Initial Game Settings

Classes: Warrior, Mage, Thief, Priest, Elf, Knight

 

Class Characteristics:

 

- Warrior: A main - attacking class. Their close - range attack power is slightly inferior to that of the Knight, but they are more agile and mobile. Their skills also differ from those of the Knight.

 

- Mage: A main - attacking class with powerful long - range attack capabilities. Their magic is colorful and dazzling. However, due to their naturally weak constitution, they require a very high level of operational skills.

 

- Thief: A skill - oriented class. They are not good at direct combat and have relatively low attack power. They can set and disarm traps, steal, poison, use hidden weapons, and learn the identification skill.

 

- Priest: A supporting class. They have little offensive power on their own. But they can use class skills to increase the attack power, defense power, and restore the health of themselves and their teammates. They are an essential class in team combinations for leveling up and looting treasures.

 

- Elf: A supporting - attacking class. They are natural archers. Their attack power is not as high as that of the main - attacking classes, but their movement speed and attack speed are 20% faster than those of other classes. They can also apply magical effects to their bows and arrows.

 

- Knight: A main - attacking class and the king of close - combat. Their attack power and defense power are the highest among all classes. However, their heavy armor makes them less mobile, and the probability of being hit by enemies or monsters in battle is much higher than that of other classes.

 

Each class has its own characteristics, and they complement each other. If a team composed of these six classes cooperates well, it can exert greater power. It performs much better in battle than a team composed of the same type of classes. Moreover, when the six - class combination goes to level up, each person gets a 20% experience bonus.

 

Rules Regarding Death: When a player is killed by a monster, they will lose 10% - 25% of their total experience. The amount of experience lost increases with the player's level. Players from level 11 - 30 lose 10%, those from 31 - 60 lose 12%, from 61 - 90 lose 16%, from 91 - 120 lose 20%, and from 121 - 150 lose 25%. Red - named players lose an additional 5% when they die. The maximum level is 150.

When a player dies, they will randomly drop one piece of equipped item, and their personal honor will also decrease according to their corresponding level. Players from level 11 - 30 will have their personal honor decreased by 500, those from 31 - 60 by 1000, from 61 - 90 by 3000, from 91 - 120 by 5000, and from 121 - 150 by 10000. Players within level 10 are in a system - protected state. When they die, they will lose 5% of their total experience, and their personal honor will not be decreased. If a player's personal honor is in the negative, the money required to buy potions and equipment will increase significantly. If the negative value exceeds 2000, the system will automatically reduce the player's personal honor by 5% per hour, making the player's personal honor value less and less, which greatly affects the player's future development.

 

Rules Regarding Player - vs - Player (PK): Players can duel in the officially designated places. The official dueling arenas are divided into three levels: individual duels, team duels, and guild duels. Legion duels are not in the official dueling arena, and the system will open up a separate battlefield for them.

 

Individual Duels: Each person needs to pay 50 gold coins and a 500 - gold - coin deposit to the system, then they can conduct a fair duel in the officially set dueling place. Each time a dueling player dies, there is a possibility of dropping one piece of their equipped item, their personal honor will be decreased by 500, and their level will be reduced by half of their current level. The time limit is 1 hour. After the duel ends, the system will automatically determine the winner and the loser. The losing player will have their personal honor automatically decreased by 1000, their level will be further reduced by 1 level, and the 500 - gold - coin deposit will be rewarded to the winning player. The winning player can obtain the personal honor and gold coins deducted from the losing player after the system's judgment, and their level will also increase by a quarter of their current level. The levels of both players in an individual duel must exceed level 50. For duels between players below level 50, the losing player will still be punished according to the initial rules, but the winning player will not receive the final rewards. The level gap between individual duelers cannot be more than 20 levels, otherwise, the duel cannot take place.

