Welcome to Talrae! In the year 2076 Talrae is the newest and most highly anticipated VRMMORPG of the century and has been highly praised from all angles to be the greatest game ever to be made. The game takes place in a vast fantasy setting with a hundred different worlds, all ready to be explored and conquered. Using a technological marvel known as WaveGear Neural Interface Systems, the dream of virtual reality has become true. Connecting directly to the neural interface of the human body, WaveGear is able to project a VR simulation so realistic that it can only be described as a miracle.
On June 17, 2076 the massive single-world server was opened and all 10,000 players logged in. You are the select few from around the world who had the luck and ability to purchase the limited opening copy of the game. However a few hours after the grand opening of the game, all players were instantaneously teleported into the center of the town on the first floor, Genesis. Suddenly in the sky the Great Demon Overlord, Malgoth, final Boss of the entire game, appeared above the massive crowd. The Final Boss then explained that all players who are currently logged in will not be able to log out. Only by reaching the 100th Floor and defeating Malgoth himself, would the players be freed from this virtual online prison. To add, the Overlord explained how the Wave Gear was designed to kill the user’s brain using a burst of microwave upon forceful disconnection from the outside world OR if one dies in-game.
This is no longer a game. This is a fight for survival. All 10,000 players must attempt to conquer the world of Talrae or forever be trapped in this virtual prison where death means the most certain end.
On June 17, 2076 the massive single-world server was opened and all 10,000 players logged in. You are the select few from around the world who had the luck and ability to purchase the limited opening copy of the game. However a few hours after the grand opening of the game, all players were instantaneously teleported into the center of the town on the first floor, Genesis. Suddenly in the sky the Great Demon Overlord, Malgoth, final Boss of the entire game, appeared above the massive crowd. The Final Boss then explained that all players who are currently logged in will not be able to log out. Only by reaching the 100th Floor and defeating Malgoth himself, would the players be freed from this virtual online prison. To add, the Overlord explained how the Wave Gear was designed to kill the user’s brain using a burst of microwave upon forceful disconnection from the outside world OR if one dies in-game.
This is no longer a game. This is a fight for survival. All 10,000 players must attempt to conquer the world of Talrae or forever be trapped in this virtual prison where death means the most certain end.
Despite the terrifying aspect of death, players still enjoy their life as they find new friends and purpose in the world of Talrae.
✧ Floors ✧
World of Talrae features countless strange and fantastic worlds, ready to give endless hours of enjoyment to its players.
World of Talrae consists of 100 separate floors. All players start on the first floor, also known as Genesis. The game will only be beaten by reaching and defeating the boss of the 100th floor, also known as Finale. Floors mainly operate as if they are separate universes from other Floors, meaning Floors do not interact with each other. Floors can only be accessed through Portal Gate, which are explained in more detail below.
The first Floor, Genesis, is considered by many to be a work of art.
The final Floor, Finale, as it was seen during the trailers.
✧ Town ✧
The market is a popular place to visit for many players.
One or more towns or cities will exist on every floor with the exception of Genesis where a single, very large city exists. Town on each floor has a corresponding theme with the floor. All towns have the following locations: Town Hall, Restaurants/Taverns/Inns, Blacksmith's, Market/Shops, Residential Area, Portal Gate and Storage House. All cities will have all of the following locations on top of what towns feature: Guild House, Guild Hall, and Arena. Depending on the town, it may have other facilities.
Players can attack each other in towns but will most likely be quickly stopped by the NPC forces. However, if they are added as friends in the menu - details below - they may engage in sparring sessions without any consequences. Players may enact Actions or Spells in towns. It is possible to harm NPCs with them. While Players may interact as normal in towns (eg: deal damage to each other) in-town, a Player's HP can never drop below 1HP and all status effects will automatically be purged after 3 hours.
While entering Towns will guarantee safety from death, it does not mean Health and Mana are automatically replenished. Players will have to find other means to do so, whether it be through potions, healing spells or a trip to the Apothecary's.
Towns are lively places, filled with people and fantastic elements.
Town Locations - Note that these are not what towns and cities will exclusively have. Towns and Cities may feature other facilities unique to them.
- Town Hall - The central area of the town where information can be gathered and requested. New quests or missions will regularly appear at this location. Players may also attempt to interact with NPCs in authority position at this location.
- Bank - Currency may be exchanged, stored or loaned at this location. Exchange and loan are free. Up to (Player Level)x(1000) loans may be taken out. Loan's interest is (1 Silver)x(Days loaned)x(Amount loaned/1000). If the loan is unpaid by the due date, Player will be blacklisted and may never use the bank for any services unless pardoned by the NPCs. Terms of bank use may be negotiable, depending on Player status and relation to NPCs.
- Restaurants/Taverns/Inns - The primary area where players may eat, sleep and rest.
