Difference between revisions of "Game Code/Resolution System"
Liminality (talk | contribs) |
Liminality (talk | contribs) m |
||
Line 64: | Line 64: | ||
|- | |- | ||
| colspan="6" | A versatile Magical Class. Known for their temporary summons. | | colspan="6" | A versatile Magical Class. Known for their temporary summons. | ||
+ | |} | ||
+ | |||
+ | === Card Cost === | ||
+ | There are four levels of cards: Common, Uncommon, Rare, and Epic, each more expensive than the last. '''It is important to look at the rules for building a deck''' when you are looking at your next purchase. But in general, it's wise to have a spread of common cards. | ||
+ | |||
+ | Note that the cost is deducted based on the type of card. So the example above of a [Heavy Blade / Bard] with 15 Attack Points, 18 Defense Points and 12 Utility Points, can not immediately buy a Rare Utility Card. But they could but an Attack one. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Rarity || Cost | ||
+ | |- | ||
+ | | Common || 2 | ||
+ | |- | ||
+ | | Uncommon || 5 | ||
+ | |- | ||
+ | | Rare || 13 | ||
+ | |- | ||
+ | | Epic || 34 | ||
|} | |} |
Revision as of 00:39, 17 August 2019
Resolution System
Elder Tale Online uses a Card-Based resolution system. This is largely used for combat encounters, but also enables larger-scale projects, such as building towns.
Each character has 2 Classes (A Primary and Secondary one) which combine into a Title - as well as a non-combat Profession.
Each Class provides Concepts, an abstract idea of the capability of a character to get things done. Typical cards will often require a certain Concept to be available on a class or character.
Classes
There are 12 classes in total, with various attributes to them. A character has a Title which is a combination of two Unique classes (You can't be Heavy Blade + Heavy Blade). The Primary class gives its full benefit, but the Secondary class gives half the points.
To give context to the Points Gain rate. At the game's opening, everyone starts with a Percentage of '45' to spend on certain classes of cards. As the 'Title' for a Character is a combination of 2 Classes - with the secondary giving only half the points. So for instance, a [Heavy Blade/Bard] would have 12 + 3 (6/2) [15] points to spend on Attack Cards, 12 + 6 (12/2) [18] points on Defense Cards, and 6 + 6 (12/2) [12] points on Utility Cards. This totals to 45.
Class Name | Common Conceps | Magical/Physical | Attack Points Gain | Defense Points Gain | Utility Points Gain |
---|---|---|---|---|---|
Heavy Blade | Physical | 40% [12] | 40% [12] | 20% [6] | |
A Physical class primarily focused on Damage and Defenses, with a focus on being a front line combattant. | |||||
Blademaster | Physical, Pierce, Bludgeon, Slash, Shield, Evasion | Physical | 33.33% [10] | 33.33% [10] | 33.33% [10] |
A versatile Physical class, known for their access to many types of weapons. | |||||
Hunter | Physical | 60% [18] | 20% [6] | 20% [6] | |
A Physical class with an extreme focus on Damage, often found being a rear line combattant. | |||||
Twin Blade | Physical | 40% [12] | 40% [12] | 20% [6] | |
A Physical class primarily focused on Damage and Defenses, often found on the front lines. | |||||
Crusader | Magical, Physical, Healing, Protection | Physical & Magical | 20% [6] | 60% [18] | 20% [6] |
A class split across the Magical and Physical, with an extreme focus on Defense. | |||||
Bard | Physical, Healing, Morale, Protection, Crowd Control | Physical & Magical | 20% [6] | 40% [12] | 40% [12] |
A class split across the Magical and Physical, with a focus on Defense and Utility. | |||||
Druid | Magical, Physical, Healing, Protection | Physical & Magical | 33.33% [10] | 33.33% [10] | 33.33% [10] |
A versatile class split across the Magical and Physical. | |||||
Godhand | Physical & Magical | 40% [12] | 20% [6] | 40% [12] | |
A class split across Magical and Physical, with a focus on Attack and Utility | |||||
Acolyte | Magical, Healing, Protection, Medicine | Magical | 20% [6] | 40% [12] | 40% [12] |
A Magical class with a focus on Utility and Defenses. Known for their healing. | |||||
Enchanter | Magical | 20% [6] | 20% [6] | 60% [18] | |
A Magical class with an extreme focus on Utility. Known for their debuffs. | |||||
Sorcerer | Magical | 40% [12] | 20% [6] | 40% [12] | |
A Magical class with a focus on Damage and Defenses. | |||||
Summoner | Magical | 33.33% [10] | 33.33% [10] | 33.33% [10] | |
A versatile Magical Class. Known for their temporary summons. |
Card Cost
There are four levels of cards: Common, Uncommon, Rare, and Epic, each more expensive than the last. It is important to look at the rules for building a deck when you are looking at your next purchase. But in general, it's wise to have a spread of common cards.
Note that the cost is deducted based on the type of card. So the example above of a [Heavy Blade / Bard] with 15 Attack Points, 18 Defense Points and 12 Utility Points, can not immediately buy a Rare Utility Card. But they could but an Attack one.
Rarity | Cost |
---|---|
Common | 2 |
Uncommon | 5 |
Rare | 13 |
Epic | 34 |