Rebirth of the Thief Who Roamed The World: Conviction World view

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World rules: (time) seconds, minutes, hours.

(Weight) pounds, about 453 grams.

(distance) yard, 0.9144 meters.

(About diet) Bread, cheese, etc. can be reply/recover stamina, stamina value = (base Constitution + Constitution bonus) * 2+ correction value.

Blood bottle, Special Medicinal Plant(s), etc., Restore Health, Health = (base Health + 5 * Level + Health bonus) + correction value.

Spring Water, Magic Potion, Special Medicinal Plant(s), etc., can be reply/recover MP, MP = (base MP + 5 * Level + Magic bonus) + correction value.

(About Rage) The calculation rule of Rage: for each point of damage, you can get (0.8+ constitution correction) points Rage

(About launch time) From 5 pm to 9 am, corresponding to the time in the game, from early morning to dusk, in the game is 32 hours per day. Eight hours in the morning and eight hours in the evening.

(About damage) Magic Damage: magic damage * cast Level + correction value; Defense: Defense * Defense Level + correction value; melee damage + correction value: melee Attack * Attack Level + correction value; every 30 levels increase by Attack Level + correction value.

(About Magic chanting time) One syllable: 1 second. A set of syllables: 10 seconds. One gesture: 1 second. A set of gestures: 10 seconds. Syllables and gestures can be superimposed.

(About Magic elements) Magic cannot perform speech, posture (requires magic staff), materials, equipment, Magic Item, and lack of Magic elements.

(About Physical evasion) Each Players has base actions such as sidestepped evasion, tumbling evasion, mobile evasion, Jump evasion, etc. The success rate of evasion is related to evasion rate, Agile/Dexterity, and fighting timing.

(About character attributes) Character base attributes: Strength, Agile/Dexterity, physique, Intelligence, Perception, charm

(Return Scroll reading time) 20 seconds

Strength: It’s about melee bonus (1 point Strength increases 0.2 hits) damage bonus (1 point Strength increases 1 point Attack) climbing Jump swimming weight

Agile/Dexterity: Long Range bonus (0.2 hits) Movement Speed (0.2) Reflex balance Cloaking stealth unlock roll melee hits

Physique: It’s about HP (1 constitution plus 5Health) toughness Focus

Intelligence: About magic damage (1Intelligence plus 1magic damage) cast Speed (0.2 cast Speed) MP (5MP) unlock success rate (requires unlock Skill)

Perception: It’s about Heal listening to Reconnaissance/Scout Willpower

Charm: It’s about Quest negotiation bargaining bluffing using Magic device

(About weight) base weight50 lbs (weight correction) within 30% light load (including 30%, light movement) 30% -60% (normal operation) heavy load 60% or more (action Hard)

(About drop rates) Different types and different grades of Equipment will appear in different regions and different instance, but the Equipment appearing in the same region is fixed. A certain Professional Player has a Equipment in a certain area, with a 90% probability that the Equipment can be used by the Professional Player. When teaming up grind mobs, there is a 92% probability that Equipment available for the team Players will appear.

(About Items Level) Equipment grade: White Equipment (no attributes), Bronze equipment (base attributes * 120% + one Low-Level attribute), Silver equipment (base attributes * 130% + 2 Low-Level attributes), Gold equipment ( base attributes * 150% + two High-Level attributes), Dark Gold equipment (base attributes * 180% + three High-Level attributes), Legendary equipment (named after the hero, base attributes * 230% + three or more High-Level attributes + one Above Special Skill)

Green suit (three-piece suit or five-piece suit, unlimited attributes)

(About the number of Equipment) Dagger, belt, Ring2, Necklace, Gloves, Leg Guard, Shoulder Guards, shoes, Armor, Cloak (or helmet, headgear)

(Experience required for Promoted) The experience required for each Class and each Players Promoted is not the same, so we will not list them one by one here.

(Other nouns) Tough gain Willpower gain Reflex gain Tough gets Defense correction, Willpower gain gets Magic resistance correction, Reflex gain gets Physical evasion correction.

Immunity: Immune to some kind of damage.

Balance: related to mobility, preventing tripping.

(About instance): All instance is not restricted to Level, but the difficulty will be adjusted according to Players Level, and the reward will not change. If the Players Level in the instance team is too high, the difficulty of instance will be greatly increased.

       

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