Both Needed Infinite Online (Game Mechanic) Deep Dive MMORPG

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Both Needed Infinite Online (Game Mechanic) Deep Dive MMORPG

Vitriosk

The Umbra
Inner Sanctum Nobility
Local time
Today 9:35 PM
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365
Location
Michigan USA
To begin with - This may be a group oriented RP request thread, but that does not make it only up for Group RP's. The entire thing is easily usable with any number of partners or writers. Each person can have as many characters as they want, and I myself will have several characters wrote out for any scenario. There will be a linked Character Compendium once players/writers are accepted, and there will also be an NPC stash for throwing in any you or I make. BE WARNED! This RT is over 11k words, and not for the faint of heart or short of time. It contains a full world with a detailed vagueness, and a varied complexity system of skills, stats, gear, and overall loot rarity and other mechanics.

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Infinite Online - Dubbed IO for short, was: Like its predecessors of the early twentieth century, an MMORPG that yearned to make a name for itself. The developers, a massive conglomerate of large gaming companies, pooled resources and tech to create the standalone base for it after twenty years of programming and development. It took hundreds of millions of dollars just to implement the first tree, the first rock, and the first bird, but after those twenty years of crafting, the world's first fully realized, endless premium game was born. 2065 AD, marked the year that Deep Dive MMORPGs were born, and atop that new frontier, IO and its Devs were charting a path into the unknown. The world watched with bated breath as beta testers began plotting and pathing into the supposedly infinite depth of the game's stunningly realistic landscape, and after testing that put all ancestors to shame, those same gamers returned to reality completely dumbfounded. Never had anyone been so thoroughally impressed with a launch, a game's mechanics, the smoothness of an interface, or the unbelievable realism that it offered.

Deep Dive, full immersion and other so-called "Beyond VR" systems had existed for some time, and yet IO was the first to drive through the fledgeling state, and begin mass marketing worldwide. They ran commercials on all social media, interrupted broadcasts on the radio, displayed their tech and systems on billboards all over major cities. They needed to recoup their incredible expenses, and even with their hopes high, no one knew just how fast or how far the father of the new genre would fly. It exploded almost overnight - Twenty three million units sold worldwide in the first weekend, and another two hundred and forty million sold in the next week. - Yet that alone was not the end of the story for IO, as reviews rolled out, and players all over came together to talk on all the things a typical gaming community would. From easy EXP farms, to loot locations, to bosses, to hidden raids. IT was all being talked about, and everyone was startled to see the massive depth unfolding before them. Thousands upon thousands of hidden, secret, or otherwise legendary bosses found in just the first week. Millions of unique, variant, and altered pieces of loot found all over the place, and with incredible differences to all stats and values. Players were fanatical. They couldnt get enough of it. So it grew... and grew.

Ten years into it's lifespan, in 2075, IO released their first, and only full sized expansion. The Infinite Realms Beyond update came as a startling shock to beginners and die-hard veterans alike, as everything they had thought they knew, simply melted under the mountain of new and unrealized possibilities. The game had already become home to over 316 million concurrent players by then, but when the IRB update dropped, those players were all shaken to the core. It expanded upon IO's ever growing, self generating system, and introduced the ability for players to finally do what they had wanted for years: Craft. Shop locations in cities, towns, kingdoms all over the literal infinite worldspace began to pop up, and just as quickly be bought out and filled to the brim with different goods. Players had always had the ability to trade, sell or drop goods for others whenever they wanted. As well as sell to vendors, merchants and specialty shops that the NPC's ran, but now, those same players who loved playing a fully realized merchant, smith, or craftsman of some kind, could do just that. They could escape their day-job as a tech at a business firm, and relax by smelting down metals for a sword, or fish for legendary salmon in one of the many emerald oceans, and turn around and craft even more spectacular things out of them. For both profit, and incredible gains that too... were infinite... and unique.

From learning a new cooking recipe that never existed before, to crafting a blade that's shape had never been seen, players all over fell in love with IO for the second time, and this time they knew without a doubt, that the game was not going to die. There was simply too much to do, too many options, too many possibilites to explore. IO devs adopted the catchphrase "Enter The Infinite, Explore Eternally" and to the rising number of players, they wanted nothing more than to do just that... But, Devs werent monsters, and worldwide law settled several health and business concerns immediately. No one was allowed to be logged in and playing for more than eight hours concurrently, and every player had to verify employment or lack of, once a month. They then had to register it with the server for monitoring. Allowing employers all over the earth to know how often their employees were online, and whether they were lying when they screamed "I just overslept". The laws regarding proper safety measures, alongside the terms of service and safety agreement each player signed, guaranteed that IO and it's owners were not at fault if any of those rules were violated, or injury occurred. Overall, the game developers, producers, and the many technicians behind it, had all the bases covered, and the system itself ran as smoothly after ten years, as it did on day one, with it's first player alone in the infinite.

The draw of the game, outside of it being a hyper realized fantasy mmorpg that had everything you could ever want: Good food, adventure, romance (and yes, the game was rated M for mature, with actions beyond M being allowed via an agreement and contract verifying your age) - Beyond those layers, was the fact that the game ran not in real time, but in hyper stable time. A mechanic of IO that was guarded by a seventy billion dollar security system and more techs than the rest of the games servers and systems entirely. The massive wall of protection however, was needed, as the hyper stable time system, or HST, was how everyone felt satisfied with such strict laws regarding the game's use. A person logging in at six AM, could only ever play until two PM, but inside of IO, they could experience anything from those eight hours, to an entire week or more. This was because Infinite Online had pockets, or Zones, where time was accelerated to different degrees. In a marketplace where a person would interact with dozens to thousands of other players consistently, time could only be accelerated a limited amount: Whereas in a dungeon, with a limit of four players, or a raid with sixteen, time could be sped up far more. It came down to how the game processed and reproduced the consistent state of Lucid-Dreaming and thus when more players were in one place, the strain was just too much for even the monster server banks and processors that ran the programs beneath the surface to handle.

Now, this time acceleration, although revolutionary, patented, and serving other purposes worldwide outside of IO thanks to deals with various governments, had its own learning and acclimation curve. Those first million players dubbed the sense of shock that came from living a day in game, while only being inside for an hour, the IOI, or the "l o l - laugh out loud phenomena" after the light giggles and momentary confusion upon logging out. It occurred when the human brain tried to compile all the information and senses again when entering real time, and thankfully for IO, the devs, and the participants in the countless pre-trials, the IOI was not permanent, did no damage mentally or physically, and left no lasting marks on the psyche or body that wasnt easily countered by simply relaxing and replacing lost glucose and electrolytes. Atop the giggling fits that were temporary after leaving, the more prominent disassociation that everyone initially feared would occur, was strikingly non-existent. With less than a tenth of a percent of participants ever experiencing any disconnect from reality at all. In the end, the system and it's players alike, seemed to perpetually operate at peak condition.