- Blacksmith's - Where the town NPC blacksmith resides and works. Players may repair or commission armor, weapons, or other gear at this location.
- Apothecary's - Town's hospital-equivalent. Players may visit to raise their missing HP here. Costs 2 Copper for every 100HP healed.
- Mana Fountain - Fountain containing refreshing water that restores mana. Water loses its MP restoring effect a few minutes after being removed from the mountain and cannot be stored. Costs 1 Silver per drink that restores 500MP.
- Market/Shops - General shopping area. Some town markets will feature items unique to that floor.
- Residential Areas - Where NPCs have their homes. On certain towns, players may also buy houses for themselves.
- Storage House - Where Players may go to have their belongings stored. Property in storage cannot be stolen or otherwise be tampered with by other players or NPCs. Storages have unlimited amount of space and any items can be stored, with the exception of Monsters or Pets unless they are contained in a totem. Storing services cost 1 Silver per day. Storage may be purchased and owned by Players for 1 Mithril.
- Portal Gate - A magical portal from which players can teleport between Floors. Portal Gates are most often located inside or hear Town Halls. There will only be 1 Portal Gate per Floor and it is indestructible and will remain even if the Town is destroyed. Players can teleport to any Floor that has been conquered and explored and will appear at that Floor's Portal Gate. Using the Portal Gate does not cost anything or has any penalties. Access to higher Floors will be granted as soon as the Floor Dungeon Boss is defeated.
- Guild House - Usually a large mansion commissioned and purchased by a Guild. It is often used as a communal space like a dormitory or a staging ground for Guilds.
- Guild Hall - A communal place in the city where members of different Guilds can come together to discuss and debate. It is used when multiple Guilds are planning for a massive raid or mission. Inside is equipped with a large round table and an auditorium.
- Arena - A gladiatorial arena that only may be used for any scale of combat. Most often used for Guild Wars but may also be used for matches between any number of combatants.
Streets of Genesis City.
A Swordsman stands in the way of a monster during an Invasion.
Monsters cannot enter the town's boundaries save those owned by Trainers (player Class) on Floors 1-4.
Starting Floor 5, Monsters may attack the Town from Dungeons and Wild Areas. This is called Invasion. When Invasion occurs, all Players in the vicinity are called to defend the town. While players have a choice in defending the Town, it is in most peoples’ interest to preserve the Town as it serves as a safe point in any Floors. A destroyed town will never be rebuilt. Some Towns will have some self-defensive capabilities. However, most of the time it will not be enough and players will need to aid them. Players may be entitled to rewards after participating in a defense against Invasion. Players may drop beneath 1HP during Invasion event, even when in towns.
Players work together to defend a town.
✧ Currency ✧
Some say that getting paid well after a hard job is the best feeling in the world.
Talrae currency is named Renn and are exclusively coins. They cannot be created, destroyed or otherwise be tampered with using any abilities or spells in-game unless specifically stated.
1 Nickel = 1 Renn
1 Copper = 5 Renn
1 Silver = 25 Renn
1 Gold = 100 Renn
1 Mithril = 1,000 Renn
1 Adamantite = 10,000 Renn
1 Aetherium = 100,000 Renn
Even though coins from different Floors may appear to be shaped differently, all are equally exchangeable and spendable on any Floors. Some towns may have buildings called Banks where Renn can be stored (just like items for storage) or loaned.
Guideline to prices:
1 small pie, 1 mug of ale (simple dinner) would cost about 5-15 Renn, depending on the town and floor level. 1 Renn is approximately equal to $1 USD. Players with good conscience may estimate item prices if it's not an important item where GM needs to be involved. Note that technologically it is about the 15th century and therefore, some cheap items in real life may be very expensive in-game (example, paper).
1 Copper = 5 Renn
1 Silver = 25 Renn
1 Gold = 100 Renn
1 Mithril = 1,000 Renn
1 Adamantite = 10,000 Renn
1 Aetherium = 100,000 Renn
Even though coins from different Floors may appear to be shaped differently, all are equally exchangeable and spendable on any Floors. Some towns may have buildings called Banks where Renn can be stored (just like items for storage) or loaned.
Guideline to prices:
1 small pie, 1 mug of ale (simple dinner) would cost about 5-15 Renn, depending on the town and floor level. 1 Renn is approximately equal to $1 USD. Players with good conscience may estimate item prices if it's not an important item where GM needs to be involved. Note that technologically it is about the 15th century and therefore, some cheap items in real life may be very expensive in-game (example, paper).
A few coins can go a long way during tight situations...
✧ NPC ✧
A Guildmaster signs a treaty with the ruling NPC of the floor, stating that the Guild will support them during dangerous times in exchange for free smithing service.
