"No great mind has ever existed without a touch of madness."
~Aristotle

Thursday 6 July 2017

[冬の鎮魂曲] Acht


So what will I do here?
Basically, I'll be doing sellswords, mounts, and gear. Stuff which you can get in the lockboxes. Also, I'll be doing the various rarity/quality classification.

BFF: rarity and quality
The reason why I equate rarity and quality as BFF is very simple. If your girlfriend is rich, beautiful, and intelligent (not mention as well local Singaporean for all we poor thing local guys), it means two things.

1. Such a girlfriend is a rarity.
2. Such a girlfriend is a quality girlfriend.

For sellswords, mounts, and gear, the rarity/quality system goes by three tiers.

Standard: This is the common grade.
Superior: This is the second tier. Basically, this is another way to classify the item as rare.
Epic: The highest tier. Also known as super rare, anything with the epic label is guaranteed your effort's worth. Just like your rich, beautiful, and intelligent local Singaporean girlfriend. 😸

Gear
Gear can be separated into three categories. Namely. weapon, armour, and accessory. At the same time, gear stats is also a must.

Weapon:
The main source of damage dealt. Weapons are classified into four categories. One-handed, Two-handed, Thrown, and Ballistic.
One-handed weapons deal less damage per swing, but the attacks will come at a faster rate.
Two-handed weapons deal much higher damage per swing, but the attacks will come much slower.
Thrown weapons are missile weapons which can only be used via a percentage chance to trigger. However, thrown weapons will always hit unless the attack is negated.
Ballistic weapons are also missile weapons. Unlike Thrown weapons, they must be used per normal.

Armour:
The main source of protection. Armour is classified into three categories. Heavy, Medium, and Light.
Heavy armour prevents the most amount of physical damage with a percentage chance of negating damage instead. However, Heavy armour will restrict movement. Therefore, any magic used against such targets will have a critical chance bonus of 10% with direct damage dealt increased by 20%. Any ranged physical damage will have a base 40% chance of being negated unless fired from close range (i.e. not necessarily melee range, but close enough).
Medium armour prevents a decent amount of physical damage with a lower percentage chance of negating damage. Medium armour will not restrict movement. Hence, any magic used against such targets will not have any bonus conferred.
Light armour prevents the least amount of damage with the least chance of negating damage. Because Light armour is meant to facilitate movement, any magic used against such targets will suffer 25% penalty to hit. If any physical melee damage is negated via Light armour, the user will automatically deal an additional attack with 10% bonus chance to hit (note: this particular property can only trigger with One-handed weapons).

Accessory:
Accessories are miscellaneous items ranging from simple trinkets to exquisitely cut gems. While the accessory gear doesn't affect the character's effectiveness like weapons and armour, such an item will buff the character's combat performance and/or the utility aspects.

Core stats:
Power-For weapons. Power indicates the amount of damage which can be dealt. For accessories, it indicates how powerful the buff is.
Durability: For weapons and armour. Durability indicates how long the gear can be used without the need for maintenance.
Craftsmanship: For all three gear types. Craftsmanship indicates how much currency can be fetched. Don't ever underestimate the power of kaching. No, I'm not joking.

Sellswords
Obtaining sellswords via the lockbox works differently from scoring a gear. While sellswords can be hired in the actual game itself, such sellswords are only in the standard grade. For superior and epic grade sellswords, they can only be unlocked via lockboxes. In other words, scoring a sellsword this way merely means unlocking the option to hire him/her/whatever.

At the same time, sellswords as a term can be quite misleading. Not all of them are certified mercenaries. In fact, not all of them are considered mortals as we know it. The concept of elementals and magical beasts is never an alien territory in fantasy.

If you manage to unlock the same sellsword more than once, the outcome would be that the hiring fee demanded will be reduced with the maximum of three times. The first time will ensure 10% discount with the second time 20% fee reduction. For the third time lucky, it's 35%. Beyond the third time lucky, the unlocked sellsword will gain an increase in stats. 50% increase in a given stat per unlock.

Under specific circumstances, however, certain sellswords will pledge their services to you for free. But because this involves an oath sworn (quite literally), such a sellsword cannot be dismissed unless killed. Another alternative would be releasing that sellsword from the oath. However, this will also mean that sellsword won't return for good.

Like characters, sellswords need gear. Like any character, a sellsword needs a mount. Which now comes to...

Mounts
Mounts can be obtained in three ways. First, they can be purchased. However, such mounts tend to be of standard quality. Secondly, they can be tamed. These mounts tend to be of superior quality. Then you have those of epic grade. You can only get them via lockbox. Like any gear gained via lockboxes, the mounts you earned this way can either be kept or sold. Every character can only have one mount in the game, but more than one can be used via the sellswords.

Unlike gear and sellswords which are all about stats, mounts are only about travelling speed. Thing is, you don't expect to finish a journey on foot. This game's progression is also based on days, months, and even years. Below is the travelling speed of mounts according to rarity/quality.