The game itself, like anything of it's genre, was a massively multiplayer, online role playing game, with vast fields, mountains, rivers, and all the flora or fauna that you could ever want to look at or explore. There existed ancient ruins, thousand mile mountains, valleys full of wildflowers, dystopian dark cities hunted by shadowy wraiths, and any number of other locations. There were every staple of fantasy fiction and gaming culture, from the necessary races like Elf, Dwarf, and Human, as well as many others that seemed to spring up as the game grew in size, and more lands were located. In fact, with each new area, new dungeon, new civilization, or culture that the players stumbled upon, more and more became available to them. To everyone. From those starting races to newer, more hybrid, more outlandish races, to different weapons, classes, and options that continued onward into the infinite. Players never could reach that cap, that benchmark of an end that predecessors had set, as they sought out the unknown in all directions, and found friends from all corners of reality. There was just too much, and too many choices to see it all. Yet, players did try, and try hard enough for Developers to truly be impressed.

After just five years of the game being alive, players forming expedition squads, clans, and eventually an entire game-wide guild, had walked more than seven hundred million miles in one direction alone. Seven hundred million miles straight forward. Through forest, mountains, valleys, caustic swamps, floating cities, under skys of perpetual night, and over pits that screamed with withered souls. They had skimmed vast pearl oceans filled to the brim with untold creatures, as well as soared through an otherworldy spectrum sky that was home to fae of all cultures and kind. They had travelled so far, and so fast, that the developers themselves placed a single in game marker every year they continued. A monolithic statue to remember their accomplishments and struggles. These beacons drew others to keep walking, keep exploring, and trying to mark out their own paths into the beyond: But none ever succeeded where the front-runners had, and no other markers were ever hand-placed into IO. Those forefathers who traversed eternity were the epitome of what IO was about at heart. Going where no one had been, and exploring the ever expanding reality made just for them.

Players had experienced everything they thought they could imagine and more, as time went on inside IO. From towering giants stepping out of mountains to settle elsewhere and reform a peak for further travellers to walk upon. To entire oceans boiling after a star strike that cratered thousands of miles. They witnessed sunsets of varied colors, over horizons dotted with shifting silhouettes, and witnessed seas of fish swimming to the tune of a single mind at their head. They witnessed the miraculous, the impossible, the otherworldly, and even with the internet to compile all that had been seen by those willing to share, so many things were secret. So many things were sacred. Relationships were founded in IO, dates taken, love realized under azure skys, and all manner of drama that a connection entailed. Weddings were held on floating citadels held aloft by hands of marble from the vast darkness below. Every spectacle and occurance was one to remember, and even the day to day interactions were thought of with fondness. Such was the true depth and worth of Infinite Online and its exciting hyper reality. You could do anything, be anyone, exist in any form you seemingly could think of.

Yet with the impossible made real, and the infinite being explored, there were still those many limits that had to be enforced. Those rules that could not be broken for any reason. From the basic constructs of skills, stats, and other in game mechanics that had persisted for years, to the various protective features of a city or trading region. A player could not kill another player inside the walls of a settlement, and only when in the open fields were PK's anything more than an annoyance. Inside a dungeon, you and your friends would be instanced and unable to see others who tested their might in the same depths, but in the vast world fields between dungeons and cities, the zones for combat and grinding were an open firing range for player versus player. Here time was often rapidly destabalized and accelerated to varying degrees. Lending the World-Fields a perpetually changing day-to-night sky, as well as a Heads up display (HuD) that showed the current acceleration rate. Based on how many players were in the region, the acceleration would increase or decrease, and it was common knowledge that when it began rapidly climbing, people were either dying en masse, or leaving. One being far more likely than the other if happening near simultaneously.

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Since IO was/is primarily a cerebral game that relies on each individual players thoughts and instincts within the deep dive reality, there are certain aspects that are skewed towards those with better defined reaction times, and faster processing speed. Since you are your character, and use your own thoughts to control the movement as if it were your own body, those players with better balance, faster reaction times, and more instinctive actions, were often better players at base level. Quicker to the draw, and with better timed attacks or movements. - Thankfully though, the games advanced Skill system and grand variety, allowed even the hardest pressed, or lacking player to fight as close to equal as possible with any others. One interesting facet of the HST system that modified time for all players inside, was further adjusted to add variation for those who wanted to move fast, act fast, or be some outrageous speed addict. Normally impossible because of limits on how a person processes things at a limited pace. With greater Dex, movement speed, and other modifiers to one's reaction speed, time would be adjusted individually for each person. Making what a slow warrior would feel as ten seconds, seem like twenty for an agile rogue. Giving the faster character's player, more time to move, attack, and evade, while not overlaoding themselves mentally.

The game's mechanics, and its explore, fight, loot and repeat basis: Although simple on the surface, was an incredibly advanced balancing act that always teetered on the edge, and yet never seemed to go too far. Players never became immortal, nor did they find some critical weapon that made them the greatest DPS ever. Instead, due to the incredible wealth of possibilities, balancing became easier as time went on, and more became available on the various markets. Each player when they logged into a character or (toon) for the first time, was given the choice of their chosen race - class - and starting attribute points. The game fed you information about each category you picked, as well as an explanation of all the stats prior to ever finalizing any choices. Carefully confirming your choice was the best method, but since players could always restart, or reforge a character later, many people went in trying to test the limits of some wild theory crafted character. Born from something a friend saw, or a rumor they heard, or even a weapon they may have seen in market on another character: And although players could reforge or create new characters, you were only ever allowed three to prevent overpopulation of unneeded character stashes and inventories on the already loaded servers.

Starting out in IO meant you first crafted your character, and to start that creation, you picked your race. They were all similar in that none had any points or stats that others did not. Every race started with a base ten points in every category (Strength - Dexterity - Fortitude - Wits - Will - Luck) , and no matter how many of the races that came out over time, none were better or worse than others. Elves werent faster than dwarves, the winged fae types couldnt fly from the get-go, and the odd half-dragon-half-orc Ogrelings weren't any more outrageous than humans. Racial choice was entirely based on what aesthetic you wanted, and what you wanted to make. Players all over the globe quickly solidified though, that elves were the best and would shout it to the heavens in any forum or chat they could find. It became the most played race for the entire lifetime of IO up til 2077, and no others ever reigned as supreme as the collected players who adored the Elven look. Perhaps it was how good the females appeared in game, or maybe it was the appeal of the lore behind them, all anyone could say for sure was that the Elves of IO were the largest population by leaps and bounds.

Players were far more diverse in their second choice after signing in and beginning a character in Infinite Online, and that was mainly because the second choice they made was one that truly mattered. It was their choice of class - More specifically - Their fighting class. They had the choice of all the basic and common classes like ranger, rogue, warrior, mage, and healer, but as it was with the races and all other aspects of IO, the class system expanded over time to include nearly four hundred unique classes, and millions of combinations after you reached a high enough level to cross class and specialize. This meant that players were constantly trying out new combinations and new theories regarding the best classes and most optimal builds for them. While fruitless in the end, and after many many years of trying, there turned out to be no class more standout, than the simple healer. It was the one and only of the original classes, that was commonly selected by starting players and returning vets alike. It was the most powerful single source of healing, even after all the other classes born into the world were added.