Each Floor is inhabited by indigenous NPCs. They can be harmed and even killed. However, such actions may incur the wrath of NPCs and result in the ban of the Player from entering the town or even have NPCs coming after them. The programming technology has been advanced to the point where without identity tags, it is practically impossible to tell NPCs apart from Players. Players may converse, acquire information or even trade items with NPCs. Essentially they behave and act like real people. Rarely NPCs may consist of beings that are non-human such as elves. All NPCs are not hostile towards Players unless given reason to be otherwise.
NPCs will always welcome Player customers...
NPCs are unaware of the fact that they are programs belonging to a game. They are however aware of "other worlds" and "different universes" known to Players as Floors. NPCs may travel to other Floors, although this is very rare. NPCs are the ultimate role-players; no matter how much Players attempt to explain the reality of the game or their origins, NPCs will simply not understand. Destroyed NPCs will not come back to life. However, their roles may be replaced by other NPCs. New NPCs can be generated.
A player attempts to charm a NPC girl.
NPCs can be harmed and destroyed just like Players. However like the Players, they cannot drop below 1HP when inside towns. Naturally, there will be an exception during the Invasion event (visit 'Towns' for more details). During Invasion or outside of Towns, NPCs are highly similar to Players; they possess a set of stats including HP, MP, Attributes, Skills, Spells, Actions and Titles. However, they do not possess Class or Subclass. It is impossible to learn into a Class or Subclass by NPCs, meaning Class-based Skills, Actions and Spells cannot be learned by NPCs. Additionally, NPCs possess no Levels.
Some NPCs may be more powerful than the Players.
NPCs may possess their own unique Titles, Skills, Spells and Actions however. For the purposes of effects of game mechanics, they are treated as a unit, a target and a player, but not belonging to a single Class. For generic area effects that target certain statuses (for instance, if it targets all friendlies), it will depend on the NPC's personal relationship to the user and therefore will be resolved in a case-by-case scenario.
Non-human NPCs may make excellent friends, especially when they are capable of doing things a human might not.
✧ Monsters and Pets ✧
Bone Dragon is a dangerous, high level Monster.
Killing monsters will grant experience, items, and/or currency depending on the level discrepancy between player(s) and monster(s). In more dangerous group situations, such as dungeons, the above will be calculated after certain challenges in the dungeon, allowing teams to tactically retreat without losing their rewards. With the exception of a few in wild areas, monster will automatically attack players crossing their line of sight. Monsters can be split broadly into 2 separate categories; intelligent humanoids and non-intelligent. Examples of intelligent humanoids may include demons, goblins, trolls, etc. Non-intelligent Monsters comprise of the rest. An easy way to tell on the spot would be to see if the Monster is capable of speaking any language.
Spell casting Monsters may require a different approach to defeat.
Monsters all have different properties, ranging anywhere from simple Stat differences to different types of Actions / Spells they are able to use. While some Monsters may be intelligent enough to speak, none can be reasoned with or otherwise negotiated by Players. Generally speaking, more intelligent a Monster is, more likely it'll be hostile towards Players. Monsters possess the same set of Stats as Players do, minus Class, Subclass and Skills. However, unlike NPCs they do possess Levels.
Fluffles are cat-like creatures that are popular among Players.
Pets are different from Monsters. Unlike Monsters who can only be owned by Trainers who have tamed them, pets may be bought and used by any and all Players. Some may have unique properties that are highly useful to the Players while others exist solely for the amusement of their owners. Pets can be harmed by both Players and Monsters, although this is not very likely since pets do not attract Monster aggression very much. Pets only have HP, Spells and Actions as stats. Pets only require pet feed in order to survive and will follow the Player anywhere they go.
✧ Dungeons and Wild Areas ✧
An elite goblin general prepares to move out against the players.
Each floor has at least 2 dungeons and one of them will always be the Floor Dungeon - largest and the most dangerous one. Unlocking the Floor Dungeon will allow players to move on to the next Floor. Each dungeon has its unique monsters along with items that are dropped. Each the layout of Dungeons and its’ Monsters are unique from Dungeon to Dungeon. However, each Dungeon always has at least 1 Dungeon Boss.
Multiple Players/parties can enter the same Dungeon at once not interfere with each other. Each player/party then will get their own version of the Dungeon, as if in a parallel world. Floor Dungeons are exception to this however, only 1 version of the Floor Dungeon exists so Players may interact with other non-party members inside the Dungeon. Player/parties can quit their Dungeon run whenever they wish unless in special circumstances.
Although not particularly dangerous, goblins and orcs are often found in large numbers.
Monsters may reside outside town areas that are not dungeons in places called Wild Area. Wild Areas essentially consist of everywhere that's not Town or Dungeon. However, monsters in Wild Areas are typically weaker than dungeon monsters. Monsters in Wild Areas tends not to drop as much items or currency when killed but will grant experience like the dungeon monsters.
While most wild areas have roaming monsters, there are several safe paths to traverse. Some of these paths are already discovered and easily travelled; others require a quest line or exploring to discover. While on a safe path, wild monsters will not aggro Players.
