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𝕀ℕ𝔻𝔼𝕏
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ℙ𝕃𝔸𝕐𝔼ℝ π”Ύπ•Œπ•€π”»π”Ό
Attributes
On every level up, players gain 8 attribute points, where they can disrupt as they please among their stats. In general, 10 in one stat is equal to the capabilities of a normal human man. The majority of denizens in the world of Gala possess superhuman capabilities due to this distinction.

When calculating one's attributes, one adds all static modifiers from equipment and accessories, before adding in all percentage modifiers from one's Nuclei or jobs and rounding down the result afterwards.


Resource Regeneration
The natural regeneration of one's Resources (HP/SP/MP) scales with one's END.

HP recovers out of combat, at a pace of 1% of your END per second.

MP recovers out of combat, at a pace of 50% of your END per second.

SP recovers in combat when you don't use SP-consuming actives, at a pace of 100% of your END per round.

Passive skills can modify one's ability to recover HP and MP in combat, while SP recovers quickly enough that it normally fills up to full after a battle has concluded.

Experience Gain
Experience is gained solely through ending lives. When one hits the maximum level of a job (50 for low-rank, 200 for high-rank), any additional EXP they gain is stored separately at half the amount they would get normally. This banked EXP is used when obtaining a new job, and will not be lost if an old job is removed.

Items and skills exist which influence EXP gain either negatively or positively.

Skills
There are two different types of skills that exist: actives and passives, both which are obtained through leveling up in your current job. Different classes obtain different amounts of skills, but for most low-rank jobs, they can be broken down into either martial or magical classes.

Low-Rank Martial classes grant three passives, gained at LVL 1, LVL 25, and LVL 50, as well as five actives, gained at LVL 1, LVL 10, LVL 20, LVL 30, and LVL 40.

Low-Rank Magical classes grant three passives, gained at LVL 1, LVL 25, and LVL 50, as well as seven actives, gained at LVL 1, LVL 6, LVL 12, LVL 18, LVL 24, LVL 30, and LVL 36.

Low-Rank Hybrid classes grant three passives, gained at LVL 1, LVL 25, and LVL 50, as well as five actives, gained at LVL 1, LVL 10, LVL 20, LVL 30, LVL 40, and LVL 50.

Low-Rank Craft classes grant five passives, gained at LVL 1, LVL 10, LVL 20, LVL 30, LVL 40, and LVL 50.

During every level up, there is a chance for an existing passive to be improved, increasing its LVL and its benefits. Per level up of a low-rank job, there's a 5% chance of a passive being leveled up. Per level up of a high-rank job, there's a 10% chance of a passive being leveled up. Certain circumstances may increase these chances.

Certain classes may possess capstone actives too, but it varies from class to class.

Inventory
Player inventories must be purchased separately, with different pouches or packs possessing different capacities. They are weightless, and can hold an infinite amount of money. While individual pieces of equipment count for individual inventory slots, consumables can stack, and count for a single slot regardless of the amounts stacked.

Certain skills exist that enable one to steal the content's of someone else's inventory.
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π•€π•‹π”Όπ•„π•Š
Equipment and Accessories
Under normal circumstances, a player has seven equipment slots (Helmet/Armor/Arm Equipment/Main Hand/Off Hand/Leg Equipment/Shoes) and four accessory slots. These items can be destroyed if their durability is exceeded beyond a certain point, but otherwise, even the most common equipment will not break so easily. The rarity of craftable and buyable equipment is: Common > Uncommon > Rare > Exquisite > Heroic > Masterwork.

Consumables
Consumables come in the same rarities as equipment and accessories, but in general, their efficacy is much less impressive, serving as single-use effects that can be replicated with the skills of a job. They are broken into three categories: offensive, defensive, and supportive, though within those categories, there may still be fluctuations in pricing depending on the specific effect. Consumables often only have a single effect. In most cases, a pack full of consumables is no replacement for another party member.

Anomalous Rewards
Anomalous Rewards are given to the MVP of a battle against an Anomaly. These equipments or accessories are soul-bound and wholly unique, possessing abilities that mimic the Anomaly they were birthed from as well as stat boosts that function based off percentage rather than static numbers. More powerful abilities decrease the stats that these rewards give, but the tradeoff is usually for the better. The quality of the reward coincides with the ranking of the Anomaly, but except for Superior Anomalies, only singular rewards are given.


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𝔻𝔼ℕ𝔼𝔹
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𝔸𝕃𝔻𝔼ℝ𝔸𝕄𝕀ℕ
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ℍ𝕆ℝ𝕆𝔾𝕀


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𝔼ℝ𝕀𝔻
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π•ƒπ•†π•Ž ℝ𝔸ℕ𝕂 π•π•†π”Ήπ•Š = 𝕄𝔸ℝ𝕋𝕀𝔸𝕃






































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ERode A Spiny Ant

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π•ƒπ•†π•Ž ℝ𝔸ℕ𝕂 π•π•†π”Ήπ•Š = 𝕄𝔸𝔾𝕀ℂ𝔸𝕃












Hidden 4 yrs ago 3 yrs ago Post by ERode
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ERode A Spiny Ant

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π•ƒπ•†π•Ž ℝ𝔸ℕ𝕂 π•π•†π”Ήπ•Š = ℍ𝕐𝔹ℝ𝕀𝔻












Hidden 4 yrs ago 3 yrs ago Post by ERode
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ERode A Spiny Ant

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π•ƒπ•†π•Ž ℝ𝔸ℕ𝕂 π•π•†π”Ήπ•Š = ℂℝ𝔸𝔽𝕋






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