--: The Getting Started Guide.
Red Font is indicative of a
hyper-linked
URL!
Synopsis & Mechanics Map.
Jump to
The Workshop.
Tamriel is an expansive multi-cultural continent, rife with political intrigue and the potential for adventure, which presents a mostly realistic "
old world" experience with a few clearly defined elements of "
high fantasy" -- namely its diverse cast of
races and the
Aetherius.
Altmer Argonian Bosmer Breton Dunmer Imperial Khajiit Nords Orsimer RedguardDevelopment revolves around meaningful interactions, story-driven adventures and the completion of
Queststhat are designed to challenge the capabilities of any participating characters via a dynamic
NPC Opposition.
Write
fan-fiction, form
relationships with other characters and join
factions at your leisure.
Abilities,
Skills & Stats are kept proportional via
SP and
Perk allotment associated
with a character's "
Level" alongside other relevant factors; age, tutelage, plotting, etc.
Genesis: +10 SP.
| Build a foundation.
Level 10: +5 SP & +10 Perks.
| Acquired immediately after approval.
Level 20: +5 SP & +10 Perks.
| Acquired by completing
10 D-Quests.
Level 30: +5 SP & +10 Perks.
| Acquired by completing
10 C-Quests.
Level 40: +5 SP & +10 Perks.
| Acquired by completing
10 B-Quests.
Level 50: +5 SP & +10 Perks.
| Acquired by completing
10 A-Quests.
Afterward: +1 Perk.
| Every fifth
Level beyond
50; 55, 60, etc.
**** Note: +1 Perk.
| Every century the character has lived.
Master Quests become available at
Level 50 and will yield
+1 Perk a piece,
are often tied in with an
ability if one is present and will always be
S-Quests.
Limited to
five per character as an
immovable inhibitor.
--: Stat Development;
Stats are meant to be easily assessed comparatives between characters, emphasizing the strengths and weaknesses which occur naturally while allocating any SP acquired with development; Agility, Health, Power, Speed, Stamina, Magicka & Willpower.
These essential attributes will provide the backbone of a character's capabilities by establishing its physical and magical limits.
Base Health: 100. Base Stamina: 100. Base Magicka: 100.
+100 per SP +100 per SP +200 per SP
Agility, Power & Speed are strictly comparatives and do not need to
be numerically quantified; instead, consider them "tiers" of performance.
Willpower affects spell potency and stands in opposition to all Illusions.
Damage vs. Magical Defense -> Item Enchantment -> Armor Rating
**** Note: Spell Absorption will occur first whenever applicable but a
Resistance will not take effect until after the Armor Rating.
--: Skill Development;
Skills are necessary to give proportion to specialties, ensuring that there are no
masters-of-everything or blatantly
over-powered
characters within
Tamriel; apply stratagem. The amount of
Perks invested in a skill will determine a character's talent with it,
influencing everything about that skill's portrayal via
modifiers and
mastery comparisons between characters. Choose wisely!
Novice: 2.
Apprentice: 4.
Adept: 6.
Expert: 8.
Master: 10.
Grandmaster: 15.
Abilities will also make use of
Perks, meaning the character will gain an adaptive utility at the expense of
skill
mastery to preserve proportion. Development will vary from one ability to the next; up to
15 Perks.
Birthsign Blessed Dragonkin Lichdom Lycanthropy Machinist Vampirism --: Equipment Scale;
Equipment is supplemental and can prove invaluable to any "build" by offering physical and magical defenses scaled with the
associated materials, craftsmanship and enchantments. A close approximation of the Elder Scrolls' inventory system will keep
characters from equipping a retarded amount of armaments; Head, Body, Hands, Feet, Necklace, Ring(s) x2 & Weapon(s) x2.
Daedric Artifacts are considered "legendary" armaments and will only be obtained by successfully
completing a series of five increasingly difficult quests for a particular Daedric Prince; auto-bound.
Access Daedric Shrine -> C-Quest -> B-Quest -> A-Quest -> S-Quest -> S-Quest
**** Note: These ultra-rare armaments will be custom-tailored for the recipient by
an appointed moderator; Daedric class and Grandmaster Enchantment.
Light Armaments:
Leather: 5%. Advanced: 10%. Elven: 15%. Glass: 20%. Meteoric: 25%. Daedric: 30%. Dragonscale: 40%.
Standard Prices: 250g 500g 1,000g 1,500g 2,500g 5,000g 10,000g
Strength Requirement: 0 SP 1 SP 1 SP 2 SP 3 SP 4 SP 4 SP
Heavy Armaments:
Steel: 10%. Advanced: 20%. Dwarven: 30%. Orcish: 40%. Ebony: 50%. Daedric: 60%. Dragonbone: 75%.
Standard Prices: 500g 1,000g 2,000g 3,000g 5,000g 10,000g 20,000g
Strength Requirement: 2 SP 2 SP 3 SP 3 SP 4 SP 5 SP 6 SP