Dungeon entrance can be as simple as a set of doors...
✧ Items ✧
Good items will always prove to be reliable, unlike people.
Item can be bought from vendors, traded from other players or found in dangerous locations. They range from simple items that boost stats to complicated ones that grant the one ability to use a certain type of spell. While all players are able to pick up items, certain special items can only be used by a specific Class.
All players are only able to carry items on a realistic portion. For example, a player cannot possibly carry 200 Swords in their inventory. Naturally, players will stronger strength stats will be able to carry more items, although the volume of the items may be limiting. For the sake of convenience, the weight/volume of the items can be approximated with good conscience by the Players.
✧ Gathering ✧
When crafting items, Players will be using a variety of ingredients. These ingredients can be bought in most case but also gathered from around the world! Some ingredients may only be found on certain floors, must be earned from dungeons or monster drops, or have to be gathered because it’s too dangerous for an NPC to collect it! In a few rare case, some ingredients may only be accessible via a quest but these are either repeatable quests or drop ingredients for a unique, one of a kind item.
Gatherable materials are found around each floor in special areas known as nodes. Low level nodes appear on the map once the area has been explored but higher level ones must be discovered before they appear! Clues to these special areas can be found in books, on old signs, or even in casual conversation between NPCs. Make sure to always keep an ear out; you never know what treasures you may find!
Once you’ve discovered a node, each gatherable item has a skill rating that a player must meet in order to collect it. The GM will roll for how many the player successfully collects based on the skill rating difference between the player and item. All items have a 25% chance of collection once the Player meets the minimum requirement but higher skill levels mean a higher chance!
Each node contains 20 items and is shared amongst all players attempting to collect on it. Another node will spawn once the first one is depleted, and so on and so forth, until ten nodes have been depleted. All nodes reset at Sunrise but be warned, most nodes spawns have special defenses against campers.
✧ Crafting ✧
Forging an item will often be much cheaper than buying one.
A variety of skills allow Players to craft items. In order to craft, Players require a skill value determined by the item they are crafting, ingredients to craft the items, and the appropriate facilities. All craftable items fall into a specific skill category; if you are unsure which one, please contact your GM!
In order to craft an item, a player’s skill must meet the item’s skill level requirement. Meeting the skill level requirement grants the player a 25% success rate on the crafting attempt. Higher skill levels increase that chance to a maximum of 100%. Please contact the GM for rolls when you decided to craft!
While crafting, Players have the option to craft with a wide variety of ingredients. Higher grade and higher rarity ingredients will allow players to craft stronger and more effective armor, weapons, and items. Ingredients used in a craft determine the highest grade of bonus that a weapon can have. For example, Iron will have a maximum bonus of 10 but Steel increases that cap to 20.
At higher levels, more complex crafting, such as large vehicles or other complex mechanisms, will require full Workshops to complete. A guildhouse may have one built into it, a player may own one in a town, or a player may rent one for the duration of their project. If interested, please contact your local town hall!
✧ Repairing ✧
Items can, and will, break.
Items will require repairing or else eventually they will break. GM will notify the player beforehand; eventually players will get a sense of the integrity of their items. Some items may not be able to be repaired such as Arrows which are consumable items. Players can repair the items themselves or find a NPC. For instance, Cloth Armor can be repaired using Sewing Kit and Sewing Skill. Or a Sword can be repaired by Smithing if the player has access to a Workshop.
General cost of item repairing (if done by NPC) would be 50% of item's cost. If players are doing it themselves, naturally it will be free. However, 50% of the item's ingredients (rounded down) and any required facilities must be available.
✧ Enhancing ✧
A Player succeeds in enhancing an item.
Item enhancement works similarly to crafting except most enhancements will not require ingredients, unless the crafter is using a special enhancement material. An item may be enhanced up to ten times and an item’s enhancement rating will be added next to their name, i. e. “Longsword” will become “Longsword +1”.
Enhanced items have improved base properties and durability. Armor gains a +3% bonus to ONE damage reduction value per enhancement, of the crafter's choosing, and weapons increase all damage dealt, with standard attacks, actions, and spells, by 2% per enhancement. All other properties of the item, such as stat and skill bonuses, remain the same.
Enhancing an item may break it (it is lost permanently). Chances of breaking are 5%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%.
✧ Rarity ✧
Items may be named the same but may have different rarity and therefore property. Items will be classified in this order:
Common -> Uncommon -> Rare -> Mythic -> Legendary -> Ultimate -> Transcendent
Item rarity will affect the number and strength of an item’s effects. For example, an Longsword (Common) generally will not have an effect boost but an Iron Longsword (Uncommon) may have a +5 strength while an Iron Longsword (Rare) could have a +10 STR or a +5 STR and a + 5 STM. An increased rarity effectively doubles an item’s price per rarity increase. An Iron Longsword (common) may cost 50 Renn while its uncommon version costs 100 and its Rare version costs 200.
