boost and possibly additional stats. There may be a few other offhand items (such as tomes for clerics, etc). Offhand items have one jewel slot. Head, Chest, Hands, Leggings, Feet: These items all have a defense boost. Most of them will also give some additional stats (or possibly, but rarely, some other effect). All these pieces have a jewel slot. Has a quality ranking to determine its upgrade cost. Accessory: Accessories are often like consumables that are used, but not consumed. For example, one accessory may work as a torch; another may have the ability to heal the player every 5 minutes. In some sense, they are like a skill that has to be equipped. An accessory generally does not have a jewel slot, but there are exceptions (such as an accessory that does nothing, but has a slot). Item Crafting Most equipment is crafted, as well as some consumables. After a piece of equipment is crafted, it can be upgraded, and also enchanted with a jewel. Certain NPCs will be able to craft certain items, and they will tell you what they require to do so. 1. Crafting a piece of equipment: This requires many materials that can be found throughout the world(s). Some items may be available for purchase from NPCs or other players via the market trader. Others, such a boss drops, may not be tradable, and must be hunted for instead. A—generally large—fee is required to craft the item once all of the materials are gathered. 2. Upgrading a piece of equipment: Upgrading a piece of equipment requires a material or materials (although not many, and most are available from NPCs or the auction house) and a fee (materials and cost vary depending on the item’s quality ranking). Only weapons and armour can be upgraded, and up to a maximum of 10 times. Every time equipment is upgraded, the price doubles for the next level. Upgrading armour gives a 10% bonus to its defense; upgrading a weapon gives a 10% bonus to its damage. Thus, getting an item all the way up to 11 level 10 would make it nearly twice as powerful (200% effectiveness)! Of course, even getting a couple levels on a piece of equipment is very pricey. 3. Enchanting a piece of equipment: Enchanting requires a jewel and a piece of equipment with a jewel slot. For a hefty fee (which is determined by the value of the jewel), a jewel crafting NPC can embed your jewel, thus enchanting your item. Jewels are much more varied in their effects than upgrades. As well, the same jewel embedded in a headgear would do something different embedded in a weapon, and so on. Jewels may give bonus stats, or they may do something more obscure such as reduce the SP cost of a skill. Jewels can be removed from an item, but are destroyed in the process. Also, jewels cannot be traded with other players. They must be hunted for. Each of these three processes adds to the title of the item. Let us say that we have created a dagger called Jagged Cutter. Let us also say that we have upgraded it three times. Lastly, let us say that we have embedded a Sapphire Jewel (which adds the effect ―Burning Rage‖). The full title of the weapon would now be ―Level 3 Jagged Cutter of Burning Rage.‖ Salvaging: Salvaging is a process which by a piece of equipment is broken down to its original materials. All materials used in creating the item will be given back, as well as the materials used in upgrading and any jewels. No money will be refunded. This process can be quite expensive. There will be a salvager NPC in major cities. Consumables: Consumables, such as potions, are also often crafted. Some consumables are available for purchase, but others, especially uncommon ones, are often crafted. There will be a material and gold cost—generally a modest one, but it really depends on the quality of the consumable. It’s always good to craft consumables, even if you don’t need them for yourself, as you can likely profit from them using the market trader. Trading Trading in Endless Worlds can only be done via the market trader. Removing private trading removes opportunity for players to get unfair advantages: large unwarranted money rewards. Also, trading in Endless Worlds is very restrictive. Pretty much all valuables cannot be traded; all equipment, jewels, and uncommon materials cannot be traded. Thus, the market trader sells just common materials and consumables. The Market Trader As just mentioned, the market trader will have just common materials and consumables. Here is how it works: You will be prompted with an option to either buy items or sell them. 12 Buying Items: Items will be listed in alphabetical order (so that you can compare prices on the same items). Their price in gold will be clearly displayed. If you buy an item, you will pay the cost, and the item will be immediately dropped into your inventory. Selling Items: To sell an item, just select an item (that does not say ―Cannot Be Traded‖) and set a price for it. The item will stay up until it sells, or you take it down. If the item sells, the market trader takes a 10% cut, and the remaining 90% is sent to the banker. The banker will ask if you want to collect your money (if you have money waiting for you), and you can select to do so. Note: the banker is only for collecting money made from the market; it does not work like the bank in WoW, since there is no limit to a player’s inventory space. VIII. PvP PvP in Endless Worlds is pretty open. PvP is blocked in towns, dungeons, and other areas that we deem necessary. Most maps are, however, PvP enabled. There are no rewards for senseless slaughter, nor is there a punishment for dying (if killed by another player). Eventually, though, we will organize PvP tournaments, and these will have rewards. As far as PvP balance goes, great effort will be put in to assure it. We want all classes to have a fair chance against all other classes. IX. Death Death in Endless Worlds will not be overly harsh. Endless Worlds will be full of overwhelming challenges, and death will be an expected part of the experience. Of course, we don’t want players dying for the fun of it, so adequate consequences will be implemented. When a player dies, they automatically lose 2% of their current level’s exp. They will also be prompted with a message: ―Your soul has been weakened, and you are losing your grip on this world,‖ and the option to ―Let go.‖ If you select ―Let go,‖ you will be transported to the Binding Stone of the current world that you are in with 10% of your HP and SP. Otherwise, if someone is around to resurrect you, you can continue on fighting (although you still take the 2% exp hit). X. Parties and Guilds Parties 13 Parties in Endless Worlds are limited to five people. You will be able to see the HP and SP of everyone in your party. All exp earned is split evenly between everyone in the party that is on the same map. That being said, players more than five levels apart cannot party with one another (a level 4 could not be in the same party as a level 10). This is to prevent abuse. All members in the party will be able to loot items dropped from party kills. It is up to the players to make loot distribution fair. There will be a party chat option. Guilds Fellowships Fellowships are a sort of pre-guild. They can be formed in the City of Adessa. Fellowships can have a maximum of 10 members. The fellowship’s founder will be its leader. Creating fellowships will have a modest monetary fee. Fellowships must be named. The end of the name will be ―Fellowship‖. For example: Eternal Fellowship. Guilds Guilds will become available in the second world. Guilds can have a maximum of 20 members. Guilds must be upgraded from a fellowship, and accordingly, the leader remains the same person. The fellowship must exist for a month before it can be upgraded. There will be a monetary fee for the upgrade as well. The name will carry over, only now the end of the name will be ―Guild‖. For example: Eternal Guild.
Pages to are hidden for
"EW"Please download to view full document