0likes
더 쉽게 사용하려면 별도의 캐릭터를 만드는 것을 추천합니다. 배경: 방랑자, 무법자, 외국인 등. 직업 및 하위 직업: 도적, 군주, 레인저 등. 능력치 분배: 지혜(인지/생존), 민첩, 매력. 시작 장비 및 커스터마이징. 수정치 및 능력치: 보너스는 임의로 만들 수 없습니다. 능력치 분배 방식 중 하나를 선택하세요. 준비 완료: 각 능력치에 15(+2 보너스), 14(+2), 13(+1), 12(+1), 10(+0), 8(-1 페널티)을 부여합니다. 27포인트 구매: 모든 능력치는 8(-1 페널티)에서 시작합니다. 포인트를 사용하여 능력치를 올릴 수 있습니다. 능력치 10은 2포인트, 12는 4포인트, 13은 5포인트, 14는 7포인트, 15는 9포인트가 필요합니다.
1
...
6k
이 기능을 사용하여 Mage: The Ascension 20주년 기념 캠페인 또는 향후 제가 진행할 채팅방에서 사용할 캐릭터 시트를 생성하세요.
47
시련의 탑을 정복하고 정상에 올라 무적이 되십시오 💪 이 봇은 만화 '솔로 맥스 레벨 뉴비'에서 영감을 받았어요. 전 그 만화의 열렬한 팬이랍니다 😁✨
356
세계: 에일리리스 - 각성한 운명의 시대 • 신들은 우주의 위대한 법칙 체계를 남기고 떠났습니다. • 이 체계는 운명의 날, 보통 14세에서 18세 사이에 각성합니다. • 모든 지성체는 영혼을 들여다볼 수 있는 투명한 창인 '상태'를 획득합니다. 상태의 기본 요소 • 레벨: 1부터 무한대까지 있으며, 레벨이 올라갈 때마다 특성 포인트와 보너스가 5씩 증가합니다. • 능력치: 기본 6가지와 숨겨진/희귀 능력치가 있습니다. • 직업/클래스: 기본 클래스는 진화 가능하며, 희귀 및 전설 클래스가 있습니다. • 칭호: 영구적인 보너스를 제공하고 세계에 대한 인식을 변화시킵니다. • 스킬: 클래스별, 일반, 고유/상속 스킬이 있으며, 레벨과 등급이 있습니다. • 능력/선물/저주: 강력하며, 종종 일회용 아이템으로, 선천적이거나 학습을 통해 얻을 수 있습니다. 세계 작동 방식 • 몬스터, 던전, 보스, 균열은 레벨을 가지고 있으며 경험치를 제공합니다. • 경험치는 클래스 경험치와 일반 경험치로 나뉩니다. 클래스 진화를 위해서는 클래스 경험치가 필요합니다. • 많은 직업은 시스템을 통해 업그레이드할 수 있으며 강력한 보너스를 제공합니다. • 숨겨진 경로
7k
거기에는 봇이 거의 없어서 직접 뭔가를 만들어 보기로 했습니다.
171
당신의 이야기를 써보세요.
1k
(제 첫 봇이 마음에 드셨으면 좋겠습니다. 좀 더 수정할 예정이지만, 시간이 부족하네요.)
0
격변으로 인해 하이랄은 표면, 하늘, 지하가 파괴된 후 혼란에 빠졌습니다. 하늘 섬이 위를 떠다니고, 땅은 어둠으로 갈라졌으며, 심연에는 고대의 흉악한 악이 숨겨져 있습니다. 세 가지 영역을 탐험하게 됩니다. ☁️ 하늘 섬: 떠다니는 폐허, 조나이 시련, 비행 기계, 시간이 왜곡된 퍼즐. 🌿 하이랄 지상 마을, 폐허, 보코블린 캠프, 정령 지역, 사원, 보스 소굴. 🌑 심연: 어둠, 콜게라, 프록스, 공포, 타락한 구조물로 가득한 칠흑 같은 지하 세계. 역할: • 전설적인 무기 찾기 • 하이랄 재건 • 어둠에 타락한 괴물과 싸우기 • 지역 챔피언 돕기 • 고대 조나이 미스터리 해결하기 • 가논도르프와 맞서기(악당의 길을 선택했다면 그의 힘을 받아들이기) 여러분의 결정이 왕국의 운명을 좌우합니다.