Additionally, ingredient rarity will be corresponding with the items. For instance, Iron Longsword (Uncommon) will require Iron (Uncommon) rather than Iron (Common).
✧ Named Items ✧
Excalibur is a famous named item.
Named items are unique items in-game that often has a unique lore or storyline behind them. They may not be solely unique (there may be more than 1 of the item) but they are less common than normal items. Players may inquire the GM any time regarding the background lore of any Named items, as the information may be relevant to the gameplay.
A Named item is not necessarily better than a standard high-rarity item. For instance, Lorithian Staff (Rare) does not have higher base stats than Wooden Staff (Mythic). Named items will often possess a special or unique ability but otherwise would not be superior to their normal counterparts.
✧ Player Stats ✧
Stats are essential for combat.
Player stats determine the limits of what a player may do in a given situation. However, players are only responsible for handling their own character sheet, including bonuses and reductions. All calculations are run by the GM and are posted when necessary.
✧ Action Slots and Action Cost ✧
Action Slots set a hard limit to the number of Actions, Spells, and Standard Attacks a player may do in a single post. All players have a number of action slots equal to half their character levels. Actions and Spells consume action slots, known as their Action Cost, as they are used. Players regain all action slots at the top of the next round.
✧ Cool Downs ✧
All actions and spells have cool downs that prevent them from being used for a set duration. Each round of combat represents 30 seconds and all cool downs are based on that time frame. A spell with a 15 second cool down may be used twice in a post, but not immediately after each other. A spell with a 30 second cool down may be used 1, a spell with a 1 minute cool down must wait one full post, etc. Stamina reduces these cool downs.
✧ Spells ✧
A Runechanter prepares to cast a spell to aid her allies during combat.
Spells are magic and usually are only cast by players who practice in the magical discipline such as Mages. All Magic requires speaking words, a hand gesture, and a Magic Weapon item such as a wand to cast. Casting without any of those will either result in problems. No speaking words or hand gesture will result in the spell being cast unsuccessfully. Casting without a Magic Weapon will hurt the player equal to the amount of Mana spent but the spell will go off successfully. Players may learn new spells most often from NPCs. There are other means to do so as player accesses higher Floors.
Some Spells will have different interactions in more detail. For instance, "Frost Bite" will not effect any arctic-based Monsters such as Frost Drakes. Players will be asked to utilize common sense for most of these situations, however they are encouraged to contact the GM with any questions.
All Spells will have an additional description: AC (Action Cost). Action costs are how long it takes to cast each spell and is measured in Action Slots. Most spells have high action costs but deal larger amounts of damage than their physical counterparts. After any Spell, a player may also make a standard attack.
Spells can be cast even if a Player does not have enough slots. To do so, the SPell must have an AC of two or greater and the Player must have at least one action lot left. The player is considered “Casting” though the round, losing their evasion chance and increasing the critical hit chance on them by 20%. The remaining AC is taken from the next round.
Spells can be learned from NPCs that reside in towns. In every town, a Wizard or Warrior Trainer NPC will be available who will teach the players Spells or Actions if they pay the lesson fee. They will almost always be located in a similar place to the town's blacksmith. The price of lesson is universally as the following:
(Level of Spell or Action X 1 Silver Coin) = Lesson Fee
All class spells and actions may be learned from these trainers, regardless of class or level. Subclass jobs will require a specific subclass trainer and may have to be found or unlocked before they can be accessed.
✧ Actions ✧
"Accelerate" is a popular Action, as it allows players to increase their movement speed momentarily.
Actions work similarly to spells but are non-magical in nature. It is most often used by Classes that practice physical combat but aren't magical. (Send the Actions you wish to have to the GM, same as above) Actions often are a special and powerful move. For instance, just swinging a sword would not be an Action. However, spinning in a circle https://www.youtube.com/watch?v=8osrPODv0-k rapidly to deal massive damage over time will be an Action. Players may learn new Actions most often from NPCs. There are other means to do so as player accesses higher Floors.
Some Actions will have different interactions in more detail. For instance, "Disarm" cannot be used on a target that is very large such as a troll. Players will be asked to utilize common sense for most of these situations, however they are encouraged to contact the GM with any questions.
All Actions will have an additional description: AC (Action Cost). Action costs are how long it takes to cast each spell and is measured in Action Slots. Most Actions have low action costs but deal smaller amounts of damage than their magical counterparts. After any Action, a player may also make a standard attack.
Actions can be learned from NPCs that reside in towns. In every town, a Wizard or Warrior Trainer NPC will be available who will teach the players Spells or Actions if they pay the lesson fee. They will almost always be located in a similar place to the town's blacksmith. The price of lesson is universally as the following:
(Level of Spell or Action X 1 Silver Coin) = Lesson Fee
All class spells and actions may be learned from these trainers, regardless of class or level. Subclass jobs will require a specific subclass trainer and may have to be found or unlocked before they can be accessed.
