Heather the necromancer story mechanics
Added 2019-10-18 07:53:03 +0000 UTC
Heather the necromancer world rules.
Players:
- 1 primary class + 1 mundane class. Can choose 2 primary classes if race is human.
- Requires a home point to respawn. Otherwise, they reset at the nearest world spawn.
- Can’t change classes once picked.
- Can’t change races once picked.
Chosen:
- 2 classes (primary or mundane) +1 additional class if race is human.
- Always respawns. Either at home point or nearest spawn
- Can change classes until one of them reaches level 3.
- Can change race until any class reaches level 5.
- Can modify their respawn times to be 1 hour to 1 day.
Monster races:
Monster races have some exclusive perks. First, they often come with racial abilities. Secondly, many of them can evolve. Frank can go from ghoul to ghoul stalker, to greater ghoul to ghoul flesh terror, to ghoul lord.
This evolution occurs every 10 levels of the chosen class. Monster races can only choose one class, but they can choose a primary or mundane. Also, they have many classes that only they can choose.
Monster races can create lairs, or larger locations if based on class choice. So long as they are slain within a certain distance of this lair they will respawn inside of it with no lose of level.
Monster races can choose to change race and class every time they reset, which is why so few people are monster races. They are mercilessly hunted out by griefers until they give up and pick a normal race.
Experience and leveling:
Players earn experience both actively and passively. Simply exploring a “dangerous” area earns them experience. Slaying any monsters or players also earns them experience. For regular players, experience is always awarded to the primary class first, and the mundane class second. The primary class is always one level higher than the mundane class.
If two or three primary classes are chosen, the first class is always considered the main class. It will always be one level higher than the secondary class.
In the case of chosen, they can pick and choose how they want their experience divided between classes through the last button/light on the panel.
Death (Respawning and resetting)
Players who die are sent back to their home point or lair. They respawn in 4 hours. If no home point is set, they will reset at the nearest spawn point.
- Respawning- A player who dies and has a valid home or lair will return to this location and lose no levels or skills. However, they do lose certain gear.
- Resetting – A player who dies and has NO valid home or lair, will reset. This returns them to level 1, with only the basic starting equipment. High-level griefers frequently reset players in this game.
A player of a “normal” race can’t choose to change race or class unless forced into a repeated death reset.
Note!: The respawn/reset system is bugged. This is not working as intended.
Repeated death resets:
A player who is chain killed and dies multiple times in a short period will be offered the chance to change both race and class. This is done in the death buffer. It requires a player to suffer 12 deaths in less than four hours.
Max level?
I have no maximum upward level yet. I am not sure how I want this to work.
Health and hit points.
While it hasn't been discussed yet, the characters do have health. As Heather begins to enter combat herself, you will see how this system works. She will survive deadly hits but be alerted that her health has been reduced by X amount. When it hits 0 she will enter the respawn cycle.
Other skills:
In addition to class and race skills, all players have the ability to do other skills. Things like swimming, throwing, fishing, cooking, etc. Some mundane classes focus on these areas and offer special class-related abilities in relation to them, but all players can achieve the standard progression.
Skills level from 1 to 100 and are not tied to class level. Thus a level 1 player could have a 100 in throwing. Something heather would have after throwing rocks at apples all day. However, since she was level 0 at the time, she could earn no skill points.
Spawn points:
The world is massive, and the players occupy a "small" area of it. The world is covered by a grid of spawn points in a grid that forms a sort of star pattern. Additional spawn points can be created in Cities of sufficient size. This is done by placing a binding stone.
This grid of spawn points effectively covers all the player kingdoms. Each kingdom has several cities with player made spawn points in them. Players have been unwilling to move outside the spawn grid because of griefing. New cities founded too far away are often destroyed before they get large enough to found a Binding stone. This has kept the player population restricted to the area reached by the points.
Special note: There are other ways to make spawn points. But that would be a spoiler.
Players and NPCs
Players are obvious and are frequently encountered around the world. However, the world also contains NPCs. These are normal races that facilitate things like selling and buying goods. Dispensing basic services, and sometimes offering tasks or quests for rewards. Sufficiently advanced towns can spawn town guards and villagers.
The quality and interaction ability of an NPC varies wildly by NPC. Some NPCs will stand in one place and repeat the same dialog. Others will wander about and greet the players asking them about their adventures and laughing at their jokes.
Some NPCs are so player like they have been mistaken for players by many. It is said King Kevin's dragon was an NPC, but he insists it was a player.
It is speculated the visitors are trying to model an NPC AI based on the players themselves and that it is slowly improving but only on a limited number of NPCs.
Race/class restrictions.
Certain races can't be certain classes. In addition, there is a whole host of classes open ONLY to monster players. These are designed to make sure all monster players can create a lair. They also offer the monsters a way to spawn "NPC" monsters for players to battle. Simply having a player battle these spawned creatures earns the monster player experience.
FAQ:
Why does the human race get a class bonuses?
Because the visitors want the humans to play humans, so they offer them a bonus to pick it.
Who are the visitors:
A space/dimension faring race that is on a "special" mission. They are so different from us they are struggling to communicate. They are sitting beyond the orbit of the moon in a single large ship that doesn't appear to be fully in this dimension. They have refused to approach the earth any closer with the main ship. However, they do send smaller craft to the surface. These are what build the collection points for the volunteers and collect the chosen.
The human race has no idea what the visitors look like, or what their mission is. They have an affinity for our online games and made some first stuttering contact through them. They seem to be struggling with the whole idea of language itself and communicate VERY slowly in a broken mix of languages. The routinely broadcast a series of clicks that scientists think might be mathematical in nature.
How does the outside world get news about the inside world?
The collection points. Each collection point has a terminal that offers the outside world an overview of new Eden. They can also see the changes being made by the visitors. These changes are often made public by the various governments around the world.
Who are the chosen?
The chosen are people who didn't volunteer to go into the world, but for one reason or another, the visitors desperately want them. These people are more or less abducted by the visitors but given special privileges inside the world. Scientists believe there is something special about these individuals and it is aiding the visitors in coming to understand humanity faster.
Chosen are almost always women. But some men have occurred.
Some nations of the world object to it’s people being abducted. Some have attempted to intercept visitor craft carrying out these abductions. None of these interceptions have been successful. The visitors have never fired on a human craft even when fired on. They have darted away at speeds unheard of by human science.
How do the collection points work?
People arrive at the points via a volunteer system. These points are scattered around the globe, but not all of them are used. Some countries keep collection points inside their borders under strict quarantine and will not allow it's people to use them.
In countries that do allow the use of the sites, Its people are often given intense psychological profile tests and made to sign waivers and agreements on what will be done with what is left behind. These people are then delivered to the points by bus or other means. Once there, they enter a small metal building that has six panels attached to a wall. From these panels, they can create the character they want to be inside the world. Then they wait for what is called the "portal" to open.
The portal appears as a blue ring of light inside of which can be seen new Eden. People who enter the ring are said to have translated into the world. No person who has entered new Eden is known to have returned.
Some collection sites have been destroyed, but when destroyed the panels simply fade away, leaving nothing that can be reverse-engineered behind. Once destroyed, the visitors will place a new site someplace else. There are thirty sites scattered around the world at all times.
Global laws have forbid countries from forcibly sending people inside or using this system to get rid of criminals or other undesirables.
Several collection points have been fought over. Nations who engaged in any kind of fighting over a point have never had a point placed inside them again.