Original playstyle

### **Start**

Each person rolls for stats on the dice, what number you get is what your stats will be.

Each race has their own stat additions. The currency is this game are called “***Zway Tokens***”

You level up by doing quests or killing monsters

*Normal monster*: +5 EXP

*Epic monster*: +15 EXP

*Gigantic monster* : +50 EXP

Each level you can add 2 stat points to any level

Max level is 20

You also get an “Evo sword” when you start

*EXP NEEDED FOR EACH LEVEL*

1 ( 15 )

2 ( 25 )

3 ( 40 )

4 ( 50 )

5 ( 65 )

6 ( 75 )

7 ( 100 )

8 ( 125 )

9 ( 150 )

10 ( 165 )

11 ( 185 )

12 ( 200 )

13 ( 215 )

14 ( 225 )

14 ( 240 )

15 ( 260 )

16 ( 285 )

17 ( 300 )

18 ( 325 )

19 ( 340 )

20 ( 380 )

### **Stat Additions ( Races )**

***Human***

STR +1

DEF +1

MGC +1

DEX +1

***Orc***

STR +1

DEF +2

MGC +0

DEX +1

***Elves***

STR +0

DEF +0

MGC +2

DEX +2

***Draco***

STR +2

DEF +2

MGC +0

DEX +0

***Darkin***

STR +2

DEF +0

MGC +2

DEX +0

***Yori***

STR +1

DEF +0

MGC +0

DEX +3

### **Stat Calculations**

*STR*

You get +(the stat) attack damage

If STR is higher than 15, you have a 30% chance to stun the opponent for 1 move

*DEF*

You negate the damage you get by +(the stat)

If DEF is higher than 18 and the opponent stuns you, you have a 50% chance to negate the stun

*MGC*

If you are wielding a wand/staff, you get +(the stat) plus 2 more damage

If you have more than 20 MGC, you have a 15% chance to instantly kill your opponent

*DEX*

You get a chance to dodge your opponent’s attack

1 - 1%

2 - 2%

3 - 3%

4 - 4%

5 - 10%

6 - 12%

7 - 20%

8 - 35%

9 - 40%

10 - 55%

### **Evo Sword Evolutions**

1st form ( Regular )

Can become

Magic Stick ( Magic evolution )  - Magic Staff ( Magic evolution )

                                                  - Magic Wooden Spear ( Sharpness evolution )

                                                  - Magic Bo Staff ( Range evolution )

Dagger ( Sharpness evolution )  - Energy Blade ( Magic evolution )

                                                   -  Katana ( Sharpness evolution )

                                                   -  Spear ( Range evolution )

Long Sword ( Range evolution ) - Great Blade ( Magic evolution )

                                                   - Broadsword ( Sharpness evolution )

                                                   - Great Sword ( Range evolution )

***Rotate screen if on mobile***

### **Permanent Injuries**

Roll after every battle

3% to get any of the following while battling opponents

Scar: -1 DEF

Limp: -1 DEX

Mental disorder: -1 MGC

Weird addiction: -1 STR

1% to get any of the following while battling

Severed limb: -2 on all stats

Covid-19: -3 DEF, -3 STR and -2 DEX

Severe head injury: -6 MGC and -2 DEF

### **Relic Marks**

Chance to get any of the following when using an ***Ancient Relic***

Wisdom: +2 DEX and +2 MGC

Growth Spurt: +2 DEF and +2 STR

Balanced Meal: +1 to all stats

Math Major: +2 DEX and +STR

Sword Mage: +2 STR and +2 MGC

Weird Coincidences: +4 DEX

Bear Essence: +4 STR

Iron will: +4 DEF

3% to get the ***The Goddess’s Blessing***

( +6 on all stats )

### **Wild Magic**

50% Chance to cast Wild Magic when casting normal magic, + 5% every mutation you get

1-Thunderbolt

2-Firebolt

3-Toxic Bolt

4-Polymorph

5-Gender change

6-Deadzone

7-Swap minds

8-Speed essence

9-Earth cage

10-Confetti

11-Sparkles

12-Fireball

13-Tornado

14-Clothes change

15-Black hole

16-Electric charge

17-Explode

18-Sentience

19-Seismic blast

20-Blindness

21-Talk to the dead

22-Silly string

23-Mirror Spell

24-Dimension warp

25-Deflect

26-Coca cola spray

27-Water spurt

28-Pull

29-Unconscious

30-Blast

31-Summon dragon

32-Ice barrier

33-Ice spikes

34-Ice path

35-Fire wall

36-Earthquake

37-Cold Air

38-Blizzard

39-Nature growth

40-Vine Grab

41-Paralyze

42-Energy blast

43-Magic strip

44-Steal Magic

45-Tracking Blast

46-Make House

47-Sun beam

48-Blood Harvest

49-Chicken Swarm

50- Sandwich

51-Fireworks

52-Heart attack

53-Mind control

54-Dissolve

55-Crimson Infection

56-Rewind time

57-Heavenly arrow rain

58-Zeus's strike

59-Freeze

60-Heat up

61-Titan Transform

62-Night time

63-Epic music

64-Grab enemy into another Dimension

65-Fart

66-Double the target

67-Super speed

68-Mjolnir

69-Future sight

70-Ink splat

71-Angelic aura

72-Time stop

73-Divine blast

74-Wind blast

75-Memory erase

76-Reconstruct

77-Erase

78-Reality shatter

79-Mutate

80-Heal

81-Return

82-Redirect

83-Dog summon

84-Barrier

85-Harvest the energy out of the target

### **Mutations**

65% Chance to get mutations when drinking potions

1-Crocodile arm ( +2 STR )

2-Bird beak ( +2 DEF )

3-Duck feet ( +2 DEX )