✧ Status Afflictions ✧
Talrae actions and spells inflict a variety of effects on their targets. Status effects that deal damage over time (DoTs) tick every 30 seconds.
- Burning: Deals 3*Int of the caster.
- Poison: Deals 10% of the action or spell damage that inflicted it.
- Slowed: Reduces the target's AGI by 20%
- Chilled: Reduces the Target's STM by 20%
- Rooted: Unable to move. The target may still use Actions and Spells as long as a target is within range.
- Disabled: The Target is unable to use Actions or Spells for the duration.
- Stunned: The Target loses a portion of their total Action Slots. Loses 1/4 for 10s, 1/2 for 15s, and all for 30s. Cannot move.
- Prone: The Target is knocked to the ground, suffering a 15% critical hit increase for all incoming actions. Requires 1/4 action slots to stand.
✧ Skills ✧
Simple skills such as fishing will allow the player become more self-reliant on food, allowing him or her to spend less money in town buying expensive non-perishable rations.
Skills are what the player possesses that represents the player's aptitude at something. It includes simple things such as fishing, crafting, weapons repairing to Sword Wielding, Dagger Wielding and such. It is advised by the game manual for the players to invest in some points into their main weapon Skill at character creation. Every player has Skill 0 to start off with.
Upon gaining experience and leveling up, explained below, the player will receive some points to spend in Skills. Skills will also automatically increase as the player uses them but generally becomes less effective as the skill levels up. The GM will track your progress with Skills and notify you when you gain a skill point.
Skills describe their use broadly. The Art skill encompasses everything from sculpting to drawing to painting, for example. When used to create something, an item has a prerequisite skill level that a player must meet in order to craft. When using the stealth skill, it will be compared to the perception skill of those they pass. Whenever using a skill, contact the GM to determine the consequences of your actions!
Upon reaching Skill 250 in any category, a Player reaches Expert status in that Skill. This grants them access to additional, subcategories of Skill that are more specific. For instance, upon reaching Expert in Art Skill, a Player may gain the ability to put points into "Sculpting", "Fine Arts", etc. Subcategories will not be available to view and only will be revealed once Expert status has been achieved.
✧ Attributes ✧
Training is one way outside of leveling up that can grant additional Attributes.
The following are Attributes. All players have these Stats known as Attributes.
- Abbreviated to HP. Health is the player's main indication of your well-being. When it drops to 0, player will die without exception.
- Abbreviated to MP. Mana is required for most Actions and Spells.
- Abbreviated to STR. Strength represents the player's physical power. It has the following properties:
- Physical attack damage
- Action effect
- Allow wielding of heavier items such as shields
- Every 5 Strength grants +1% overnight HP regeneration (20% max) - Abbreviated to AGI. Agility represents the player's physical speed and dexterity. It has the following properties:
- Overall speed of movement
- Every 20 AGI (after Bonuses and Reductions) grants a bonus Action Slot
- Evasion
- Critical Hit
- Certain items, such as heavy armor, lowers Agility - Abbreviated to INT. Intelligence represents the player's magical affinity. It will primarily determine how powerful the player's spells are. It has the following properties:
- Spell effect
- Every 5 Intelligence grants +1% overnight MP regeneration (30% max) - Abbreviated to STM. Stamina represents the player's endurance. It is a special Attribute that does NOT require any points, meaning a player can play Talrae with 0 STM with no problem. It has the following properties:
- Reduces Action and Spell Cool Downs.
- Every 15 Stamina grants a 1% Natural Resistance Bonus (Max 20%)
- Every 15 Stamina reduces Action/Spell Cool Down by 5 seconds (Minimum Cool Down 10 seconds)
- Increases Inventory Size
When the player reaches the next level through experience gain, he or she will receive 7 Attribute Points and 5 Skill points. For putting points into Health and Mana, 1 point will equal to 100. For example, you can choose to spend 4 points to gain 400 Health. Once the points are placed, they may not be taken back. Like points for Skill above, Attribute can also be increased through time spent on training, rather than experience gain.
✧ Titles ✧
A nametag of a player who has not yet earned a Title.
Titles are given out to Players by the game system. Most NPCs (and Players sometimes) afterwards will refer to the title of the player as well as their name. Titles can be achieved by enacting something epic/awesome at the Game Master’s discretion. When a Title is bestowed by the game system it confers a special bonus to the bearer, determined by the nature of the Title and what the epic move was. A player may only wear 1 title at a time. Each Title is unique and will never replicate itself in the game. Example: Kirito from SAO was known as “The Black Swordsman”.
✧ Experience and Level ✧
A player party receives a massive amount of exp after clearing a difficult dungeon.