 

Team Wars: Each team needs to pay 500 gold coins and a 5000 - gold - coin deposit to the system, and then they can start the battle in the dueling arena. During the battle, each time a team member from either side dies, there is a certain probability of dropping one piece of their equipped item, their level will be dropped by one - third of their current level, and their personal honor will be decreased by 300. Each time the team leader dies, their personal honor will be decreased by 500, the probability of dropping equipped items is higher than that of team members, and their level will be dropped by half of their current level. The duel time is jointly agreed upon by both sides. After the battle ends, the system will also automatically determine the winner and the loser. The levels of all members of the losing team will be collectively reduced by 1 level, and their personal honor will be decreased by 500. The level of the losing team leader will be reduced by 2 levels, their personal honor will be decreased by 1500, the team's collective honor will be decreased by 3000, and the 5000 - gold - coin deposit will be rewarded to the winning team. Each member of the winning team will have their personal honor increased by 500 and their level increased by half a level. The personal honor of the winning team leader will be increased by 1500, and their own level will be increased by 1 level. The winning team will receive a 5000 - gold - coin compensation from the losing team, and their collective honor will be increased by 3000. The levels of all team members participating in the duel cannot be lower than level 30. For battles where the team members' levels are below 40, the results are the same as individual duels.

Guild Wars: Each guild pays 2000 gold coins and a 10,000 - gold - coin deposit to the system (the deposit amount can be increased accordingly through mutual agreement between the two sides). After the two sides have agreed on the war time, they can start the battle between guilds. During the battle, each time a guild member on either side dies, there is a certain probability of dropping one piece of their equipped item. Their personal honor will be decreased by 200, and their level will be dropped by one - fourth of their current level. Each time a guild leader dies, their personal honor will be decreased by 1000, and the probability of dropping equipped items is higher than that of guild members. Their level will be dropped by one - third of their current level. After the system announces the winner and the loser, each member of the losing guild will have their personal honor deducted by 300, and their level will be decreased by half of their current level. The losing guild leader will have their personal honor deducted by 3000, and their level will be decreased by 3 levels. The guild's collective honor will be decreased by 8000, and the 10,000 - gold - coin deposit will be compensated to the winning guild. Each member of the winning guild will have their personal honor increased by 300, and their level will be increased by one - third of their current level. The winning guild leader will have their personal honor increased by 3000, and their own level will be increased by 1.5 levels. The winning guild will receive a 10,000 - gold - coin compensation from the losing guild, and its collective honor will be increased by 8000. The levels of all participants in the duel cannot be lower than 25, otherwise, the duel results will be the same as before.

 

Wars between Large Legions: Legions must apply to the system at least one day in advance and each pay 5000 gold coins and a 30,000 - gold - coin deposit. After the two sides have agreed on the battle date and the required battle time, at the start, the system will ask each of the online legion members above level 20 on both sides whether they want to participate in the legion war. Members who agree to participate will be moved to the battlefield opened by the system for both sides. During the battle, each time a participating member on either side dies, there is a certain probability of dropping one piece of their equipped item. Their personal honor will be decreased by 100, and their level will be dropped by one - fifth of their current level. Each time a legion leader dies, their personal honor will be decreased by 1500, and the probability of dropping equipped items is higher than that of legion members. Their level will be dropped by one - fourth of their current level. After the system announces the result, the participating legion members of the losing side will have their personal honor deducted by 200, and their level will be decreased by one - third of their current level. The losing legion leader will have their personal honor deducted by 5000, and their level will be decreased by 5 levels. The legion's collective honor will be decreased by 15000, and the 30,000 - gold - coin deposit will be compensated to the winning side. The members of the winning side will obtain 200 personal honor points, and their level will be increased by one - third of their current level. The winning legion leader will have their personal honor increased by 5000, and their level will be increased by 3 levels. The winning legion will obtain 15000 collective honor points and a 30,000 - gold - coin compensation.