Standard: 50% base chance of encountering foes during travel, 30% chance of outrunning the aggro.
Superior: 30% base chance of encountering foes during travel, 60% chance of outrunning the aggro.
Epic: 10% base chance of encountering foes during travel, 90% chance of outrunning the aggro.

Which now comes to...

Travelling
There will always be more than one mode of travel. However, travelling on dry land will always be the most common way to cover extensive mileage. In fact, this is the only way to travel unless specific conditions are met in order to merit a better/faster alternative.

Travelling in-game involves going from one settlement to another. Depending on the distance, you'll have a certain chance of encountering enemies. This so-called journey encounter comes in two types.

1. Outrun. This involves outrunning (duh!) the opponents when they try attacking you in the middle of travelling. Success means no need for combat engagement. Failure means you must engage in combat with 20% penalty suffered in damage reduction.
2. Resting. This involves combat as per normal. No option to run away, but at least they won't try dismounting you.

Note: Journey encounters will delay the travelling time, so please take note!

Add note: Travelling will consume food and/or potion at every fixed interval.

Usage of money
Money has its own uses. In a world where the only death and violence speak louder than money, it'd take an idiot not to bribe (or in PC speak, persuade). Problem is, it would be too difficult to implement bribery on the highest level in video games (read: there's only this much real when it comes to virtual reality since a shot to the head in video games can easily kill you in real life). Barring a few exceptions, bribery in this game means getting information. And to get information, you need informants. To get an informant talking, it's better to use money rather than actual force. An informant will have a money bag symbol hanging above so that mistaken identity won't result in needless death. Also, informants can be found everywhere and anywhere. Such a person can be the owner of a tavern, a serving wench, or just about anybody. Of course, this would also mean it's possible to get an informant bumming around at a brothel (read: you don't discount the possibility of a street-smart prostitute).

At the same time, money is needed to purchase the service of any sellsword. Unlike the informant, a sellsword will have a pile of coins as the symbol above.

As for gear maintenance, money is, again, a bloody must. No sane blacksmith is gonna do free labour for you. Period. And did I mention stuff like potions and food?

Places of interest (and no, Siloso Beach and its Sapphire Pavilion ain't part of that)
Smithy: This is where you buy and sell weapons and armour. At the same time, this is the only place where you can craft weapons and armour. Okay, this statement is a lie. It's the blacksmith who will do this for you. For a high fee of course since time is always money.

Stable: This is where you buy and sell mounts. Also, the only place where you can rest your breathing mode of transport.

Tavern: Basically the place where informants are expected to lurk.

Brothel: Same as above except the informants there are most likely harder to please. Hey, I did imply the Crucible is a world where the sun doesn't shine.

Store: Potion and food available here.

Next up: It's officially turn based combat. Plus some more details on the gear and what not.

P.S: It's been a cynical period for Singapore. Thankfully, being cynical means you've developed immunity just for such a moment. I don't have to elaborate anything beyond the fact that unkind years do have an unexpected effect on yours truly. When it comes to reality, I don't think like a Korean Park, I'm mentally prepared to be name dropped for being a jerk come the inevitable. Actually, I doubt that will happen anyway despite Alestrial's looks based off her (read: this is a case of random inspiration in the name of personal creativity). Either way, much better is for me to identify a part of myself with Guts.

Add P.S: Basically, that means upping all the chapters so far for A Requiem From Winter Past.

Book 1~Le Loup Solitaire
[Act 1~The Wolf, The Lion, A Maiden Fair]
To be continued...

If I can plagiarise BGMs legally...

Theme of the Crucible (Main theme)


"Every person is a god before self, for the wolf knows best a sinful man."

Theme of Aeravor

"The Vánagandr are fearsome foes. They belong to Homm'Nua, yet they are never elves. Like a predator hunting its prey, they hunt demons not for righteousness and justice. To them, the euphoria resulting from the hunt is their meat. Beyond that, they are nothing more than wolves wearing the elven guise."

Theme of Gael Kodr

"No one ever said a lion is born to be one. Before a mane is grown, the cub will always be young and naive. That is why it only needs to feed, not to hunt. Yet, the day will come where the cub will die. Either as a carcass feeding the crows or a living lion true."

Theme of Alestrial Eliaden

"Every bonfire starts from a single spark and some dry wood. Likewise for the spirit which gives life in ways more than one. This is what separates mortals from mere animals."

Theme of Lars Alterfate

"Silver for monsters, such is the invocation from any member of the Holy Quintet clergy. Little does one know the true meaning of this statement, for no one knows where and when it hailed from."

Theme of Arondight

"Silver and steel, the two being different yet the same. It is like comparing humans with monsters. Different types of metal, yet metals all the same."

Note: Above list is merely me having nothing better to do since I don't do creative things for a living. And did I say I'm a cynic by nurture? Not by nature, but good enough.

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