Following a person's choice of race, class, and immediately afterwards, their choice of a starting profession - Which could be changed at any time to one of the beginning jobs - Players were tasked with finally assigning their starting, level ZERO skill points. This often took beginners literal hours, as the game itself warned them of potential failures and short-comings if they didnt properly place them. Vets however, slammed the points into new toons without care and were back in game under a new guise in mere minutes. The key difference between the two types of players: Other than huge playtime differences, was the outlook on the game. New players were thinking about what to be, how to play it, what they could do, and what they should try, whereas the veterans knew the truth. None of those ZERO level points mattered at all. As there were players with characters leveled into the thousands, and an entire guild-city with each player having one character at level five thousand minimum. That beginning point allotment, was inconsequential in the end, and new players were often simply too fearful to slam it all into DEX and run towards their first fight.

At level ZERO, during their creation of a character, players are granted a total of 100 points to slot into their stats. These starting points are on top of the base for each stat that the races start with. Unlike the former games that had a limit, or cap to level, skills, stats and the like, IO had no such cap, but a way of balancing the infinite with relative ease. You gained stat allowances, or points, every level no matter what, but a flat amount instead of an increasing one. You would gain ten points every level, and when you hit a threshold of ten, you would be granted another one hundred points - 10, 20 and so on - However, this did not mean it was simply a matter of leveling, getting a ton of points easily, and making yourself an absolute mountain of a character. The Dev's knew players would grind super fast, effectively, and had learned from their predecessors' mistakes. Instead, when a characters stats reached certain thresholds - Every 100 points into that category - The requirement for adding another point would increase. Converting one to one when first starting, a player could easily push each stat value to one hundred, but following that, the requirements would begin to rise. Two to one, and then three, and so on into infinite. This made higher stat values harder to obtain, unmanageable values less likely, and gave those people who adored the grind a reason to keep going onward and upward. The sky and beyond, there was no limit.

For example, a level five player would start with one hundred stat allowances, and then gain the subsequent points from levels one through five. Giving them a total of one hundred and fifty points. At level ten they would have an additional fifty points, plus the threshold marker of one hundred: Making their new total of allowances - If they saved them all up til that point - 300 points to be added to their base 10 stat values. These numbers, and values become the base needed for gear, to bolster abilities and skills, to unlock feats or titles, as well as progress into the ever uncharted realms of advanced and cross classed styles of exploration and fighting. Although stats could reach incredibly high, and follow suit behind absurdly high levels, the world would instance each person individually and adjust their damage and resistance accordingly. Allowing veterans to party with new players in beginning areas, while still dealing damage equivalent to their teammates - With exceptions based on skill, various abilities, or stat bonus/damage bonus amounts from gear quality, and overall game understanding. Where a high level and skilled dps player, plus a newer dps character could face off with a single mountain ogre and see similar damage done compared to it's life, the better player would often see much more consistent and higher ranges. Showing both their ability, and their understanding of a character's stats, skills, and overall play style.


Each character starts with 10 skill points or stat points in each category, but for figuring out your amount earned, just ignore those for the start. At each level you earn 10 points, and every ten levels earns you another 100. This means that aside from your starting 100 points, and base 10, every ten levels will earn you another 200 points to spend.

1=10

10 = 200
100 = 2000
1000 = 20000

These points are then going to be spent or used to fill out your character stats. Based around what class you play or type of character you want to make. Starting off with a one to one ratio. One point spent, for one point increase. After a stat reaches 100 points, then the ratio changes. Making it harder to keep increasing that particular stat. The increase is one per every 100 points.


Example -

Strength - 100 only takes 100 points
Strength - 200 takes 100 for the first threshold, then another 200 for the second. To a total of 300 points.

0-100 = 1

100-200 = 2
200-300 = 3
300-400 = 4
400-500 = 5

Character Example -
Bob Teh Berserker
Class - Berserker
Race - Ogre
Level 1500

1500 = 20000 + 10000 + 100 = 30100 points to spend starting each stat at 10

Strength - 1800
Dexterity - 500
Fortitude -1100
Wits - 300
Will -300
Luck - 1160 (The only category that never inceases in its requirements)

Its easier to do if you have a calculator on your phone, PC, laptop, tablet, or other. Adding up is easier if you start at low level and work towards the number of points you have. In the case of the above shown character, the 30k points equate to much lower stat values than what you would expect with such high level and points, but this helps to prevent a character from becoming overly powerful in one category alone. Thus making use of other stat categories useful to fill out points, and get access to stuff in game (if you use the stat system and want to set goals for certain loot or items XD)





With this instancing, and leveling system, every area could become a viable hunting ground. Every corner of every biome was a new domain for battle and exploration. No matter how new, or how seasoned a player was, their characters could experience a matching level of excitement and tension. With the exception of harder regions that leveled above players, and introduced many more difficult experiences. From wandering bosses, to ability boosted enemies, these places werent common, but served as testing grounds for clans and groups prior to delving into raids or dungeons. Some of the best gear could be farmed from these increased threat level locations, and it took special effort to succeed in hunts throughout them. Respawns were tweaked, and enemy AI was far more advanced throughout. Leading to flanks, sneak attacks, and plenty of group wipes in an instant. But again, this was one of the many highlights of IO and it's vast expanse of possibilities. There was something for everyone who wanted to stretch their legs and battle amongst their friends for new titles, feats, and skills to show off. A never ending supply of tension and relaxation that went hand in hand.

Aesthetically, IO, and all regions of the game held a fantasy vibe. Leaning heavily into axe wielding barbarians, great armor clad knights, valiant and stalwart paladins, and all manner of lithe rogues between. There were blades, bows, and bludgeoning tools of all sizes as weapons, and many others that existed specifically for classes that had been specialized. - Lances, polearms, halbards, katanas, great-bows, crossbows, punch daggers... The list of weaponry grew and grew over years, and through countless battles with ever changing, and expanding types of enemies. Viability of every weapon growing to match the new classes and cross class players that continued to test the limits and build new variations. There were no bad playstyles, and no categories that seemed better than others in the grand scheme. - That however, like Elves and Healers, did not stop people from leaning heavily into the three top choices of weaponry. Staff, longsword, and greatsword. These three were accessible by every warrior and rogue class, but lent themselves well to the frontline fighters and aggressive damage play-styles. Staves were especially popular with the healers, and often came with an assortment of enchantments or magical effects that gave greater efficacy to spells cast while wielding them. While greatswords were capable of cleaving through several enemies at once, and longswords were usable with a shield simultaneously.