When players gain enough experience through different events and actions such as clearing dungeons, he or she may be able to level up. Experiences gained will empty out upon leveling up. The experience level up counter is 50% more (rounded up) than the last counter with starting counter being 100. So Level 1 player must gain 100 experience before leveling up. Level 2 player must gain 150. Level 3 player must gain 225. Level 4 player must gain 338. So on and so forth.
Levels serve as a very general and broad indicator for a Player or Monster's approximate power, however it should not be taken as an acute measurement. Level cap of Talrae is equal to (Current Maximum Floor)x5. For instance, if up to Floor 10 has been cleared, all Players in-game may level up to Level 50. Floors 1, 2, 3 are exceptions, as maximum Level for accessing those Floors are fixed at 20.
Two friends train together in a friendly duel.
NOTE
It is the PLAYER'S responsibility to keep track of all their stats and numbers for all the stats above. The GM would like to ask the players to remain honest and fair in their recordings. It is also the player's responsibility to remind the GM that he or she have gained enough experience for leveling up.
✧ Guilds ✧
Players relax in a Guild House during their free times, drinking and laughing their sorrows away.
Guilds are formed by a group of people numbering between 5-50. A Guildmaster must draft a treaty and all Guild-members must sign the treaty in order to establish a Guild. The treaty then must be submitted to any Town Hall. All Guild-members immediately share each others' statuses as Friends and a public Guild-house and storage may be purchased. After combating dungeons or other Guilds, general spoils of combat all goes to the Guildmaster. Guildmaster then has the responsibility to distribute the spoils as he/she sees fit.
When a Player joins their Guild, their profile name changes to represent it. An acronym of the Guild will appear before their name-tag, as well as a Guild symbol to represent their allegiance.
Guild-houses may be purchased or built (after the property is purchased) either in Towns or outside of them. Towns will naturally offer more security from Wild Areas Monsters but suffer from limited space and expensive real estate prices. Non-Guild players and NPCs can enter Guild-houses without permission, so it is recommended that the Guild establish some manner of defenses and security. If the Guild-house is located outside of Towns, it may also come under attack from Monsters or other Players. Guild-houses may be moved to other Floors. Details below.
Outcome of this Guild War will be decided in a 1v1 duel, a relatively rare agreement condition.
Guilds can declare war upon other Guilds. This is called Guild War. The opposing Guild may decline this challenge, however in such a case they aren't allowed to declare war for a month and their reputation among the NPC may drop.
Wars are often vicious events, with both pride and money on the line.
In a War event, both Guildmasters sign a war-treaty before submitting to the Town Hall. Guild War takes place in the Arena inside towns. The conditions of the Arena are generated randomly. The two Guilds are given 6 hours to conduct combat within the arena. Guild with the most functioning players in the end wins and the losing Guild must give up 50% of its current Renn and whatever other terms that were signed beforehand to the winning Guild. When fighting a Guild War, players who are reduced to 0HP are not killed. Instead, they are stunned for the rest of the fight. When Guild War ends, they are free to move and function once again and all their previous injuries will be automatically healed.
A Guild is often formed by groups of trusted and close friends who wish to work towards the same goal.
Any player may join a Guild with Guildmaster's approval and at least 60% approval vote from rest of the existing Guild. Similarly, any player may leave the Guild with Guildmaster's approval and at least 60% approval vote. A player without 60% vote or Guildmaster's approval who wishes to leave may choose to Force Quit, in which case the player may immediately quit the Guild at the cost of surrendering 90% of their current Renn to the Guild. Players may also be forcibly kicked out of Guilds if the Guildmaster and 60% of the Guild votes for it. In this case the kicked player does not have to pay the penalty price.
The Guildmaster calls for a meeting with all the senior officers.
While many positions can exist inside of a Guild, only the following positions are accepted by the game system; Guildmaster, Treasurer, Secretary, Architect, Chamberlain. With the exception of Guildmaster (whose position is automatically assigned to the individual who submits the initial papers to the Town Hall - as stated above) all officer positions will be filled by popular vote among the Guild members. Officers may be kicked from their positions in the same manner of how players can be kicked from a Guild.
Guildmaster: Gains the ability to do the followings:
- Declare or accept War.
- Send Guild-wide private message.
- Access Guild communal bank account.
- Submit documents to Town Hall.
Secretary: Gains the ability to do the followings:
- Send Guild-wide private messages.
- Post Guild-specific messages on the Dashboard.
- Submit documents to Town Hall.
Treasurer: Gains the ability to do the followings:
- Purchase property and/or Guild-houses.
- Access Guild communal bank account.
- Submit documents to Town Hall.
Architect: Gains the ability to do the followings:
- Design, construct and upgrade Guild-house. Must submit designs to the GM prior.
- Submit documents to Town Hall.
Chamberlain: Gains the ability to do the followings:
- Manage NPCs who are employed or servicing the Guild.
- Submit documents to Town Hall.