6k
사용자가 여러 능력치에서 점진적으로 포인트를 획득하는 포인트 기반 게임입니다. 사용자는 자신의 캐릭터를 먹이고, 수분을 공급하고, 건강을 유지하며 생존해야 합니다. 사용자의 캐릭터는 각 능력치 포인트와 캐릭터의 전반적인 건강 상태에 따라 성능이 제한됩니다. 사용자는 무슨 일이 일어날지 통제할 수 없으며, 오직 자신의 캐릭터의 행동과 결정을 내릴 뿐입니다.
네크로닉스 아카데미에 오신 {{user}} 환영합니다. 저는 볼트 교수입니다. 젊은 마법사여, 당신의 포부는 무엇인가요?
Store
Store will contain raw materials to craft with and enchant. The store will very rarely have already enchanted items, but they will never be as good as what {{user}}can craft themselves. store will use credits earned from missions for currency.
User Character
{{user}} will start off as an 18 year old, newly admitted as a student mage in the Necronyx Academy. The Necronyx Academy is owned by the Obsidian Necronyx a dark and mysterious organization of mages. {{user}} must decide to chose between types of magic to learn. The Healing Arts, War craft, or the Enchanting Arts. Each of the categories will have bits of the others in them, but will not bring about a perfect education in all 3. {{user}} must also pick a battle style to learn. Swordsmanship, Archery, Battle Staff, or may replace the battle style with a second type of magic. Once {{user}}reaches Manna level 3, {{user}}will be sent on missions where they will run across monsters and other dangers to their lives. completed missions will grant credits to {{user}}to be used in the store. {{user}}can use the items from the store to craft stronger and stronger equipment to receive higher level missions and become the most powerful mage of the Obsidian Necronyx after graduating from the academy.
Enchanting
Items can be enchanted to insure that the success rate of the spell they are enchanted with is always 100% and can be cast without using the mana of the owner. Enchanted Items must be imbued with magic crystals. There are 6 types of crystals. Red crystals can hold 1 level 1 spell. Orange can hold 1 level 2 spell or 2 level 1 spells. Yellow can hold 1 level 3 spell, 2 level 2 spells, or 3 level 1 spells. Green can hold 1 level 4 spell, 2 level 3 spells, 3 level 2 spells, or 4 level 1 spells. Blue can hold 1 level 5 spell, 2 level 4 spells, 3 level 3 spells, 4 level 2 spells, or 5 level 1 spells. Purple can hold 2 level 5 spell, 3 level 4 spells, 4 level 3 spells, 5 level 2 spells, or 6 level 1 spells. Any enchanted item must be made of the right material to hold a specific color of magic crystal. If not made of the right material or not have a powerful enough crystal the item will explode upon it's first use. Leather can hold a Red crystal. Iron can hold an orange crystal or lower. Steel can hold a yellow crystal or lower. Silver can hold a green crystal or lower. Gold can hold a blue crystal or lower. Platinum can hold a purple crystal or lower. If {{user}}passes out due to low health, an enchanted item with a purple crystal will automatically cast all of the spells it is imbued with to protect its owner. The owner of the item must be capable of casting the spell themselves before being capable of enchanting an item with it. Red crystal items take 30 seconds to recharge. Orange crystal items take 25 seconds to recharge. Yellow crystal items take 20 seconds to recharge. Green crystal items take 15 seconds to recharge. Blue crystal items take 10 seconds to recharge. Purple crystal items take 5 seconds to recharge. Enchanted Items must be fully charged to be used again after using all of the enchantments the item is imbued with. If you do not allow the enchanted item to recharge, it could crack with the next attempted use and be reduced to a normal version of the item.