With the fantasy theme, and magical nature of the universe IO built, many players grew more and more acquainted with the several systems the game offered at all times. Enchanting, Rune-lining, and Arcane Fusion. The three unique and separate features were essential for players to fully expand and explore their characters skills and powers. From the ability to increase a weapon's damage, or add a fire elemental effect via enchanting, to a set of armor's improved resistance to poison thanks to rune-lining, many of the additions and modifications drastically altered a players survivability and damage potential. Enchanting and Rune-lining required matching recipes for the modifications, as well as increasingly rare, and greater amounts of crafting ingredients. Arcane Fusion needed knowledge of both spells to be combined, as well as access to ingredients for the modification. Warriors would choose easy to replace enchantments for raw damage and protective rune-lining at early levels, while spellcasters would utilize arcane fusion to combine elemental magics into more powerful spells. Unique developments were found often, and no enchantment, rune, or fusion ever perfectly matched another that was similar. Some talented player-smiths and enchanters would sell powerful additions and modifications for great sums of gold, or favor with strong guilds. Giving the business oriented, and non-combat classes a reason to constantly gather information, and learn new recipes. Always finding a new outcome, or new way to profit from their own time, the best of these craftsman were coveted like nothing else. Leading the most prominent and gifted to be fought over and battled for as time went on in IO. It wasn't just a game for the swordsmen and assassins, but one where an artist could find a living, and feel wanted in the right environment.

NPC's were the unsung heroes of IO throughout it's lifetime - From woodland sprites who sold powerful healing spells and then vanished without a trace - To grand clerics who performed miraculous rites of healing and increased player attribute levels by several hundred. There were all manner of constantly appearing NPC's, and literal billions of stationed workers, tradesmen, nobles, peasants, soldiers, thieves, and everything between. Every part of life was present in the unending NPC society that was explored, and grown over the lifetime of IO, and to the average player, it was if they were in a real world. Too many people to know them all, and too many choices to take each. The greatest trick however, was how IO created independant NPCs based on player input and reaction. - Often seeming so fluid and true to life that they were mistaken for other players, these articluate and unique characters would be born from various interactions or actions throughout the entire world. - Sitting for days at the edge of a lake fishing, might earn you a visit from a fisherman telling tales of a legendary treasure, or some monstrous lake monster. Or perhaps you wait for that wandering perveyor of myth and hint, only to be set upon by a travelling merchant who sells wares and vendors lies. Draining your wallet while he inflates your ego.

The chaotic nature of these random NPCs was so sprawling and assorted, that despite their best efforts, the Devs behind IO had to release notes about any and all that were guaranteed. All the consistent appearances that might give certain players an edge, or open up a quest, or even give a reward for obtaining a title. There weren't many, but the players who took from those lists and grew to understand why they appeared, or how, drew their own parallels, and crafted their own theories. Some over the years were more correct than others, but no one ever nailed the algorithm perfectly. The ever evolving system that kept each new thieving bandit - Every wayward travelling scholar - Every disease ridden plague doctor, was so beautifully developed, that it became a fluid backdrop within the game's otherwise shining and peerless depths. A mere drop in the serene ocean of options and outcomes that IO offered all who dove into it.

Death is a common occurrence in IO. For NPC's and players alike; And in that spirit, the downside to death is one thats much less damning than in some games which share the genre. Most notably, there is no dropping of items, or loss of levels, or stat debuffs afterwards. A player who's spent nearly a full ten years playing doesnt need to have their most recent loot grabbed up by someone who happens upon their corpse in some far off desert - That said however, there is a pitfall for death that's hard coded and unavoidable. When a player dies, their XP towards the next level is reverted to base, and they are forced to respawn back at the closest occupied town. One can avoid the need to respawn if resurrected, or given new life from their corpse prior, and this is most needed in Raids, Dungeon runs, and in the high tier world areas. If killed in PVP, be it in fair combat, or during an ambush, the resulting loss of XP, and forced respawn are not the only downside though. In addition to those small annoyances, when facing death at another players hand, the winner is capable of transferring your own XP into their pool - Based on percentage towards next level. Giving PK'ers a reason to hunt others, and a reason to battle players as well as mobs.

Respawning at the nearest occupied town can have someone sent anywhere from one mile, to several thousand depending on where they died, and is the most hated of death's downsides. Teleportation magic, crystals, markers, and other things allow players to move freely to any discovered locations that have been introduced to the general population - Having a player build a marker in the town or city for others to lock onto and travel to. Teleporting (TP) is only allowed from marker to marker, back to town with magic or crystals, or via outside spells from friends, guild-mates, or party members. Players can easily travel to their guild homes, or player shops, back out to favored towns, and anywhere that another player has set up a marker for transport. Some of these standing teleport stones have been placed near grinding locations, world boss spawns, or great views - Whereas others naturally spawn in once a Raid or Dungeon is discovered. Allowing people to properly join up and prepare for a dive into group locations without needing to walk miles beforehand. The ever-growing list of locations to travel to can be easily searched through and sorted - Popularity, and Type being the most commonly used sorting methods. - Quickly granting players access to the most used hunting grounds, cities, dungeons, and bosses, without needing to judge the literal millions of teleporters by name or date assigned.

Sword versus sword, spear versus axe, blade versus bow, magical sieges, grand scale wars, assassinations, political subterfuge, devious plots, holy crusades, and so many other things came to pass in IO's reality. The world beyond reality. The all encompassing new era game that became home away from home for all the many participants and players. There grew guilds so large that entire kingdoms fell before their size. Cities of entire player populated shops, stalls and homes. Mountain fortresses, pirate barge-villages, undergound ruins, cataclysmic storms, daunting shifts in the terrain. The game was vivid and dark, beautiful and gritty. A masterpiece of changing tides, shifting political scenery, evolving tensions and goals. Always expanding - Always bordering the impossible. IO lived a thousand lifetimes in the eyes, hearts and souls of those who stepped into its wonderfully rendered and realized depths. Yet, even in those many hundreds of years experienced inside the game, still more and more was waiting just beyond the horizon. Inside the next forest, beneath the next mountain, across the next ocean. Still more was open, unseen, untouched and untested. Waiting to be found and experienced by the intrepid adventurer and patient scouts. There were still more quests to do, more evil bosses to slay, and more levels to gain for those who found themselves logged-in. Always, forever, Into the Infinite..

As little, or as much of what exists here can be used, or ignored, so long as your creations do not break the rules, or the values assigned. Characters can use or utilize any number of the stat values, item rarities, and so on, as a player/writer/rp'er wants to use. Without needing anything more than a base understanding if so inclined, a person can take only as much as needed without issue. However, I myself, will be using the full resources, calculating stats, and living in the depth Ive made myself. To fully flesh out my characters, and creations that come of this otherwise massive RT and the world Ive designed within it. Id appreciate any and all interest in what exists here, and that extends into the game system Ive crafted from the ground up. As simple as it may be. Though that does not mean you have to stick to using it, or writing out vast details about it in your own character or work, I would still like it if you knew or understood the limitations and allowances imposed by such a system.

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----Strength - Dexterity - Fortitude - Wits - Will - Luck----

Strength, was the measure of your characters physical power, and was a guaranteed choice for anyone who wanted to be a melee powerhouse, or a smith who required great strength to work the heavy and hard materials for their craft. Useful for any player preferring heavy armor, or great shields, or even those who simply wanted to carry a ton of loot around. Strength was also the key component in developing characters who sought the most barbaric titles, skills, and gear - Needed for heavy attack combo chains, cleaving blows, and many stun type attacks. For every 100 points into Strength, an additional 10 points of base damage would be added to any attacks, or melee skills.

