Some time ago I started working on the system of RPG world and the world itself. . I am currently working on a map in cooperation with ExCharnym, world history and mechanics.
Below is what I have developed so far
Time Line (partially out of date)
2500 Gods Fall Asleep
2300 Rise of the first vampire
2000 first recorded cases of LYKANOTROPII
0 Gods Awakening
404 Rise of the Undead
690 Explosion of Mountains
691 the emergence of the first portals
695 Rise of the wall
697 Emergence of anomaly
710 Now
Here are some considerations over the mechanics of the game, which could play in this world. However, this is not a deliberate project, but rather loose concepts.
Weapons and skills
Each weapon has a unique set of moves, the type of damage, and the opportunities that are provided with the ability to invest in the operation of the type of weapon.
For example,
Hammers usually only cause obuchowe damage. They can cause stuns, bone damage, and destroy armor. Skills for this weapon include the succession of the outrages, the ejection in the air, hitting the ground (AOE), wide swings, stun, crushing attack.
Castles and provincial control
Powerful clans can try to take control of castles located in the world. A clan with a castle can set taxes on trade in the province. Castles that can take over guilds allow you to expand your province. At the beginning of the castle must be flipped from the hands of previous owners-NPC. In addition, castles allow to build a province with different structures to improve its operation. However, the previous owners will try to bounce this castle.
Items
They are found in two basic types – standard and special.
Standard items can come from drop and craft. Special items come from tasks and batches only.
All of these items can be in three different quality states, which affects their basic parameters. Despicable, weak, standard, good, very good, gorgeous, epic, legendary, unique. The quality of the items can be improved by skilled craftsmen.
All items can be enchanted by giving them some bonuses.
Additionally, there is a small chance to wydropienie a unique item that will have additional unique properties. In the manufacture of items there is a small chance to create such an item if the artist added suitable special ingredients to the recipe.
Changes in provinces.
Provinces can constantly change through large events. For example, undead can embark on conquering the land and take control of it, start building wight increasing its strength. Players will be responsible for arranging raids in such places and preventing the province from being taken over or reflected.
Character classes
The player starts the game as a traveler, adventurer. He can develop his character in many different directions. To change your profession sometimes you need to perform appropriate tasks, have a good reputation, belong to the appropriate group or require the undead. Some races may have blocked access to some professions.
Character Creation – Features
People
Features
Faster reputation growth
More Mana/Energy
The will to survive – activated skill that removes the effects of character movement and reduces control
Trait
Brutal – Increases damage by 4%, but reduces chance of critical damage by 6%
Fine stature – less HP, better dodges
Rapid metabolism – Increases life regeneration, also increases susceptibility to poisons
Quick Rest-Bonus experience renews faster, but it is less
Wielding-you do not get punishments for using two weapons at the same time, but using 2-handed weapons does not go you well.
In spite of gods-gives bonus earned exp, but more often you bad luck
Vulnerable – buffs and debuffs have a stronger impact on you
Pain pathway – you don't feel pain like others. Reduced critical hit vulnerability, less HP
Mindless – Slower XP burst, stun, charms, fear lasts less
Paranoik – Easier to see the danger, more susceptibility to fear and panic
Elves
Features
Greater observance – trap noticing, material discovery.
Animal friend – Animals are less willing to attack the character
Hatred of undead – increased damage to undead 4%
Air Gift – The activated skill increases movement speed for 20 seconds.
Trait
Fine stature – less HP, better dodges
Child of the forest. Forest feature Bonus, punished outside
Extraordinary speed-increases movement speed at the cost of slower rest
Quick Rest-Bonus experience renews faster, but it is less
Customs eye-shoot extremely accurate, but slower
Wielding-you do not get punishments for using two weapons at the same time, but using 2-handed weapons does not go you well.
