Levels, experience points and death systems
Every time a player increases one level, he will add different profession additional abilities according to the main profession, such as attack, defense, dodge hit, etc. Each level four increase will receive 1 freely allocated attribute point.
The experience value required for upgrading comes from two aspects: mission or monster fighting. The experience value of players completing tasks is fixed, and the experience value of monsters is also fixed. Every monster is higher than the player level, the probability of item dropping +1. Every monster is higher than the player level and item dropping +1. Every monster is lower than the player level, the experience value is reduced by 10%. Kill monsters lower than the player level and the player has no experience value.
When teaming, the experience value is calculated according to the average level of the team. When teaming, the experience value is evenly distributed, but if there is no attack or skill use, the team member will gain less experience.
The distribution of monsters is naturally distributed according to different living habits, but in some special areas, special situations will occur. Under normal circumstances, monsters will not attack each other, but if they are hostile to each other in the racial setting, they will attack each other.
Monsters will alienate and upgrade when they obtain sufficient experience points, and the system will give alienated monsters certain additional abilities. When the monster's alienation level reaches a certain level, it will be converted into monsters and obtain some special skills. Players will kill monsters and have a certain probability of obtaining the skill book of these monsters' special skills.
After being killed by a monster, the player loses 2% of his total experience, 10% of his cash, and one item of backpack is randomly dropped, and the equipment on his body has a certain probability of dropping another item. There is ten minutes of waiting time after death, and you can choose whether to wait for others to resurrect, but the resurrection skill is very rare, and basically you choose to resurrect immediately.
After being killed by the player, the player loses 2% of his total experience, 10% of his cash, one item of backpack is randomly dropped, and one item of equipment on his body is randomly dropped. There is 30 minutes of waiting time after death.
The actual loss of the player is related to the player's own murderous aura. If there is too much killing for no reason, the player's loss will be heavier after being killed, which is basically similar to the red name system. The only difference is that the name of the character in the game will be red for a while.
In the game, except for the safe area, that is, in cities or other special locations in the game, killing people or NPCs are not allowed. Otherwise, the system will automatically launch all combat NPCs to hunt down criminal players. After being killed, the player is directly waiting for sentence in the city cell. The result of the sentence depends on the status of the killed player or NPC. If you kill a city lord, what you may wait for may be imprisonment for up to 360 game hours, sometimes even several times, that is, several times you are killed.
In the wild, players can PK others at will without any restrictions. The only increase is the player's murderous aura value and more losses when killed in the future. The murderous aura value can be slowly recovered, or recovered through tasks, but it is very slow. Another way is to kill other players. The system will give one-tenth of the murderous aura value of the killed player as a reward based on the situation where the killing positive is negative and the killing negative is positive.
After any player is actively PKed, he has the right to counterattack for ten minutes. The player who actively PKs within ten minutes is doubled by the counterattack right holder, and the killing rate of others is not restricted. PK judgment means that the opponent opens the PK switch, locks and launches an attack. Regardless of whether the opponent hits or not, the system determines that the opponent is maliciously PK.
Theft is considered equivalent to PK behavior, but the premise is that you can discover the other party's stealing behavior, and the bystander discovers theft behavior and also has the right to PK thieves. The death of a thief is based on the normal death penalty for being killed by monsters, which is also set to protect this special profession.
There is no joint and several liability for PK behavior, and it is not a person who PKs the same team. You can get the right to counterattack by helping the same team members. The attacks of teammates are still set according to normal PK.
Only when certain special places have requirements for murderous aura entry, NPC usually does not refuse to trade with those who have murderous aura too high. Only when the system's criminal committee determines that someone has too many murders for no reason and will issue a wanted warning, NPC will not trade with this person.
Players below level 10 are protected by the system and cannot perform PK, but can be stolen. However, they are not restricted if they are above level 10.
Chapter completed!