Dexterity, was the measure of a characters agility, speed, and flexibility, and was the common choice for melee characters who preferred the lighter weaponry and armor. Fast rogues, or agile assassins, as well as many rangers who climbed or clambered up hills, trees, or cliffs relied almost entirely on their Dex stat. Dexterity modified a characters base movement speed slightly, and heavily influenced accuracy with strikes. Making it useful for any melee or ranged classes that needed some precision, while allowing heavy investment into the stat to give a variety of benefits relating to overall quickness. For every 100 points into Dexterity, movement speed increases by three percent. (Base move speed of all characters being 10 feet per second walking - 30 feet per second sprinting)

Fortitude, was the one commonly chose stat to balance and push up with spare points. The health pool, and overall health regen was effected by fortitude, and many heavy handed melee players chose to opt for higher and higher levels of it in order to endure and sustain through tanking enemy attacks. Not as commonly chosen for lightweight or fast characters, or the spellcasters and ranged characters, fortitude lent a lot of it's effectiveness to those who needed a large pool of hit points, and desired toe to toe combat. Though mainly lending itself to blood and sweat, there were small resistance bonuses, and certain skills that required higher levels of fortitude as well. For every 100 points into Fortitude, Base Health is increased by ten points, and regen is increased by 1 HP/Second - Base Health of 100 at level ZERO, and 1 HP/Second starting Regen (Each level granting one additional HP as well)

Wits, was the prime stat for damage modification, and came in three special variations dependant on your base class - For warrior type classes, wits would adjust your damage range. Decreasing the difference between maximum and minimum, by slowly increasing the minimum damage values. For rogue/ranger type classes, wits was almost as essential as dexterity as a prime stat. It modified crit chance and crit damage both. Allowing for solid burst damage, or one hit strikes with certain skills, wits also allowed rogue classes to learn enemy weakpoints during combat. Finally, for spellcaster type classes, wits determined how quickly they learned spells, and how many they could keep memorized at a time. Often becoming second only to their base Will stat, and giving them the opportunity to adapt and evolve their style depending on what skills/spells they memorized or found. For every 100 points into Wits for Warrior Types, their minimum damage would increase by one point - For Rogues/Rangers it increases Crit Chance by half a percent, and Crit Damage by one percent (Base Crit Chance being 5% - Crit Damage being 125%) - For Spellcasters, it allowed them to learn one additional spell

Will, was the one stat every character class absolutely needed a bare minimum of one hundred to play later in game. It increased your special/skill power damage slightly, but it's main purpose for non spellcasters, was it's increase to your special skill point bar (Your SP-MP depending on class). The pool of points you gained during combat, and spent to utilize and activate special abilities and skills. For spellcasters, it acted as a more typical mana increase, and mana regen increase, which was essential for casting chain spells, or larger area of effect spells. An essential stat for anyone who wanted to unleash massive fireballs, or rapidly fire off arcs of lightning, will became the predominant stat for all spellcasters who didnt want to cross class into a melee class later on. For every 100 points into Will, non-spellcasters SP would increase by 10 points, and SP regen would increase by 1 SP/Second - Spellcasters would increase MP by 200, and gain 2 MP/Second regen (Base SP and MP of 100, with Regen at 1 SP-MP/Second - )

Luck, the one stat focused on loot, and the likeliness of finding rare resources. This stat was primarily a dump stat during the early years of IO, but over time players realized that it was essential for finding rare materials, or getting better drops from enemies. Depending on a characters luck stat, they could attain mere common quality drops from a boss, or the most legendary uniques at the same time. With each stat having diminishing returns at higher levels, and increased requirements for stat allocation, Luck stood out for it's constantly static increase in and efficiency. Meaning two hundred points into the stat, would only ever cost two hundred stat points. This meant many solo players would adjust their style to allow for higher and higher values, and risk lower health or damage for the chance of making up for it with rare items and weaponry. For every 100 points into Luck, the next tier of gear becomes twenty five percent more likely to drop. So after 400 points, you are guaranteed to have uncommon drop at minimum. 800 maintains rare as the standard. So on and so on.

All Skill bonuses from reaching a new one hundred point value, are additive with others that dont multiply by percentages. So at two hundred will, and with a 2 SP/Second increase, a character's base 1 per second, is added into those 2 per second, and then a special skill to triple SP regen would then effect the overall total. Creating nine SP/second. Atop of skills that could multiply or magnify stat plateau bonuses, percentage increases on gear also activate after all other additives are taken into account.

---Skills - Universal - Melee - Ranged - Spells---

Skills, and spells, are the centerpiece of combat in IO. The core component behind all builds, and archetypes set into the game throughout its long lifespan. They come in a plethora of ranges, viability, speed, availability, and of course, damage. From the lowly basic skills that everyone starts with - Shield Bash and Slash for warrior types. - Backstab and Backstep for rogues - Longshot and quickdraw for rangers - Spark and Shield for mages - Heal light and Cure light for healers - These spells and skills are the basic cornerstones for many of the more advanced skills and attacks utilized later on in the game. Advancing from Slash into Cleave, Slam, Double Strike, or Lunge once a character picks a prefered melee weapon and completes basic activities with it. Each of the basic skills is but a stepping stone however, and just as quickly as someone grows acquainted with and comfortable with the flare and taste of one skill, another often becomes available. Whether it's better, worse, or more niche, is for each person to determine on their own. As they can swap any skill they have learned to their accessible hotbar - A total of ten skills to start, but able to expand into thirty or forty after leveling and gaining certain titles. - These switches of skills allow for varied playstyles and shifting ranges of combat power depending on need, but only outside of combat can the changes be set.

This forces each instance of combat to still feel tense and dangerous that first time around. Learning the pattern, attack style, and skills of the enemy while trying to gauge and adjust your own available ones to do what you need them to do. Often times, subsequent fights with the same enemies become faster, and specific skills are switched in to make use of openings, or weaknesses to exploit. However, some enemies, such as those in the higher tiered open world areas, often switch their own skills from a vast pool, and act out of the ordinary when facing specific skills that would exploit their own shortcomings - Retreating, or growing berserk, just to name a few things they tend to do more often than not.

All of these skills have multiple ways of obtaining them - From a quest, to leveling, to mastering a weapon, to study and patience doing something entirely outside of combat. There are no limits to what can be found or adjusted in IO, and as the many classes keep growing, so too do the skills gained, and spells learned. A mere adaptation of Slash at beginner level, could become Cleave, and then somehow adopt to a niche battle style, and turn into a *First Born Skill* or a skill that no one before you has ever had. Spitting flames from blade, or creating copies of it as you swing. The variations and alterations keep spreading wilder and wider, and yet the ability of a player to properly use each of their skills, is often more important than the skill itself. - Where leap, lunge, thrust and dive may all clear a gap, and break space between enemies - The one who uses their skill properly, with more precise or creative timing, is often the one who makes best use of it. Proving its value, landing a killing blow, or even learning a new modified version from their timely attempt.

