Latest details on levels / roles..

Jan 8th, 2009 | By admin | Category: Featured Articles, News, Role Play

Well this is the latest work on the meter thats in the pipe-line  which goes into detail on the levels/roles which will be available on the island.

So we’d thought we’d share the info with you to help get an idea on the choices you will have as you progress through. Please post  post your RP logs in the forums  so the GM’s can be aware  and you personally have a record - so when it does come online we ‘ll do our best to match the level you are it with the meter level on rezz.

  • level 0 ———> entry peasant /slave

    Global skills -  (on entry)  LEVEL 0 - peasant /slave*************************
    Life force -
    Eat - gain life force - touch to consume  food - fixed amount per touch

    Sleep/rest - gain life force - click from the meter hud that runs a rest pose /cancle when stand

    Fighting  - basic entry skillset  - hit rate low delivered /high rec’d
    Assuming base for damage -  10% hit rate for both  slaves and entry level peasants.

    Magic - unable to perfrom on entry to deliver hits - however magic can be done to you /high rec’d  - need to  level up into specific groups to be able to perform magic

    Heal - you heal but at a slower rate than a higher level person.

    *************************

    Economic gain -

    Balance of coin held by the meter - if coded coin is passed  then the meter regonises and records that.

    NOTE - slave are locked out of having coin.

    Abilty to take and give money - rp coins fixed amount

    Ability to align with either  - noble houses/druids/ or none- once aligned that gets you to level 01

    Automatically credited a fixed balance of coin on entry  to reflect  the very low level of work you do - can be increaded manually by higher levels but no other automatic credit of coin by meter.

    If you are capped - your captor  can choose (not automatic) to take your money e.g you balance  balance can be taken - or you can take theirs if by chance you win

    **************************

    Levelling  -

    The heads of each of the groups do the levelling - NOT automatic - but also need expereince points  gained sim in order to qualify

    Expereince  points are gained by time spent on sim (if possible)

    Are given out by Gods for good rp - need to see rp logs published on forums for granting

    ******************************************

  • level 1——-> peasant - aligned

    Economic gain -

    Balance of coin held by the meter - if coded coin is passed  then the meter regonises and records that.

    NOTE - slave are locked out of having coin.

    Abilty to take and give money - rp coins fixed amount

    Now called a serf - to either the Noble houses / druid groups / theif guild  - or as a worker for a named master craftman

    Regualalry credited with a low level of coin to replect you are working for a group  by meter.

    If you are capped - your captor  can choose (not automatic) to take your money e.g you balance  balance can be taken - or you can take theirs if by chance you win

    **************************

  • level 2 ——–> (joined a group) basic warrior/acolyte for druid/peasant apprentice / trainee witch  / member of thieves guild

    Basic Warrior  -
    Not given dragon tatoo, basic guard  ,  No magic

    Druid Acolyte -
    Under training , simple  complex spells affect others
    Heal poorly still as use for learning magic hits health

    Peasant apprentice-
    Unable to perform magic
    Better fed - better heal
    better money

    trainee witch   -
    Under training ,simple spells affect others - can heal more than damage.
    Heal poorly still as use for learning magic hits health

    Theives  Member (entry level) -
    Unable to perform magic
    Better fed - better heal/more money
    Poor chance of successful steal but cna use theft ect

    *************************

  • level  3 ——>  skilled warrior / initiate (druid) / journeyman peasant / herb woman / full member of thieves guild

    Skilled Warrior -
    Given dragon tatoo, full member of warband of either house ,  Able to control dragon
    However - dragon magic casues damage

    Druid Initiate -
    Under training , more complex spells affect others
    Heal poorly still as use for learning magic hits health

    Peasant Journey man -
    Unable to perform magic
    Better fed - better heal
    better money

    Herbwoman -
    Under training , more complex spells affect others - can heal more than damage.
    Heal poorly still as use for learning magic hits health

    Theives  Member -
    Unable to perform magic
    Better fed - better heal/more money - can use lock pick  and more successful at at stealing.

    *************************

  • level  4 ——> member of ruling council  as deputy to clan leader (only 4 total allowed) / full druid  (max 6) / master craftsman (max 6)/ master thief  (max 6) / witch of the coven (max 6)

    Member of ruling council  as deputy to clan leader -
    Given dragon tatoo, full member of warband of either house ,  Able to control dragon
    However - dragon magic casues damage

    Druid (full) -
    Fully trained  - all spells open - more complex spells affect others
    Heal poorly still as use for learning magic hits health

    Master craftsman -
    Unable to perform magic
    Better fed - better heal
    better money

    Witch
    Fully trained  - all spells open - more complex spells affect others
    Heal poorly still as use for learning magic hits health

    Master Thief-
    Unable to perform magic
    Better fed - better heal/more money - can use lock pick  and more successful at at stealing.

    *************************

  • level 5  ——>  noble leader  (max 2) / village leader / arch druid / coven head / master of the thieves guild  (max 1 each)

    Clan leader -
    Given dragon tattoo, full member of warband of either house ,  able to control dragon
    However - dragon magic casues damage

    Arch Druid  -
    Fully trained  - all spells open - more complex spells affect others
    Heal poorly still as use for learning magic hits health

    Village Elder -
    Unable to perform magic
    Better fed - better heal
    better money

    Coven head
    Fully trained  - all spells open - more complex spells affect others
    Heal poorly still as use for learning magic hits health

    Master of the theives guild -
    Unable to perform magic
    Better fed - better heal/more money - can use lock pick  and more successful at at stealing

    *************************

  • level 6  ——>  GODS (only given on admin)

    Admin level of meter, cannot be killed, harmed ect or have magic affect them.can credit expereince points for time spent in rp.
    can heal and/or confirm kill.

    can freeze/unfreeze meter .

    *************************

    Note only men can be warriors / women  - witches

    (Noble women have the same levels as men but with a reduced physical factor )

    Percentages of damage taken by various groups in combat and magic.

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  1. Update on above..

    Level - 00 –> entry peasant /slave –> general Recruitment - no limits on numbers

    Level - 01 –> peasant - aligned –> general Recruitment - no limits on numbers (particulaly looking for fighters and thieves, druid)

    Level - 02 –> basic guard/acolyte for druid/peasant apprentice / trainee witch / member of thieves guild - no limits on numbers

    Level - 03 –> skilled warrior (Given dragon tatoo,) / initiate (druid) / journeyman peasant / herb woman / full member of thieves guild - - no limits on numbers

    Level - 04 –> member of ruling council as deputy to clan leader (only 4 total allowed) / full druid (max 6) / master craftsman (max 6)/ master thief (max 6) / witch of the coven (max 6) Member of ruling council as deputy to clan leader

    - - 2 vacanices for noble council members as deputies to clan leaders
    - - 5 vacancies for full druids
    - - 1 vacanices outstanding craftsman - blacksmith
    - - 4 vacanices for witches (full members of the coven)
    - - 6 master thieves

    Level - 05 –> All head of group filled apart from Thief

    Level 6 ( Closed - admin only )

    Please note - We usually ask all new entrants tothe sim to start as a peasant and work their way through the levels - however immediate advancement is available at this moment in time -

    *if no higher level position - (from level 03 up) - is currantly filled - direct application may be submitted to the sim admin / rp mods or head of group but must be supported by rp examples and other evidence.

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