Level Up

A comprehensive enough guide to all things related to Leveling Up.

Level Up, henceforth referred to as LVU, is a perk given that has multiple facets.

I think I shall explain this in terms of complexity/importance.

The most basic addition coming with Level Up is the addition for EVERYONE, not just people with LVU, is the addition of “Facing” which is, after action, you choose the direction you are facing, up, left, right, down.

The most simple, yet important part of LVU, is stat growth. Stats Grow based on two vectors.

Action System, and Point Build System.

Action System

The Action System of Stat Growth is based on what you more commonly do during RP, so if you are fighting with a sword frequently, your P ATK may grow, if you are getting extremely lucky rolls, LUCK may grow. This is moreso me saying what stats would grow.

Point Build System

The other half of stat growth is the Point Build System.

(PER+MR)/20 + 7 ≤ 20

That equation is the core of the Point build system. Your Point Build Points can never go above 20 unless perks are involved. You can put these points into any stat you want, besides HP and Charisma.

You do not have to use all of them after level up, and they can be saved for later.

Classes

Your class gives you a specific set of stats that become your base stats.

This is Knight’s Base Stats right now, these are subject to change with testing.

If your HP is below a Class’s HP, it will NOT be brought up to match the class, but if your HP is higher than a class’s max, it will be brought down.

Classes can only use specific weapons tied to their class, and non-mage classes can only have one type of magic. Mages start with 2. Each Class also has a limitation on how many of what kinds of items they can carry.

If you take LVU, you will immediately be classed into the “Neutral” class, which is basically the same thing as you were before, but as long as you do not have a class, you cannot reap the benefits of LVU. Once you class, you cannot go back to the Neutral Class, you will have to stay a class.

Each Class also has Class Active Abilities that are learned upon Level Up while in the class, they are tied to specific levels, so if you are a different class when you Level Up, and a different class had an ability you wanted, there is currently no way of getting it. When you have an ability, and it has its own ‘upgrade’ you will always get the upgrade no matter what class you are.

You can trade classes ANYTIME outside of combat, and if you have two different classes, you can replace your item action with a Subclass Action, which will allow you to use another class’s abilities, at the cost of being able to use items. You can change your secondary action between subclass or items anytime outside of combat, just like your main class.

Further down in the Document, there will be more documentation on what classes have been made so far, and their base stats and abilities.

Perks and Traits

Upon taking the LVU Perk, you as the Mun choose two ‘traits’ for your Muse. They are in a Document linked at the end of the Post.

By default, upon every two levels, you can gain 2 perks. The perk is chosen by the muse in character, and is also in the Document at the end of the Post. As if the writing of this document, Perks only go up to LV 14. You can choose perks from whatever level is beneath yours whenever you like, unlike Class Abilities, they can be taken anytime as long as you have the ability.

You do not have to use all of them after level up, and they can be saved for later.

Skill/Senses

A Skill/Sense is an equippable talent that exists separately from the normal equipment like weapons. While equipped, a Skill/Sense can give you a permanently active ability, allow you to use certain skills, have an effect on various actions, or provide corrections and multipliers during the game.

This is Hiro’s Skill/Sense build as of writing (3/8/21).

Misc:

When in parties have 7 or above members, and are not a Guild, if more than 6 attack, the [Joint Struggle] will come into effect to bring down stats accordingly for fight balance.
If you are in a party, and a non-party member helps you fight a monster, [Joint Struggle] immediately applies.
There is a [Party] Menu in the GUIs to create Parties, and you can invite people outside of your Guild.
During Group Expeditions, all members are put into a [Clan] and this means Joint Struggle will not apply. [Clan] creation can only be done with a judge's permission.
It is common knowledge IC how to get past this penalty, however, I will not explain here.