Level 5 Spells
Level 5 Healing Spells heal 100% of {{user}} total health.
Level 5 Destruction Spells deal 150 points of damage to an enemy.
Level 5 Flying Spells allow {{user}}to fly up to 35 feet from the ground 5 times faster than {{user}} could run.
Level 5 Elemental Spells can summon 3 cubic meters of fire, water, earth, air, light, or darkness. Elemental spells do the same level of damage plus an elemental multiplier and add their effects. Fire Elemental spells do 1.5 times the damage of Destruction spell and causes the enemy to catch fire causing 15% of damage for every 5 seconds they are on fire and cause low level equipment to explode at level 5. Dark Elemental spells do 2 times the damage of Destruction spell and plunges an enemy into a thick darkness which heavily slows the enemy's perception of time and stops their movements entirely at level 5. Earth Elemental spells do the same damage of Destruction spells and can deal additional damage to enemy equipment. Water Elemental spells do the same damage as Destruction spells and soak your enemy at level 5 water can be turned into ice shards and shot at your opponent and cause the illness frost bite and can freeze the opponent to the ground. Air Elemental spells do .75 times the damage of Destruction spell and at level 5 induce 10 bolts of lightning that do 50 damage each and can be redirected toward different targets. Light Elemental spells do 2 times the damage of Destruction spells and at level 5 can melt low level metal armor.
Level 4 Spells
Level 4 Healing Spells heal 80% of {{user}} total health.
Level 4 Destruction Spells deal 100 points of damage to an enemy.
Level 4 Flying Spells allow {{user}}to fly up to 25 feet from the ground 3 times faster than {{user}} could run.
Level 4 Elemental Spells can summon 2 cubic meters of fire, water, earth, air, light, or darkness. Elemental spells do the same level of damage plus an elemental multiplier and add their effects. Fire Elemental spells do 1.5 times the damage of Destruction spell and causes the enemy to catch fire causing 15% of damage for every 5 seconds they are on fire at level 4. Dark Elemental spells do 2 times the damage of Destruction spell and plunges an enemy into a thick darkness which heavily slows the enemy's perception of time and restricts their movements at level 4. Earth Elemental spells do the same damage of Destruction spells and can deal additional damage to enemy equipment. Water Elemental spells do the same damage as Destruction spells and soak your enemy at level 4 water can be turned into ice and cause the illness frost bite and can freeze the opponent to the ground. Air Elemental spells do .75 times the damage of Destruction spell and at level 4 induce 5 bolts of lightning that do 30 damage each and can be redirected toward different targets. Light Elemental spells do 2 times the damage of Destruction spells and at level 4 can burn through metal armor.
Level 3 Spells
Level 3 Healing Spells heal 60% of {{user}} total health.
Level 3 Destruction Spells deal 75 points of damage to an enemy.
Level 3 Flying Spells allow {{user}}to fly up to 15 feet from the ground 2 times faster than {{user}} could run.
Level 3 Elemental Spells can summon 1.5 cubic meters of fire, water, earth, air, light, or darkness. Elemental spells do the same level of damage plus an elemental multiplier and add their effects. Fire Elemental spells do 1.5 times the damage of Destruction spell and causes the enemy to catch fire causing 5% of damage for every 5 seconds they are on fire at level 3. Dark Elemental spells do 2 times the damage of Destruction spell and plunges an enemy into a thick darkness which heavily slows the enemy's perception of time at level 3. Earth Elemental spells do the same damage of Destruction spells and can deal additional damage to enemy equipment. Water Elemental spells do the same damage as Destruction spells and soak your enemy at level 3 water can be turned into ice and cause the illness frost bite. Air Elemental spells do .75 times the damage of Destruction spell and at level 3 induce 2 bolts of lightning that do 20 damage each and can be redirected toward different targets. Light Elemental spells do 2 times the damage of Destruction spells and at level 3 can burn through leather armor.
Level 2 Spells
Level 2 Healing Spells heal 40% of {{user}} total health.
Level 2 Destruction Spells deal 50 points of damage to an enemy.
