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       #Post#: 19355--------------------------------------------------
       Insep Info + Rules
       By: Epsilon Date: January 13, 2015, 5:58 pm
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       Balancing, character, and land information regarding the CST,
       'The Computer and My Life, Inseperable". ((Since I requested it
       and I'm weird.))
       [spoiler=Basic Terminology A:]
       The Towers - Defeat the tower guardians scattered across the map
       and access the towers they guard. It is said that the towers are
       the keys to escaping the game. Are counted as special dungeons.
       Safe Zone - Main town areas or resting spots or quest locations.
       No damage damage will occur ((exception being duels, special
       dungeons, quests, Berserker special skill, mecha guards)),
       status conditions will not be healed until after duration limit,
       no hostile mobs spawns, becoming a red player (PKer or criminal
       offenses) will result in mechanized NPC Guards to chase you,
       main shopping area, players can opt to buy plots for ludicrous
       sums of currency,
       Neutral Zone - Neutral Zones are often side town and areas.
       Neutral zones often offer less goods, etc. One main example is
       the city suburb mentioned so far. In neutral zones, damage will
       occur, PKers can enter Neutral zones. Mobs spawn at a reduced
       rate and are generally weaker. Aggro is reduced. Neutral zones
       surround most major cities.
       Wilderness - This is what the remainder of the overworld hub is
       called. In the wilderness, damage occurs as normal, mob aggro is
       set to the normal rate of the location. PKers can enter these
       areas freely with no penalty. Leads to dungeons and hosts
       fields.
       Field - General term used to describe an area in the wilderness
       with a name. Can enter a field by simply walking around and can
       easily exit. Field bosses often exist in more obscure areas or
       have a requirement for them to appear. Field bosses are often
       weaker than their dungeon equivalents.
       Dungeon - The classic instance dungeon found in most places.
       Often times, this leads to a separate area from the overworld so
       certain skills cannot be used. You cannot swap your equipped
       skills in a dungeon unless conditions are met/required/specific
       safe zones. Dungeons often end with some sort of boss or
       challenge. Are often very difficult and is recommended to have a
       team assembled at the recommended level.
       Currency - 1 Gold = 100 Silvers = 10,000 Coppers, Widm the evil
       will go back to normalize rates eventually currently, post
       random numbers until they may or may not get edited multiple
       times to perform balances/clarity
       Mechanized Town Safe Zone Guards - Level of ???
       Level Colors - ??? appears when enemy level is ten or more above
       yours with a purple color, ??? also appears on most boss
       monsters or elite monsters, within 10 levels colors are
       displayed ranging from red to yellow. Green means enemy is
       sufficiently lower level.
       Level - That thing that goes up when you get exp. Level goes
       from 1 to 100. Soft cap begins at level 24. Leveling up becomes
       significantly harder after level 24 is reached.
       A large level difference = reduced drops and exp unless specific
       gathering quests are taken. Many areas restrict access based on
       level.
       PC - Player Character, a human being who created a character
       NPC - Non-player Character, a computer generated entity, often
       is a neutral mob that does not attack, often hand out quests
       Active Skills - Active Skills are those that either have a
       cooldown, cost mana, or both. You start with 4 initial slots to
       equip active spells. At level 24, for every 10 levels you gain,
       you get an additional slot. Max slots = 8 (reached at level 54).
       Active skills can not be swapped while combat tagged or in a
       dungeon (special exceptions exist)
       Passive Skills - Passive skills always apply. Separate limit
       from actives. Pre 24, 4 slots are available.    Every  ten
       levels 1 more is unlocked, max is 8 (final is once again
       unlocked at 54).
       HP - Health Points, your life line. Once this hits zero, you,
       are, dead. Damage reduces this.
       MP - Mana Points, used for a variety of spells/skills.
       Buff - A passive boost applied to you not counted towards your
       passive skills. Can be gained  using items, spells, skills, etc.
       Homes - You can choose to rent certain places to use as your
       living quarters. Buying a place is also feasible, however, it
       too costly at this stage to actually, buy a house rather than
       renting an area.
       Teleport Scrolls - Valuable items until scribe abilities become
       more pronounced. At this point, NPC stores do not sell scrolls.
       You receive a set of 5 monthly scrolls along with your rented
       room if you pay extra.
       [/spoiler]
       [spoiler=Races Info:]
       Angel - Flight duration is very limited at first without
       leveling up the flight skill. Has a recharge time. No real
       cooldown per say but flight is limited by your "energy tank".
       Flying beyond limit needs extensive consumption of mana.
       Shadow - Shadow move skill consumes a lot of mana for initial
       cast, can only be sustained for a limited time, refunds part of
       mana back for time not used in session. Draining mana pool
       instantly ends shadow movement.
       [/spoiler]
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