In spite of gods-gives bonus earned exp, but more often you bad luck
Vulnerable – buffs and debuffs have a stronger impact on you
Paranoik – Easier to see the danger, more susceptibility to fear and panic
The Grey Elves
Features
Better creeping
Lightweight – reduced damage to fall
Slippery Mind – Shortens the duration of charms, fear
Anger-activated skill increases attack speed by 25% for 20 seconds
Trait
Fine stature – less HP, better dodges
Demonic – increases damage, but slows reputation growth
Extraordinary speed-increases movement speed at the cost of slower rest
A loner – a Bonus to the statistics when you are alone – punishment when you are in a group
Quick Rest-Bonus experience renews faster, but it is less
Wielding-you do not get punishments for using two weapons at the same time, but using 2-handed weapons does not go you well.
In spite of gods-gives bonus earned exp, but more often you bad luck
Vulnerable – buffs and debuffs have a stronger impact on you
Pain pathway – you don't feel pain like others. Reduced critical hit vulnerability, less HP
Paranoik – Easier to see the danger, more susceptibility to fear and panic
Dwarves
Features
5% HP
Hard head – more resistance to stun.
Hard footed – heavier to flip
Gourmet – The effects of the dishes are stronger
Fury – activated, gives a 10% bonus to power at the cost of losing half of HP. The Bonus lasts 30 seconds.
Trait
Fine stature – less HP, better dodges
Child of the Earth. Basement Bonus, penalty on surface
Craftsman – Bonus for crafting, reduced damage by 4%
Brutal – Increases damage by 4%, but reduces chance of critical damage by 6%
Rapid metabolism – Increases life regeneration, also increases susceptibility to poisons
Quick Rest-Bonus experience renews faster, but it is less
Wielding-you do not get punishments for using two weapons at the same time, but using 2-handed weapons does not go you well.
Tough skin – Get a defense bonus, at the expense of dexterity
In spite of gods-gives bonus earned exp, but more often you bad luck
Vulnerable – buffs and debuffs have a stronger impact on you
Pain pathway – you don't feel pain like others. Reduced critical hit vulnerability, less HP
Mindless – Slower XP burst, stun, charms, fear lasts less
Paranoik – Easier to see the danger, more susceptibility to fear and panic
Spopieleni
Features
1% DMG Bonus
Fire resistance – less damage from the fire
Explosion at death. Dying explodes, injuring opponents
Energy burning – activated ability to burn energy or mana by turning them into force
Fire – receives damage while in water, takes bonus damage from water
Trait
Fine stature – less HP, better dodges
Demonic – increases damage, but slows reputation growth
A loner – a Bonus to the statistics when you are alone – punishment when you are in a group
Quick Rest-Bonus experience renews faster, but it is less
Wielding-you do not get punishments for using two weapons at the same time, but using 2-handed weapons does not go you well.
Tough skin – Get a defense bonus, at the expense of dexterity
In spite of gods-gives bonus earned exp, but more often you bad luck
Vulnerable – buffs and debuffs have a stronger impact on you
Pain pathway – you don't feel pain like others. Reduced critical hit vulnerability, less HP
Paranoik – Easier to see the danger, more susceptibility to fear and panic
Giants
Features
1% Strength Bonus
Cold resistance – smaller dmg from cold
Be. Activated skill. Eat your opponent to recover HP and gain buff
Awkward – penalty Dexterity 1%
Trait
Demonic – increases damage, but slows reputation growth
Blood craving – increases damage taken by 2%, received by 4%
Karma – less often you are
Brutal – Increases damage by 4%, but reduces chance of critical damage by 6%
Rapid metabolism – Increases life regeneration, also increases susceptibility to poisons
Quick Rest-Bonus experience renews faster, but it is less
Wielding-you do not get punishments for using two weapons at the same time, but using 2-handed weapons does not go you well.
Tough skin – Get a defense bonus, at the expense of dexterity
In spite of gods-gives bonus earned exp, but more often you bad luck
Vulnerable – buffs and debuffs have a stronger impact on you
Pain pathway – you don't feel pain like others. Reduced critical hit vulnerability, less HP
Mindless – Slower XP burst, stun, charms, fear lasts less
Paranoik – Easier to see the danger, more susceptibility to fear and panic
Class