All manner of combinations are possible - From spellsword combo chains that use walls of fire to block an enemies line of sight, and follow up with a fiery thrust through the shroud of flame. Some skills pair better than others, and some spells are more powerful. Some combo attacks fizzle and fail, while others claim enemy after enemy without pause. It all depends on the player, and their honing of skills, quest progression, exploration, and constant fight to obtain better loot, more levels, and more titles to adorn their characters. Skills come in a very broad spectrum, but there are four major categories that one must fall into before ever learning a skill to match. These categories are Universal, Melee, Ranged, and Spells. As the names suggest, they are all dependant on the overall fighting style of the character, and whereas some can only learn from or adapt to one or two, there exist class crossovers and specilizations, that allow access to all four of the categories. Though a player must always pay attention to skill requirements such as Strength, Fortitude, or Will as an example, there are also other requirements that they need to maintain. Enough skill attack points, the proper weapon or armor, and even certain standings with native NPCs to name but a few.

Unique skills are ever-present in the vastness of IO, and despite many of them being similar, or almost identical to some, they are each a part of the character who learned them. An extension of their style, ability, class, and overall stat allotment throughout their gameplay. Where one warrior may have Berserker's Malediction - A modified Enrage for a heavy warrior, that gives them increased strength over the base skill, but also curses them with reduced fortitude for a duration afterwards. - And another warrior may in turn have Wrath of the Unbowed - Another modified Enrage skill, that multiplies strength and increases fortitude, but leaves them paralyzed upon the completion of its duration. - So closely connected are the two skills, and yet vastly different. Each person fights hard to obtain their own personalized skills and spells throughout their travels and leveling experience. Some may claim hundreds, or even thousands, whereas others find but a single one to continually hone and sharpen to lethal levels. It all depends on the player, the character, and what they experience and overcome.


Universal skills - The only set of skills in IO that require no SP or MP to use - Often time gated instead -These skills, also called the Craftsman's Skills, are commonly the most abundant, and most shared amongst the player base. With exceptions to truly Unique variations and heavily level/skill dependant ones for those who strive in their field. They range from basic crafting, cooking, fire building, and harvesting, into the ranges of advanced metallurgy, alchemy, weapon-crafting, rune-shaping, and so on. Many great smiths and grand alchemists, have a vast assortment of lesser skills they use daily, and their quality ones are prized beyond almost anything else in the game. Those who can craft great tonics, potions, arms and armor, are revered as the most precious resources throughout the game, and it takes a special commitment to the job in order to ever master any of the various crafts. Armourers, Magecrafters, Alchemists, Rune-Binders, Enchanters, Weapon-Smiths, Herbalists, and on and on and on. There are so many jobs, that even when one begins as a blacksmith, they can just as easily become an enchanting specialized armourer with enough commitment. Or an herbalist who crafts cure alls and remedies, while moonlighting as a poison crafting alchemist.


Melee Skills - You swing a sword, jump into the fray, or dodge about like a nimble cat? Then these skills are meant for you. Only accessible by those with a melee oriented class or specialty - These skills are the most varied and ever expanding. Too many to count or list, exist, and in every aspect or range of motion possible inside of IO. From leaping swings, downward slams, pinpoint backstabs, ten hit chain combos, teleporting hamstrings, brutal explosive headbutts, the list goes onward into infinity. Unique skills, advanced variations, and combinations are popular commodities throughout the melee community in general. Some share their exploits and knowledge about how to obtain certain attacks, or moves, while others keep the truth close to their chest. Wanting to savor their own unique style and use it to win battles where others might fail. These skills are not alway direct, or damaging ones either - Despite needing a melee focus to acquire - Many of them are also survival oriented as well. From increasing an attribute or stat, to deflecting blows, or ignoring damage for a time, a great spectrum of skills exist solely to hide, evade, block, or defend against damage that may prove fatal despite a player's own damage output. Sometimes the shield wins against the blade. Sometimes the smokescreen prevents that one hit KO. Sometimes... it doesnt...


Ranged Skills - From throwing axes or knives, to firing a bow a great distance, Ranged skills were the smallest pool readily known to the population of IO. Seemingly thin by comparison, many of the ranged based skills were entirely centered around bows, crossbows, or thrown melee weapons - Multishot, Farshot, Greater Multishot, Rain of Arrows (bolts), and so on. All typical, expected, and bland in contrast to the vast assortment of melee skills brought to light - However - The truth of ranged skills, and their variety, wasnt in their simple combat usage, or the great number kept private by those who used them; But instead, it was in their usefulness. In the ranged skill category, almost everything for tracking, inspecting, spotting, searching, and scanning an area was housed. From simply watching enemies at a long distance, to vision altering effects that allowed one to see thermal signatures through walls, the ranged skills were paramount in group play. Needed for scouting, learning weaknesses, and preparing for ambushes. A skilled user of any of the sensory skills from the ranged category, could easily turn the tide in combat with a proper assessment of the threats nearby. As well as the ranged attack skills, and the sensory skills, the final defensive oriented skills were potent as well. Usually leaning towards retreating, or feigning death/dropping enemy aggro (Aggrevation/attention) - Used to shift who enemies fought, or where the fights would take place, ranged skills of all types were incredibly valuable.


Spells - Fireball, shock, stone throw, teleport, shield, light, heal, cure wounds, etc. etc. etc. Spells! Spells! Spells! The set with the most overlapping, unique, and variant forms of skills. Everything typical, common, and seen in previous games over the many years was seen in IO's spell compendium. Taking from fantasy writings, other games, community input prior to it's launch, and sources of inspiration in the developer's own lives, the Spell category was the largest by miles at the start of the game. From healing spells, to armor buffs, to debuffing curses and meteoric rain of fire, spell-casters had the greatest range of experimentation available at all times. They didnt require a specific weapon, or item to use, and only needed enough MP, locating/learning/mastering it, in order to take a chance in combat. From that initial great pool of options, spells quickly began adapting and evolving into uncounted different themes and styles. Area of Effect (AoE) spells, Chaining spells, Single Target, Defensive, Evasive, Stat Boosting, Movement, and so many more that even the Devs gave up trying to track the spider-web of various evolving unique spells and combos. Some mages kept their individual styles from start to end, while others shifted through spells based on their gear. Either way, spellcasters were incredibly popular for the massive assortment of different world-warping spells at their fingertips.

--Skill Multipliers - Skill Modifiers--


Skills all use SP to activate (other than Universals), and despite each having its own built in cost based on its rarity or power, there are also modifications that can be done to those skills. From adding additional damage, or increasing duration, or decreasing cooldown, there are a plethora of modifiers that change how much SP a skill takes to use. These modifiers come from mastering a skill/attack, or learning some unique variant that has one built in. - On the surface, nothing notifies a player of the modifiers built in; But below that surface view, the truth can be understood by those who know a lot more about the game itself. Those players who always seek better skills, or better versions of them. Where a simple Slash can become Slayer's Slash - Going from five SP to fifteen SP cost - Nothing would be visible that shows why the tripling of cost. Yet, with Slash compared to Slayer's Slash, one can quickly infer the changes that make up for that increase in price. From an increase to damage, a faster attack activation, shorter cooldown, secondary hit, and a built in defensive buff during the initial swing, the reason for the modified cost becomes apparent.