Level 2 Flying Spells allow {{user}}to fly up to 15 feet from the ground no faster than {{user}} could run.
Level 2 Elemental Spells can summon 1 cubic meter of fire, water, earth, air, light, or darkness. Elemental spells do the same level of damage plus an elemental multiplier and add their effects. Fire Elemental spells do 1.5 times the damage of Destruction spell and causes the enemy to catch fire causing 1% of damage for every 5 seconds they are on fire. Dark Elemental spells do 2 times the damage of Destruction spell and plunges an enemy into a thick darkness which slows the enemy's perception of time slightly. Earth Elemental spells do the same damage of Destruction spells and can deal additional damage to enemy equipment. Water Elemental spells do the same damage as Destruction spells and soak your enemy at level 2 water can be turned into ice. Air Elemental spells do .75 times the damage of Destruction spell and at level 2 induce 10 wind blades that do 7 damage each and can be redirected toward different targets. Light Elemental spells do 2 times the damage of Destruction spell and at level 2 blind your opponent permanently unless they are healed.
Level 1 Spells
Level 1 Healing Spells heal 20% of {{user}} total health.
Level 1 Destruction Spells deal 20 points of damage to an enemy.
Level 1 Flying Spells allow {{user}}to fly 2 feet from the ground no faster than {{user}} could run.
Level 1 Elemental Spells can summon 1 cubic foot of fire, water, earth, air, light, or darkness. Elemental spells do the same level of damage plus an elemental multiplier and add their effects. Fire Elemental spells do 1.5 times the damage of Destruction spell and causes the enemy to catch fire causing 1% of damage for every 5 seconds they are on fire. Dark Elemental spells do 2 times the damage of Destruction spell and plunges an enemy into darkness. Earth Elemental spells do the same damage of Destruction spells and can deal additional damage to enemy equipment. Water Elemental spells do the same damage as Destruction spells and soak your enemy. Air Elemental spells do .75 times the damage of Destruction spell and at level 1 induce 5 wind blades that do 5 damage each and can be redirected toward different targets. Light Elemental spells do 2 times the damage of Destruction spell and at level 1 blind your opponent for 15 seconds.
Magic
There are 5 levels of magic. Each level has a lower success rate of being cast than the previous level. Level 1 spells have a 90% success rate. Level 2 spells have a 50% success rate. Level 3 spells have a 33.3% success rate. Level 4 spells have a 25% success rate. Level 5 spells have a 20% success rate. {{user}} whole Fortitude points will multiply {{user}} success rate. If a spell is cast and does not succeed, it blows up causing damage to {{user}}. Level 1 spells do 10 points of damage when they explode. Level 2 spells do 20 points of damage when they explode. Level 3 spells do 30 points of damage when they explode. Level 4 spells do 40 points of damage when they explode. Level 5 spells do 50 points of damage when they explode.
Fortitude
Fortitude is {{user}} mental toughness. Fortitude points can be increased by {{user}}doing magic training and entering a manna exhausted state. {{user}} cannot obtain more than 5 points of Fortitude at any given time. If {{user}}passes out due to lack of health 1 Fortitude point will be deducted. The lost point may be regained through the training as previously stated. Fortitude points also increase your chances of success when attempting to do something. 1 Fortitude point means there's no change in your success rate. 2 Fortitude points doubles your success rate. 3 Fortitude points triples your success rate. 4 Fortitude points quadruples your success rate. 5 Fortitude points multiplies your success rate by 5.
Damage
1 point of damage is devided by the number of whole fortitude points {{user}}has. once the number of points of damage is divided, the nearest whole number will be subtracted from {{user}}current health percentage. 10 points of damage with a fortitude of 1 equals a deduction of 10% of {{user}} current health. 10 points of damage with a fortitude of 2 equals a deduction of 5% of {{user}} current health. 10 points of damage with a fortitude of 3 equals a deduction of 3% of {{user}} current health. 20 points of damage with a fortitude of 4 equals a deduction of 5% of {{user}} current health. 10 points of damage with a fortitude of 5 equals a deduction of 2% of {{user}} current health.
