Information

Reverie is the first VRMMORPG to be released in the year 2030.

How the leveling system is going to work.

Level 0 - 667 exp

Level 1 - 1000 exp

Level 2 - 1500 exp

Level 3 - 3375 exp

Level 4 - 5063 exp

Level 5 - 7594 exp

Level 6 - 11391 exp

Level 7 - 17,085 exp

Level 8 - 25,629 exp

Level 9 - 38,443 exp

Level 10 - 76,887 exp

Level 11 - 43,935 exp

So basically it is a multiple of 1.5 for each level up to 9, after that it is a 2 times exp requirement. But the level after every tenth level is divided by 1.75, and then after that is multiplied by 1.5, and etc. At level 999 it will take 100 times the exp required to get to level 1000.

At level 10, 25, 50, 100, 250, 500, 750, 999 and 1000 will be Tier's.

Tier 0 - Level 0 - 10, gives nothing

Tier 1 - Level 10 - 25, gives 1.15 times increase in main stats.

Tier 2 - 25 - 50, gives 1.15 times increase in main stats. (stacked with tier 1.)

Tier 3 - 50 - 100, gives 1.5 times increase in main stats. (stacked with 1, and 2,)

Tier 4 - 100 - 250, gives 1.5 times increase in main stats. (you get it.)

Tier 5 - 250 - 500, gives 1.75 times increase in all stats.

Tier 6 - 500 - 750, gives 2 times increase in all stats.

Tier 7 - 750 - 999, gives 3 times increase in all stats.

Tier 8 - 999 - 1000, gives 5 times increase in all stats.

For each class, after every Tier they are called something else.

Tier 0 - Novice [Class Name]

Tier 1 - Proficient[Class Name]

Tier 2 - Intermediate [Class Name]

Tier 3 - Advanced [Class Name]

Tier 4 - Master [Class Name]

Tier 5 - Grand master [Class Name]

Tier 6 - Emperor [Class Name]

Tier 7 - Transcendent [Class Name]

Tier 8 - [Class Name] God

Tier of weapons are as followed

Dirt

Iron

Bronze

Silver

Gold

Dark Gold

Platinum

Diamond

Pseudo Legendary

Legendary

Mythical

Godly

The tier's are the same for the skills, and items/materials.

Every level will give you 10 stat points, and add 1 into every main stat, at the beginning of the game players will have main stat points at 1 - 20 based off the condition of the human body plus their race stat increase. The non-main stats will be randomized.

The races that characters can choose from are as followed:

Human

Orc

Elf

Dwarf

Beast (Basically a Furry)

Other Races that can only be obtained through special means:

Dragon

Demon

Angel

Super Human

Orc Champion

High Elf

Dwarf Champion

Main Stats Are:

Strength - Increases Damage, and gives 1/10 the HP Vitality gives per point (1 hp) (Attack = 1/2 of total points in strength not including items. Weight load = beginning stat points in strength times 10.5. Increase weight load by 0.5 pounds for every point)

Vitality - Increased Health, and Regeneration (Base Regeneration at 10 stat points is 1hp/60 sec, and every 10 points in vitality decreases second by 2, and hp regen by 1. 1 point in vitality = 10 hp.

Dexterity - Faster Attacks, Higher Crit Chance (Idk how to explain attack speed, but Crit Chance is 2% without hitting vitals "heart, neck, head, important organs, and weak points/acupuncture points" when you hit a vital its is a 100% crit. Crit is normally 200% of attack damage, but can be reduced with good Defense.)

Agility - Speed, and dodging rate for Non-Manuel players. (10 Agility = 8 mph. 1 Agility gives an increase of 0.8 mph.)

Intelligence - Magic Damage, Mana, and Mana Regeneration (10 Intelligence = Mana Pool of 100, Mana Regeneration follows the same principal as Hp regeneration. Magic Damage = 1/2 of Intelligence does not include Items.)

Defense - Amount of Damage Taken (10 points in Physique is - 0.5% reduced damage, reduced damage is 5% of points in Physique/Defense Maxed at 30% Damage Reduction without Items. Lowers Crit Damage by 5% per 50 points up to a reduction of 50%.)

Non-Main Stats:

Luck - Randomized, 1 luck is the minimum, and 100 is the highest, however when randomized the maximum luck is 10. (5 luck is average for a regular person, 100 is heaven defying)

Awareness - Based off of Real life, Detection skills, 5 is average for a human. (Detects anything within 3 meters. Every point in Awareness increases detection range by 0.6 meters.)

Concentration - Based off of Mental Strength, how long you can do something before being fatigued in-game. (Average is 5 meaning you can do something that is extremely tiring for about 2 minutes. Every point adds on 24 seconds of extreme concentration.)

Mana Regeneration - Set by your intelligence (can be increased with items)

HP Regeneration - Set by your vitality (can be increased with items)

Attack Speed - Set by your Dexterity (can be increased with items)

Damage Reduction - Set by your Defense (can be increased with items)

Critical Chance - Set by your Dexterity (can be increased with items)

Speed - Set by your Agility (can be increased with items)

Dodge Rate - Set by your Agility this is for non-Manuel players only.

Charisma - Random from 1-20 increases favorability towards NPC's.

One more thing is the difference between Manuel, and Non-Manuel.

-Manuel is when you have to dodge for yourself, attack for yourself, and execute skills for yourself, basically everything you have to do by yourself including, looting (you will understand when inside the story.) Attack Speed is also dependent on the player.

-Non-Manuel is when the system will attack for you, dodge for you, and execute skills for you, and loot for you. However everything depends on your stats.