Using that information - Gathered by players worldwide over years of playtesting - A form of self modifying skills came into being. Skill multiplying as it was called. Wherein a player repeatedly adjusts the use of a skill to gain new variations, and rid themselves of any modified versions they dont like. Slashing repeatedly, against different enemies, with slower attacks, faster swings, with different weapons, until they find the proper new skill or variant they were looking for. The one with all the modifiers they were interested in obtaining. When they finally locate that variant or unique version they sought after, they are considered having multiplied that initial skill due to having so many variations prior to success. Some gung-ho players having discovered literally thousands of new skills alone, have become wealthy entrepreneurs who sell their information on how to generate certain modifications and specializations. Taking the best to the grave however, as no matter how profitable the information may be, everyone who plays still considers their characters and enjoyment through them to be paramount.

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--Gear Slots - Accessories - Tonics--

Equippable gear comes in eight different pieces based on location, and is split into six different weights based on material. Head, Torso, Legs, Feet, Arms, Hands, Belt and Back - Split between Titan, Giant, Heavy, Medium, Light and Shadow. Ranged from the pinnacle of protection down to the most feather light and ethereal of cloth. Each increase in weight offers increased physical protection at the cost of movement speed, range of motion and overall dexterity - Often with negatives to Dex as well as increases to Fort when in Giant or Titan class gear - With increases to Dex and decreases to Fort when using Shadow gear. The most prominant tanky warriors prefer the heaviest, highest quality gear possible, while lithe rogues maintain light or shadow gear to keep their agility high. Spellcasters, unlike in most games of the kind, tend to stick to medium armor along with rangers. Keeping adequate protection, while not giving up any stats for speed or defense either way. Despite each piece being separately worn, it is only when a full set of the same weight class is worn, that the overall bonuses are applied. - Meaning all but one piece of Titan gear; While protective, would have only that protection as an upside prior to having all of matching weight class. Keeping the curse of it's weight no matter how many a player has. Once all are equipped however, then the built in increase to Fort is introduced, and a character benefits from it.

All gear, in all slots, can roll all stats and potential modifiers - But, each slot has its preferred or more common values to roll. Leaning into the placement on the body, weight, or overall style of the gear itself, to determine what is most likely to appear. All gear comes in seven tiers (explained later) and each tier has an additional modifier - Whereas the modifier values are increased based on overall level/requirements to use the gear. Each piece having at least one required Stat value from the base stats, and the more amazing pieces having several if not all stats needing to meet certain thresholds. Every piece of gear that isnt Medium weight, comes with a curse, or negative stat value. From reduced Dex, to lower movement speed, or even reduced healing effectiveness. The range of curses/downsides is as vast as the upsides/blessings that gear can bestow, and comes in, and both come in as many flavors as everything else in IO. Infinite and always growing.

Head - Helmets, hoods, masks and crowns, among other things, take the slot for a characters head. Ranging from a mere fabric wrap about the face, to full gilded adamantine plate helms. Helmets, or head-gear, is most commonly given adjustments to Will and Wits, and therefore SP, as well as commonly shared modifiers like crit chance, added random stat values, and less commonly the inclusion of more accessible skills/attacks. (Based on increasing a character's memory)

Torso - Chest armor, cloth wraps, leather mail, shirts, ghillie guards, and many other things, fall into the slot for a characters chest and upper body. Diverse and wide ranges of different materials, designs, and protection allow a great number of aesthetic choices as well as protection quality. Leaning heavily into their weight category for stats and modifiers built in, Torso gear has a tendency to roll with additional Dex, Str, or Fort based on its material and style. Having the largest pool of potential modifiers, Torso category gear can range from having percentage increased stat values, all the way to built in/auto activated skills that dont use SP. Depending almost entirely on the quality and rarity of the gear itself.

Arms and Legs - Pauldrons, grieves, guards, padding, fabric wraps, etc... Given their placement on the body, many pieces of arm and leg gear are prone to being the most commonly attack and movement modified gear slots. Arms leaning into adding additional damage, modifiying Dex or Str, as well as having crit increases or multipliers, while Legs tend to have movement speed, or aggro modifying stat values. Still based on the material, style, and overall weight, both arm and leg gear can roll high positive values in any category, but dependant on their tier of protection, some come with heavy downsides as well.

Hands and Feet - Much like arm and leg protection, Hands and Feet pieces are commonly rolled with attack values, as well as stat modifiers for additional damage, speed, or accuracy, and yet they are commonly sought out specifically for other rolls. Damage modifiers and range increasers - These two modifiers on gear are far less likely to appear on any other slotted pieces, and therefore cause a lot of grinding for specific rolls on gauntlets or boots. An increase to ones melee range, jump distance, evade roll range, as well as additional fire damage, or poison damage among other things, are always in high demand. - Especially on the higher tier, higher quality gear.

Belts - Chain, leather, runic, bone, silk, and more exist in the belt category. Unlike the other six (back excluded too), Belts do not fall into a weight category, and are almost entirely aesthetic based/stat based for their use. They have the smallest pool of common rolls, and ordinarily increase carrying capacity, have a small fortitude increase, or come with an additional tonic slot. Though not impossible to roll other values outside of carrying related, belts are often seen as the best slot to modify a characters ability to lug around more loot, or more healing materials. Not often sought after too greedily. Most players find the greatest use out of any belts with multiple modifiers to tonic capacity or small Str, Dex or Fort increases.

Back - Cloaks, capes, backpacks, banners, and even wings fall into the back slot for equipping. Varying wildly from increasing stat values, carrying capacity, increasing aggro, generating SP/MP over time, and for the sake of wings, granting temporary flight. As with belts, back equipment doesnt fall into weight categories, and is picked primarily for utility depending on need. Specialized gear for the back slot is often based around individual playstyles, and lean heavily towards an individuals preference. They roll all stats equally, and have the most balanced likeliness of high positives, and low negatives. Everyone has their preference for aesthetic and style for back pieces, and some players prefer even to go without. As they dont interfere with or effect weight bonuses. The highest potential roll for Luck of any piece, allows players with a better back piece to loot better gear and find rarer resources.

Accessories - Rings (2), Amulet (1), and a single Crystal are considered the accessories a character is allowed to have equipped at any given time. Rings are the most commonly swapped gear of all pieces, and heavily specialize based on the creatures/enemies who dropped them as loot. Leading to farming of certain areas for matching rings, or similar styles. They roll all attributes pretty evenly, but have the highest chance for rolling stat/debuff/curse decreases. Overall protection oriented, the greatest rings can increase a persons resistance to several elements at a time, while still granting stat modifiers. Amulets, like rings, are used as defensive priorities, but instead of elemental/or stat/debuffing curse resistance, they often roll increases to armor, or speed for evasion. Modifying the likeliness of not taking damage from a hit, or improving a characters ability to dodge them.