 

Probability of Item Drops in Battle: In individual battles, there is a 50% probability of dropping an equipped item when a player dies once. In team battles, there is a 30% probability for team members to drop an equipped item when they die once, and a 50% probability for the team leader to drop an item when they die once. In guild battles, there is a 20% probability for guild members to drop an item when they die once, and a 60% probability for the guild leader to drop an item after death. In legion wars, there is a 10% probability for legion members to drop an equipped item when they die once, and a 70% probability for the legion leader to drop an equipped item after death.

 

Penalties for PK without Using the Official System: The player who attacks and kills the opponent first will have their personal honor decreased by 1000, and the killer will have a red name. If the red - named killer kills a second person before clearing their red name, their personal honor will be decreased by 3000, 5000 for the third kill, 10000 for the fourth kill, and so on. Red - named players cannot enter official cities, cannot trade with any NPC, and their attack power will be decreased by 5% - X%, depending on the killing situation. The attack power will be decreased by 5% for each additional kill. If a red - named player who has killed more than 5 players dies, their level will return to 0, restored to the initial value, and all their equipment will be dropped. (The game company's intention is: If you fight without paying, there's no way. You'll be punished severely.) Each time a player dies, their level will be dropped by half a level, and their personal honor will be decreased by 200. The probability of dropping a carried item is 30% for the first death. If a player dies again within 6 hours, the probability of dropping a carried item will reach 50%. For the third death, it will be 80%, and for the fourth death, 100% of the equipped items will be dropped.

 

Players can increase their personal honor by doing quests, killing monsters and bosses that are more than 10 levels higher than themselves, practicing life skills, or making donations. Killing three monsters that are 10 levels higher than oneself will increase personal honor by 1 point, killing two monsters that are 20 levels higher will increase it by 1 point, and killing one monster that is 30 levels higher will increase it by 1 point. The personal honor obtained from killing a BOSS is calculated according to the BOSS's level. BOSSes are divided into 10 levels. BOSSes between level 30 - 50 are at level 10, and killing one will give 100 personal honor points. BOSSes between 51 - 70 are at level 9, and killing one will give 200 personal honor points. BOSSes between 71 - 90 are at level 8, and killing one will give 300 personal honor points. BOSSes between 91 - 110 are at level 7, and killing one will give 500 personal honor points. BOSSes between 111 - 130 are at level 6, and killing one will give 1000 personal honor points. BOSSes between 131 - 150 are at level 5, and killing one will give 3000 personal honor points. BOSSes between 151 - 170 are at level 4, and killing one will give 5000 personal honor points. BOSSes between 171 - 190 are at level 3, and killing one will give 10000 personal honor points. BOSSes between 191 - 199 are at level 2, and killing one will give 20000 personal honor points. A level - 200 BOSS will give 30000 personal honor points when killed. In a team - playing state, the system will automatically distribute personal honor.

Personal honor is equivalent to a consumable. It is required for upgrading class levels, upgrading life skills, learning high - level skills, opening a store, getting married, etc. The system will deduct the corresponding personal honor according to the tasks you request.

In addition, there is collective honor, which is derived from personal honor. Five or more players above level 20 can apply to form a team. Once a team is formed, the system will assign a collective honor index to the team. Team members can increase the team's collective honor by leveling up, upgrading class levels, practicing life skills, making donations, etc. After the collective honor reaches a certain amount, the team can apply to become a guild, which requires more than 100 members. When the guild has more than 1000 members and the collective honor meets the standard for applying to become a legion, it can apply to the system to become a legion. Legions are divided into small - sized, medium - sized, large - sized, and super - sized according to their levels, and the upgrade regulations are similar to those mentioned before. As for the application for a territory, it is applied by small teams and also requires collective honor. The upgrade of the territory is based on criteria such as the number of residents in the territory, its scale, and the wealth created within the territory.

