This document describes the game system in Akagoria.
1. Main character: Kalista
1.1. Attributes
The main character has 5 attributes
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Strength (STR)
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Dexterity (DEX)
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Intelligence (INT)
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Wisdom (WIS)
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Knowledge (KNO)
Each attribute has two sibling attributes and two opposed attributes. For example, Strength is opposed to Intelligence and Wisdom.
All attributes start at 50% and cannot go above 100% or beyond 10%. When an attribute is used (through its associated skills, see Section 1.3, “Skills”), it is enhanced and its two opposed attributes are reduced. The siblings attributes are unchanged. More precisely, if an attribute receives \(x\) points, then \(\frac{x}{2}\) points are taken from its two opposed attributes. As a consequence, the total points for all the attributes remains the same: 250%.
1.2. Aspects
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Health
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Magic
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Vitality
1.3. Skills
1.3.1. Melee combat
Attribute: Strength
Swords, axes
Melee weapons (swords, axes, knifes, …) have the following properties:
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ATK: the attack power
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Required strength: the minimum strength needed to use the weapon
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VP: The number of Vitality point
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Cooldown: the time after which the weapon is ready
Shields
Shields have the following properties:
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DEF: the defense power
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Required strength: the minimum strength needed to use the weapon
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VP: The number of Vitality point
1.3.2. Distance combat
Attribute: Dexterity
Bows, crossbows
Ranged weapons (bows, crossbows, …) have the following properties:
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Range: the maximum distance of the target
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Angle: the maximum deviation of the arrow to reach the target
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Required dexterity: the minimum dexterity needed to use the weapon
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Cooldown: the time after which the weapon is ready
Projectiles (arrows, bolts, …) have the following properties:
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ATK: the attack power
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VP: The number of Vitality point
1.3.3. Magic spells
Attribute: Intelligence
The user has to find books in order to learn the spells.
Elemental spells
Elemental spells (fire, ice, lightning, …) have the following properties:
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ATK: the attack power
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MP: the number of magic points
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Required intelligence: the minimum intelligence needed to use the spell
Protection spells
Protection spells (barrier, …) have the following properties:
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DEF: the defense power
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MP: the number of magic points
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Required intelligence: the minimum intelligence needed to use the spell
1.3.4. Magic incantation
Attribute: Wisdom
The user has to find parchments in order to learn incantations.
Alteration spells
Alteration spells (disease, curse, malediction, lethargy, …) have the following properties:
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ATK: the attack power
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MP: the number of magic points
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Required wisdom: the minimum wisdom needed to use the spell
Enhancement spells
Enhancement spells (cure, double vitality, double health, …) have the following properties:
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Effect: the effect of the spell
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MP: the number of magic points
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Required wisdom: the minimum wisdom needed to use the spell
1.3.5. Alchemy
Attribute: Knowledge
The character has to collect ingredients and recipes in order to be able to craft explosives and potions with the cauldron.
A recipe has the following properties:
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Required knowledge: the minimum knowledge required to use the recipe
Explosive crafting
Explosives (grenade, fireball, …) have the following properties:
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ATK: the attack power
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VP: The number of Vitality point
Potion crafting
Potions (health potion, magic potion, …) have the following properties:
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Effect: the effect of the potion
1.4. Experience
Experience is gained by absorbing dark power, in Shrines of Ike. A certain amount of experience corresponds to a level \(L\).
2. NPCs and monsters
3. Action resolution
3.1. Combat resolution
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Check if the attack is valid
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Check if the remaining aspect points are high enough
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Check if the associated attribute points \(A\) are high enough
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Compute success of the action
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Choose a random number \(R\) between 0 and 100
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If \(R \leq A\), the action is successful otherwise the action is failed
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Compute the extent of success: \(E = 1 + \frac{A - R}{100}\)
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Compute power of the attack
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Compute the offensive points: \(\text{ATK} \times E \times \sqrt{L}\)
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Compute power of the defense
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Compute the defensive points: \(\text{DEF} \times \sqrt{L}\)
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If the defensive points are larger than the offensive points, then the action is missed
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Compute the damage
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The damage corresponds to: \(ATK \times E\)
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