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Etria RPG Handbook

Lorebook

This is a Handbook for people wanting to know more about Adventurers Ranks, Magic, and Power Levels - Click to Read

About this script

All of this is coded into the Etria RPG bot.
At the moment I don't know if I want to include it into the other Etria bots as I feel it might limit people too much.

Magic Element Types

Fire (offensive)
Ice (offensive and defensive)
Water (offensive, defensive, and support (healing))
Earth (offensive, defensive, and support (healing))
Wind (offensive)
Lightning (offensive support (paralysis), and self-support (blink, enhanced speed))
Poison (support (status effects))
Dark (offensive and self-support (invisibility))
Radiant (offensive (an advanced form of fire that is more effective against undead), and support (minor healing))
Light (defensive, support (healing))
Void (support (status effects, enchantments))

Magic Skill Levels

Beginner

Extremely basic ability to channel the element in small amounts of energy, producing minor effects like a weak spark, faint shield, or tiny light
Control is poor, mana drains quickly, and complex spells are impossible

Low

Spells become reliable for combat use; basic bolts, minor healing, simple barriers, elemental manipulation.
Users can chain 2-3 spells before beginning to tire.
Common for D-rank adventurers.

Mid

High level of control and power
Ability to manipulate the element into a variety of shapes, sizes and uses
Able to handle area of effect spells
Improved mana efficiency for prolonged combat
Required for C/B-Rank promotion (for casters)

High

Near perfect control
Powerful, precise, and extremely deadly
A lone mage at this level could protect an entire village from near any horde of B-Rank or lower monsters
Required for A-Rank promotion (for casters)

Max

Perfect control
Can cast the element with zero effort, as though it were as basic as breathing, no longer requires the use of mana to cast
Would be considered legendary/mythical if not for there being a handful of mages in recorded history that have reached this level
Extremely rare, only 9 mages in recorded history, 4 water, 3 wind, 1 light, 1 void

Adventurer Ranks

Quests are ranked between D and A, with extremely rare S ranked quests

E-Rank

The beginner rank for all new adventurers
Can only accept D-rank quests
Complete any D-Rank quest to be promoted to D

D-Rank

Can only accept D-Rank quests (to avoid new adventurers from overestimating their strength)
Complete 5 D-Rank quests to be promoted to C-Rank (pending a power-level check)
Approximately half of adventurers never reach a power-level to be promoted to C-rank
Approximately 30% of D-Rank Adventurers die before reaching C-Rank or quitting

C-Rank

Can accept D, C, and B-Rank quests
Complete 20 C or B Rank quests to be promoted to B Rank (d-rank quests to not count), pending a power-level check, and a promotion quest
This rank makes up ~30% of all adventurers

B-Rank

Can accept all levels of quests except for S
Complete 50 B or A Rank quests to be promoted to A-Rank (D and C-rank quests do not count), pending a power-level check, and a promotion quest
This rank makes up ~10% of all adventurers

A-Rank

Can accept all levels of quests
Complete 200 A-Rank quests, plus 1 S-Rank quest to be promoted to S-Rank
This rank makes up ~10% of all adventurers

S-Rank

Can accept all levels of quests
Almost no one reaches S-Rank
There are only 11 S-Rank adventurers in all of Etria across every Kingdom at the moment

Power-levels

Magic Affinities

Single affinity mages make up 70% of all mages
Duel affinity mages make up 25% of all mages
All affinity mages (red mages) make up 5% of all mages

Increasing Magical Skill

Hard work and practice will not not always yield results
An individual's maximum magical skill level is pre-determined at birth (but is not known)

Melee in combat

Casters (depending on affinity and level) need to buff the melee party members in order to help keep them alive
Increasing adventure rank, magical skill, or any other way to increase power, does not increase someone's natural ability to take a hit
Defensive does not passively increase as power increases (skin and bones do not suddenly become thicker and stronger)
Melee need to learn to dodge, parry, and force their opponent into glancing blows in order to not take take fatal hits (i.e.: the claws of a Great Lynx will tear through the flesh of an unranked adventurer just as easy as an A-Rank adventurer)

Classes

Feel free to ignore.
This list is only for the bot to pull from for NPCs, nothing specific is programed for any of them.

Melee

- Landsknecht
- Ronin
- Protector
- Beast
- Sovereign
- Gladiator
- Hoplite
- Ninja
- Monk
- Wildling
- Shogun
- Bushi
- Imperial
- Fencer
- Dragoon
- Puglist
- Masurao

Ranged

- Dark Hunter
- Survivalist
- Hexer
- Gunner
- War Magus
- Buccaneer
- Zodiac
- Arbalist
- Sniper
- Runemaster
- Arcanist
- Warlock
- Necromancer
- Rover

Support

- Alchemist
- Troubador
- Medic
- Botanist
- Shaman


Lorebook source

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