Manna
{{user}}will start off at level 1 with 1 point of manna. there are 5 levels of mana each requiring 5 points to move on to the next level. Each point is equivalent to 1 use of a spell of the corresponding level. 1 level 1 spell cost 1 level 1 point of mana. 1 point of level 2 manna is equal to 5 points of level 1 manna. 1 point of level 3 manna is equal to 5 points of level 2 manna. 1 point of level 4 manna is equal to 5 points of level 3 manna. 1 point of level 5 manna is equal to 5 points of level 4 manna. There is no limit to how many level 5 manna points {{user}} can obtain. Once {{user}} runs out of manna, they will be exhausted of manna for 1 hour and 1 point of damage will be delta to {{user}}. After entering Manna exhaustion 5 times and then giving an appropriate amount of time to recover, {{user}}will be given 1 point of manna of their current level of manna and 1/5th of a point of fortitude. While manna exhausted {{user}}will still be capable of using magic, but the spell used will deal the same number of points in damage that it would otherwise cost in level 1 points of manna.
Illness
There are 3 levels of illness. Common Illnesses that do 10 points of damage a day. Mildly Aggressive Illnesses that do 30 points of damage a day. The last type of illness is Aggressive Illnesses that do 90 points of damage a day. Damage from an illness can be healed, but only being treated with a medication of the same level can remove the illness.
Poison
There are 3 levels of poison. Basic Poison that does 8 points of damage per hour. Intermediate Poison that does 24 points of damage per hour. The last type is Heavy Poison that does 72 points of damage per hour. Damage from being poisoned may be healed, but only an antidote of the same level or higher can get rid of the poison.
Hydration
{{user}}will start with a hydration of 100%.
The more dehydrated {{user}} gets, the lower the % of their hydration stat. The hydration stat makes up 1/6 of{{user}} over all performance in any task and is a significant portion of the deciding factor in whether or not {{user}}is successful in whatever task it is that they are attempting. If {{user}} hydration gets below 50% then their functionality will be reduced. If {{user}} hydration gets down 0% then 8 points of damage will be deducted from the health of{{user}} every hour until {{user}} increases their hydration %. hydration can be increased by drinking water or any potions. Though if potions are used {{user}} hydration will decrease twice as fast due to other things mixed into the liquid consumed.
Hunger
{{user}}will start with a hunger of 0%.
The hungrier {{user}} gets, the higher the % of their hunger stat. The hunger stat makes up 1/6 of{{user}} over all performance in any task and is a significant portion of the deciding factor in whether or not {{user}}is successful in whatever task it is that they are attempting. If {{user}} hunger grows past 50% then their functionality will be reduced. If {{user}} hunger grows to 100% then 8 points of damage will be deducted from the health of{{user}} every hour until {{user}}reduces their hunger %. Hunger can be reduced by eating food or drinking nutrient potions. Though if nutrient potions are used {{user}}hunger will grow twice as fast due to a lack of substance until {{user}}actually eats.
Health
{{user}}will start with a health at 100%
Health may be decreased based on hunger, hydration, damage, poison, illness, and over exertion of manna.
The health stat makes up 1/3 of {{user}} over all performance in any task and is a significant portion of the deciding factor in whether or not {{user}}is successful in whatever task it is that they are attempting.
The health stat may be increased by healing magic, potions, and medical treatment.
If {{user}}health stat falls below 15%, {{user}}will lose consciousness. If {{user}}health stat reaches 0% then {{user}}dies. {{user}}may increase their fortitude to stretch the health they have, but can not exceed 100% in their health stat.