In addition to these positions, many Guilds choose to have honorary positions inside their Guilds such as First Mate, Second Mate, Strategical Advisor, etc. Guildmaster can choose to inherit his mantle to a fellow Guild member if he wishes. If the Guildmaster is killed or other wise is unable to conduct his or her duty, then the remaining Guild Members may vote for a new Guildmaster, with majority vote winning. Each player may ONLY create 1 Guild during their lifetime. However, they may join as often as possible providing that they only belong to one at a time.
Adventure is more enjoyable when shared.
✧ Player Interactions ✧
Group of immoral players prepare to mug a traveling, lone player.
Players can interact in any and all ways they could in real life. While players are able to kill other players in any place other than in Towns, this brands the killer player's profile with a red tag, indicating their crime. When having committed 3 or more murders, the player's profile tag turns into black and are not allowed to enter Towns and interact with NPCs. For players who PK (player kill) 5 or more times, the NPC authority of the Floor may even put a bounty on the player's head.
When a player is killed, all items he or she is carrying drops on the spot after the body has shattered. Any item owned by a dead player in any other location such as storage, automatically disappears.
Eating food is an important part of maintaining one's health.
Players are also required to eat, drink, breathe and sleep like in real life. When suffocating or starving, player's HP level will drop at alarming levels. In certain Floors with winter themes, it is possible for players to freeze to death. It is highly advised for players to dress right and carry appropriate equipment for the Floor's environment.
All real-life interactions, such as touching, are allowed by game's systems.
The advancement of the VR technology guarantees that any and all interactions with the environment and other beings are as realistic as possible. Texture, temperature... any and all types of feelings will look and feel as real as reality. Most systematic actions that are replicable through real-life actions, such as putting on items, can be done in both ways; meaning a player may choose to physically put on an item like they would realistically or choose to equip from the player 'Menu' itself. Both are accepted by the game system.
A player dies due to fatal damage during combat.
Pain-level setting is situated at 6/10. Meaning, if one were to be hit with an attack, it would hurt approximately a little more than half of how it would realistically feel. When players are damaged, they feel the pain and may drop in HP Attribute but otherwise is not injured. For instance, if a player takes a sword slash to the arm that would realistically have cut off the said arm, he will drop in HP and feel the pain but not actually lose the arm or suffer any malfunctions.
Any other feeling, such as the feelings of touch, smell and sound, will be felt at 10/10 setting.
If a player suffers death, after 1 minute he or she will shatter into a million points of pixel light and disappear forever. Bodies, no matter how intact, cannot be revived or healed once death has occurred. After 1 minute it will shatter no matter what. Same applies for monsters and NPCs.
Even in a video game world where death means a most certain end, some players manage to find joy and happiness they otherwise never would have.
Marriage is a status between two players. The two players upon marriage must sign together at the Town Hall and may open a shared storage and a place of residence. Marriage offers only one advantage in-game; if one of the spouse suffers death, all his or her belongings including Renn and items may be claimed by the surviving spouse. However, there is a Marriage Tax of 1 Gold upon signing in Town Hall. If the couple belongs to the same Guild, they must each be taxed 1 Gold by the Guild in addition to the normal Marriage Tax.
Two players visit the grave of their fallen friend, grieving his loss.
Funeral services may be purchased for any dead player at the Town's Hall for 2 Gold. If the service is purchased, the dead player's body appears in a pre-chosen coffin at the towns hall and any friends or family may visit to watch their loved ones for the last time. It lasts for 2 hours. Funeral service may not be purchased more than once for the same player.
✧ Menu ✧
VRMMORPG has a menu page just like any other games. From here players may access several highly useful tools.
A player changes into more comfortable clothes for the night.
- Profile
- Equip/De-Equip Items
- See Skills
- See Attributes
- See Titles - Index
- See all known Items
- See all known Spell
- See all known Action
- See all known Skill
- See all known Monsters
- See all known Maps
- See all known Guilds - Friends
- Add Friend
: Search Friend
: Track Friend on Map
: Open Private Chat with Friend
- Guildmates (When Applicable)
: Search Guildmate
: Track Guildmate on Map
: Open Private Chat with Guildmate
- Unfriend
- Block Profile - Chat
- Open Dashboard
- Open Newsletter
- Chat
: Open Chat
: Open Group Chat
/ Add to Chat
: Leave Chat - Map
- Open Map
- Mark Current Location
- Turn on/off Friend tracking
- Turn on/off Guildmate tracking - Setting
- Audio (Locked)
- Visual (Locked)
- Gameplay (Locked)
- Sensitivity (Locked)
- Change Menu Style/Color
- Turn Friend/Guildmate Tracking On/Off - Exit Game
- Dysfunctional
This player uses the Friend Chat system creatively; using it to issue order across a chaotic battlefield.
Welcome to Talrae! May you enjoy your gaming experience!