Regarding Class Level Settings and Initial Character Point Allocation

 

Game Currency Exchange Rate

 

- In the East: 1 RMB (Renminbi) = 0.1 gold coins = 1 silver coin = 100 copper coins

- In the West: 1$ (US dollar) = 0.5 gold coins = 5 silver coins = 500 copper coins

 

Class Level Divisions

 

- Warrior: Black - Iron Warrior - Bronze Warrior - Silver Warrior - Gold Warrior - Crystal Warrior - Earth Battle God - Sky Battle God - Battle Saint

- Mage: Magic Apprentice - Junior Magician - Intermediate Magician - Senior Magician - Arch - Magician - Magus - Arch - Magus - God of Magic

- Thief: Novice Disciple - Thief - Gentleman Thief - Magic Thief - Immortal Thief - Saint * Gentleman Thief - Saint * Magic Thief - Saint * Immortal Thief - Thief Saint - God of Thieves

- Priest: Junior Apprentice - Junior Priest - Intermediate Priest - Senior Priest - Sacrificer - High Sacrificer -神官 (Divine Official) - High Divine Official - God of Light

- Elf: Newcomer - Junior Archer - Intermediate Archer - Senior Archer - Arch - Archer - Saint Archer - God - Archer - God of Elves

- Paladin: Iron - Armored Knight - Copper - Armored Knight - Silver - Armored Knight - Gold - Armored Knight - Light Knight - Earth Knight - Sky Knight - God Knight

 

Personal Honor Required for Class Level Upgrades

 

100 - 500 - 1000 - 3000 - 5000 - 8000 - 10000 - 30000 - 50000

 

Levels Required for Class Levels

 

10th level, 20th level, 30th level, 40th level, 50th level, 80th level, 100th level, 120th level. The highest level needs to meet the standard set by the system, which will be introduced later.

 

Life Skill Levels

 

- Architect Title Levels: Apprentice - Junior Craftsman - Intermediate Craftsman - Senior Craftsman - Craftsman Master - Super - Craftsman Master - Craftsman Grandmaster - Craftsman Supreme Grandmaster - God of Architecture

- Appraiser Title Levels: Appraisal Apprentice - Junior Appraiser - Intermediate Appraiser - Senior Appraiser - Super - Appraiser - Appraisal Master - Appraisal Grandmaster - Appraisal Supreme Grandmaster - God of Appraisal

- Alchemist Title Levels: Medicine Boy - Junior Alchemist - Intermediate Alchemist - Senior Alchemist - Super - Alchemist - Alchemy Master - Alchemy Grandmaster - Alchemy Supreme Grandmaster - God of Medicine

- Blacksmith Title Levels: Blacksmith Apprentice - Junior Blacksmith - Intermediate Blacksmith - Senior Blacksmith - Super - Blacksmith - Blacksmith Master - Blacksmith Grandmaster - Blacksmith Supreme Grandmaster - God of Forging

- Tailor Title Levels: Embroidery Apprentice - Junior Embroiderer - Intermediate Embroiderer - Senior Embroiderer - Super - Embroiderer - Embroidery Master - Embroidery Supreme Grandmaster - God of Embroidery

 

Life skills do not require character levels, only skill experience.

 

Initial Point Allocation

 

- Warrior:

- Male: Strength 25, Stamina 12, Agility 15, Intelligence 8

- Female: Strength 22, Stamina 10, Agility 18, Intelligence 10

- Mage:

- Male: Strength 11, Stamina 7, Agility 14, Intelligence 28

- Female: Strength 9, Stamina 6, Agility 15, Intelligence 30

- Thief:

- Male: Strength 15, Stamina 10, Agility 18, Intelligence 17

- Female: Strength 13, Stamina 8, Agility 20, Intelligence 19

- Priest:

- Male: Strength 14, Stamina 9, Agility 15, Intelligence 22

- Female: Strength 12, Stamina 7, Agility 15, Intelligence 25

- Elf:

- Male: Strength 11, Stamina 10, Agility 25, Intelligence 14

- Female: Strength 9, Stamina 9, Agility 27, Intelligence 15

- Knight:

- Male: Strength 30, Stamina 15, Agility 5, Intelligence 10

- Female: Strength 28, Stamina 13, Agility 6, Intelligence 13