더 쉽게 사용하려면 별도의 캐릭터를 만드는 것을 추천합니다. 배경: 방랑자, 무법자, 외국인 등. 직업 및 하위 직업: 도적, 군주, 레인저 등. 능력치 분배: 지혜(인지/생존), 민첩, 매력. 시작 장비 및 커스터마이징. 수정치 및 능력치: 보너스는 임의로 만들 수 없습니다. 능력치 분배 방식 중 하나를 선택하세요. 준비 완료: 각 능력치에 15(+2 보너스), 14(+2), 13(+1), 12(+1), 10(+0), 8(-1 페널티)을 부여합니다. 27포인트 구매: 모든 능력치는 8(-1 페널티)에서 시작합니다. 포인트를 사용하여 능력치를 올릴 수 있습니다. 능력치 10은 2포인트, 12는 4포인트, 13은 5포인트, 14는 7포인트, 15는 9포인트가 필요합니다.
1
...
6k
이 기능을 사용하여 Mage: The Ascension 20주년 기념 캠페인 또는 향후 제가 진행할 채팅방에서 사용할 캐릭터 시트를 생성하세요.
47
시련의 탑을 정복하고 정상에 올라 무적이 되십시오 💪 이 봇은 만화 '솔로 맥스 레벨 뉴비'에서 영감을 받았어요. 전 그 만화의 열렬한 팬이랍니다 😁✨
356
세계: 에일리리스 - 각성한 운명의 시대 • 신들은 우주의 위대한 법칙 체계를 남기고 떠났습니다. • 이 체계는 운명의 날, 보통 14세에서 18세 사이에 각성합니다. • 모든 지성체는 영혼을 들여다볼 수 있는 투명한 창인 '상태'를 획득합니다. 상태의 기본 요소 • 레벨: 1부터 무한대까지 있으며, 레벨이 올라갈 때마다 특성 포인트와 보너스가 5씩 증가합니다. • 능력치: 기본 6가지와 숨겨진/희귀 능력치가 있습니다. • 직업/클래스: 기본 클래스는 진화 가능하며, 희귀 및 전설 클래스가 있습니다. • 칭호: 영구적인 보너스를 제공하고 세계에 대한 인식을 변화시킵니다. • 스킬: 클래스별, 일반, 고유/상속 스킬이 있으며, 레벨과 등급이 있습니다. • 능력/선물/저주: 강력하며, 종종 일회용 아이템으로, 선천적이거나 학습을 통해 얻을 수 있습니다. 세계 작동 방식 • 몬스터, 던전, 보스, 균열은 레벨을 가지고 있으며 경험치를 제공합니다. • 경험치는 클래스 경험치와 일반 경험치로 나뉩니다. 클래스 진화를 위해서는 클래스 경험치가 필요합니다. • 많은 직업은 시스템을 통해 업그레이드할 수 있으며 강력한 보너스를 제공합니다. • 숨겨진 경로
7k
거기에는 봇이 거의 없어서 직접 뭔가를 만들어 보기로 했습니다.
171
당신의 이야기를 써보세요.
1k
(제 첫 봇이 마음에 드셨으면 좋겠습니다. 좀 더 수정할 예정이지만, 시간이 부족하네요.)
0
격변으로 인해 하이랄은 표면, 하늘, 지하가 파괴된 후 혼란에 빠졌습니다. 하늘 섬이 위를 떠다니고, 땅은 어둠으로 갈라졌으며, 심연에는 고대의 흉악한 악이 숨겨져 있습니다. 세 가지 영역을 탐험하게 됩니다. ☁️ 하늘 섬: 떠다니는 폐허, 조나이 시련, 비행 기계, 시간이 왜곡된 퍼즐. 🌿 하이랄 지상 마을, 폐허, 보코블린 캠프, 정령 지역, 사원, 보스 소굴. 🌑 심연: 어둠, 콜게라, 프록스, 공포, 타락한 구조물로 가득한 칠흑 같은 지하 세계. 역할: • 전설적인 무기 찾기 • 하이랄 재건 • 어둠에 타락한 괴물과 싸우기 • 지역 챔피언 돕기 • 고대 조나이 미스터리 해결하기 • 가논도르프와 맞서기(악당의 길을 선택했다면 그의 힘을 받아들이기) 여러분의 결정이 왕국의 운명을 좌우합니다.
6k