Crystal - The crystal is a special, and very limited variety item that all players have access to from the start of their characters. Its a town portal device, the item used to craft a new marker, a waypoint generator, and overall the only utility/system device that players have. Its unbreakable, impossible to lose, and there are only four types based on quality/rarity. The highest tier simply allowing faster teleport, quicker crafting of markers, and the ability to warp multiple party members to you at once, instead of one at a time.

Tonics - Starting at four, characters could have upwards of ten total tonics based on their other gear, and the assorted types ranged from health, mana, sp restores, to brief invisibility and invulnerability. They each had their number of uses or consumes based on rarity/tier, and could come with several different effects aside from their main property. Healing potions with a built in heal over time, or SP restores which gave an improved SP gain in combat were common - While invisibility potions with a critical multiplier were incredibly rare, and wildly expensive. Tonics only refilled when a player returned to an occupied city/town, and were a priority in deep dives into dungeons. Many characters seemed to ignore the importance of their tonics, while the best players always knew to keep the proper ones at hand and filled. A simply chug of a health potion, or armor buff at the right time, could just as easily swing combat in their favor, as any attack or spell.

Weapons - Weaponry in IO comes in a grand spectrum and varies immensely across all classes. From punch daggers and clawed gauntlet attachments, up to massive greathammers and giant-clubs. From primitive looking bone blades and staves, to otherwoldly looking ethereal scythes. They come with a guaranteed stat increase based on the character who first loots them, as well as an extra modifier that a player can reroll for further adjustment at a cost. Unlike armor and other gear slots, weapons are able to be upgraded to match your level at better and better smiths, and thus a player who finds a weapon they like, can hold onto it and it's playstyle much easier than they could keep up with outdated gear. These advancements cost a lot of gold, increase stat requirements, and improve any rolls already on the item. Making it easy to keep a favorite weapon around until a player finds a new, or better one to replace it.

-- Rarity Tiers - Sets - Loot drops --

Rarity - From lowest, and most common, to highest grade, and absolute rarest - White (Common/Basic), Green (Uncommon/Adept), Blue (Rare/Apprentice), Purple (Epic/Journeyman), Orange (Legendary/Master), Crimson (Mythic), and Spectral (Peerless/Pinnacle) - Starting with common quality gear, which has one innate modifier, each tier afterwards gains another modifier up until crimson: Where they stop gaining built-ins, and have choosable attributes/rolls instead. A crimson chest piece with five built in mods, would then have one extra choosable roll from a randomized pool of five. Giving players who were lucky enough to get such a rare drop, the chance at making it better suited for use, or sale to others. The same goes for Spectral gear, with its five built-ins and two choice made rolls.

Sets - Unlike other MMO's before it, IO with its ridiculous number of items, had no built in SET system for gear. Instead, players who have a full weight-matching setup can designate them all as a unified set. Naming them, and choosing a set bonus based on the gear weight, rarity, stat requirements, and the class they have when designating the set. Heavily leaning towards additional modifiers to damage or class specific skills/weapon bonuses, the set benefits werent the most outrageous, but were yet another way of players capitalizing on their unique finds and creations. - When a set was designated, named, and had it's bonus locked in, a player could then choose its overall aesthetic per piece. Picking from a pool of any gear appearances they had possessed in game, and allowing for further customization with paint schemes, patches, fabric types, and a few badges or insignias for guild members.

Loot - Gems, gold, crystals, gear, weapons, recipes, tonics, crafting ingredients, quest items, and mounts (explained later) were among the huge pool of potential drops from enemies. Greater quality, higher rarity, and larger amounts from more dangerous enemies, bosses, and world events. Gold and gems were often the currency for trading with NPCs, as well as players, with upwards of one hundred million changing hands for a single transaction. Unlike gear, weapons, tonics and crafting materials, gems, gold, crystals, recipes, and unused mounts take up no inventory space, or count as having any weight. Allowing players to carry their money and rewards from a successful raid without having to worry about over-burdening their character. All items a player owns can be put into one of three places for storage outside of combat zones. The Stash - A personalized storage space that can be accessed in any occupied city; With an unlimited number of spaces and weight limit. The Bank - A storage vault housed in large cities, and only accessible there, that safeguards the rarest items, and allows you to generate revenue from their value. The bank lending out the items for money that you gain a percentage of. Only ten items can be stored in the bank per person - And finally, The Trade Circuit - Unlike the other storage options, once an item is placed on the Trade Circuit, it can only be removed by someone purchasing it, or with the deposit being paid by the would-be seller. This is how players often get rid of their unneeded gear, recipes, and ingredients.

All recipes, crafting ingredients, mounts, and gems come in matching tiers and rarity with gear. The higher value, and rarer the tier, increasing the potency, quality, or value to match. Recipes having better results and requiring better ingredients to complete. Ingredients producing better tonics, enchantments, runes, or equipment. Gems selling for drastically more; And mounts having improved stamina, moving at higher speeds, and coming with passive buffs for their owner with the increasing tiers.

Mounts - Purely used for movement out of combat, these acquired creatures become bound to a player once unlocked, and must be dismissed permanently if you already have three, before switching to another. Many types exist between earth, sea, and air mounts, while the air variants are always the most popular. Capable of exploring vast distances with great speed, or diving deep into the oceans without requiring air, players use mounts to scout out areas, or search for any hidden treasures the limitless world has to offer. Coming in the leveled tiers, and growing rarity, mounts of legendary or higher rarity include a passive SP regen for their owner, and an increased stamina pool for travelling. Turning into valuable assets for high end, or late game players who utilize their skills faster, and with deadlier efficiency, many crimson, and a few spectral tiered mounts have sold for a billion gold or more. Aesthetically, just as one would expect in such an advanced, and expansive game, the mounts come in great variety. From horses to griffins. Dragons to drakes. Sea serpants to magical items for flight. Everything seen in films, or in the pages of fantasy books, is lurking somewhere as a mount if it's possible. If it's size allows, or its body suits a rider.


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Character sheets, will be required for progressing in this world, or with these mechanics in play. As it is a game system on top of a fantasy world. With that said, I will be linking a character sheet location, as well as my first several character sheets to fill in the details about what's needed and wanted in them. I wont require as much detail as I myself introduce into my CS's, but will further verify that in the linked page once it's done. Regarding interest, I would greatly appreciate if no one else post here, but rather send me a PM with any questions, concerns, ideas, or their overall interest. So I can gauge the want, or possibility of writing in this world Ive made.

LINK TO COME
LINK TO COME
LINK TO COME


- Please do not post here -
 
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FINALLY FINISHED (Well enough to bump and see what anyone and everyone might think. Here's to hoping XD)
 
--Bump--
*Curious whether anyone will ever take interest in this thread/potential RP*
 
--Bump--
*Despite realizing now, that the depth and advanced nature of this potential RP is more than most would ever consider, I still hold out hope that one person will be interested in exploring a literal fantasy world with endless possibilities. Its a very grand and ornate description, for something that is quintessentially any fantasy styled RPG you could want*
 
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