Latest details on levels / roles..
Jan 8th, 2009 | By admin | Category: Featured Articles, News, Role PlayWell 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 touchSleep/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.
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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
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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
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- 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
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- 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 magicDruid Acolyte -
Under training , simple complex spells affect others
Heal poorly still as use for learning magic hits healthPeasant apprentice-
Unable to perform magic
Better fed - better heal
better moneytrainee witch -
Under training ,simple spells affect others - can heal more than damage.
Heal poorly still as use for learning magic hits healthTheives 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 damageDruid Initiate -
Under training , more complex spells affect others
Heal poorly still as use for learning magic hits healthPeasant Journey man -
Unable to perform magic
Better fed - better heal
better moneyHerbwoman -
Under training , more complex spells affect others - can heal more than damage.
Heal poorly still as use for learning magic hits healthTheives 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 damageDruid (full) -
Fully trained - all spells open - more complex spells affect others
Heal poorly still as use for learning magic hits healthMaster craftsman -
Unable to perform magic
Better fed - better heal
better moneyWitch
Fully trained - all spells open - more complex spells affect others
Heal poorly still as use for learning magic hits healthMaster 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 damageArch Druid -
Fully trained - all spells open - more complex spells affect others
Heal poorly still as use for learning magic hits healthVillage Elder -
Unable to perform magic
Better fed - better heal
better moneyCoven head
Fully trained - all spells open - more complex spells affect others
Heal poorly still as use for learning magic hits healthMaster 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 .
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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.
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.