4-Octopus arm ( +1 STR and +1 DEX )

5-Wings ( +2 DEX )

6-Crab legs ( +1 STR and +1 DEX )

7-Crab arm ( +1 STR and +1 DEF )

8-Hedgehog spikes ( +1 STR and +1 DEF )

9-Half horse ( +2 DEX )

10-Armordillo Armor plates ( +2 DEF )

If user has more than 3 mutations, get -2 on all stats

### **Potion Making**

***Done at a cauldron***

Zway leaf + Spider eye ( Smash )

= **Swiftness potion**

Zway leaf + Bear tooth ( Smash )

= **Strength potion**

Chameleon Skin + Ancient Water ( Smash and mix )

= **Invisible potion**

Ancient Water + Blood ( Mix )

= **Defense potion**

Crimson Limb + Slime ( Smash and mix )

= **Crimson Antidote**

Zway leaf + Blood ( Smash and mix )

= **Healing potion**

Zway stem + Blood ( Smash and mix )

= **Regeneration potion**

Ancient Water + ***The Goddess’s Blessing Mark*** + Any Potion ( Mix )

= **Permanently get the potion buff**, *( Can only be done each per potion, cannot stack )*

### **Spell Making**

***Done at a Magic Chamber***

You can only make spells if you have +10 MGC a spell related weapon, like a spellbook, magic staff, magic wand, and so on

You can also combine spells to make chain reactions

*Spellbook capacities*

Beginners spellbook:

3 pages ( spells )

Spellbook:

5 pages

Wizard's spellbook:

10 pages

*Beginner spells ( +10 )*

Available Elements:

Water

Fire

Earth

Available Modifiers:

Blast

Bolt

Wall

Grab

***you can ask the game master for more suggestions for your spell***

*Intermediate spells ( +15 )*

Available Elements:

Fire

Water

Earth

Toxic/Poison

Lighting

Ice

Available Modifiers:

Blast

Bolt

Wall

Grab

Cloud

Spikes

Essence

***you can ask the game master for more suggestions for your spell***

*Advanced Spells ( +20 )*

Available Elements:

Fire

Water

Earth

Toxic/Poison

Lighting

Ice

Energy

Nature

Wind

Life

Available Modifiers:

Blast

Bolt

Wall

Grab

Cloud

Spikes

Essence

Discharge

Unleash

Homing barrage

***you can ask the game master for more suggestions for your spell***

### **Infections**

35% chance of getting any of the following infections when coming into contact with ***“Crimson Infected”***, Infections stay with the user until they get the ***“Crimson Antidote”***

1-Hysteria ( -3 DEX and -2 STR )

2-Bacterial Infection ( -3 DEF and -2 STR )

3-Vibrio vulnificus ( -3 STR and -2 DEF )

4-Brain Tumor ( -3 MGC and -2 DEX )

5-Epidermodysplasia verruciformis ( -3 DEX and -2 DEF )

6-Developmental Deformities ( -2 DEX, -2 DEF and -1 STR )

1% on getting the ***Crimson Infection***

Crimson Infection ( -5 on all stats )

### **Loot Drops**

*Wilderness*

When in or near the Forest or the Wilderness, there’s an option to scavenge around for 5 turns

*50%*

Zway Plant

String

Rock

Slime

*30%*

Bat

Bear

Spider

Chameleon

Ancient Water

*15%*

Ancient Trader

Arkhalis

*Monster drops*

***depends on the game master***

### **Weapon Modifiers (Enhancements)**

***Only active when the weapon is equipped***

***Swords or any other weapon ( Except staffs )***

*Positive*

Modern (  +2 STR and +1 DEF )

Sharp ( +2 STR )

Pointy ( +1 STR and +1 DEX )

Sturdy ( +2 DEF )

Magical ( +1 MGC and +1 STR )

Fire ( +1 STR and + 1 DEF )

*Negative*

bruh ( -1 DEF, -1 STR, -1 DEX )

Rusty ( -2 STR )

Dull ( -1 STR )

Slippery ( -1 DEX )

Broken ( -1 DEX and -1 STR )

Slimy ( -1 DEF and -1 STR )

Nullifying( -2 MGC )

***Shields***

*Positive*

UNBREAKABLE ( +3 DEF )

Sturdy ( +2 DEF )

Compact ( +2 DEX )

Light ( +1 DEX )

Sharp ( +1 STR and +1 DEF )

Magical ( +2 MGC )

*Negative*

how did you get this ( -3 DEF )

Broken ( -2 DEF )

Heavy ( -2 DEX )

Slimy ( -1 DEF and -1 STR )

? ( -1 STR and -1 DEX )

Nullifying ( -2 MGC )

***Armor***

*Positive*

good ( +2 DEF and +1 STR )

Sturdy ( +2 DEF )

Compact ( +2 DEX )

Light ( +1 DEX )

Sharp ( +1 STR and +1 DEF )

Magical ( +2 MGC )

*Negative*

Cursed ( -2 DEF and -1 MGC )

Heavy ( -2 DEX )

Broken ( -2 DEF )

Slimy ( -1 STR and -1 DEX )

Nullifying ( -2 MGC )

### **Inventory System**

Starter Characters start off with a Backpack ( 6 item slots) and can buy better packs at various merchants in the game.

Backpack ( 6 Slots )

Big Backpack ( 10 Slots )

Le Pack ( 14 Slots )

BIG BERTHA ( 20 Slots )

### **Ancient Healing**

The NPC called the ***“Ancient Healer“*** has a 45% chance to be encountered with while travelling or searching the forests, he or she *can permanently heal Permanent Injuries for a certain fee*

**Easter Eggs**

Titan Shift                         Bone

Sword in the Stone           Bolt

Punch                               Hero's Pride

Soul                                  Notebook