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Fantasy Dread Labyrinth Lore

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Thalia_Neko

Ten Thousand Club
Our world was drastically changed when the Dread Labyrinth appeared. It terraformed the Earth and destroyed land, leading to a world-wide catastrophe, resulting in the deaths of many people. For various reasons it wasn't possible to count, but the estimated losses were in the billions. Another thing that happened was that all modern tech was completely destroyed. Some sort of demonic magical interference stopped modern technology from working. That meant no tvs, no cell phones, no electricity, no vehicles, and no rocket ships. The world had reverted to the dark ages.

Along with the Dread Labyrinth came the Dread System. A strange 'unknowable' system that oddly resembles a video game's interface. As the Dread System -or DS- came to be, so did those that became 'Chosen'. Other names like 'awakened' and 'activated' popped up here and there, but the term 'Chosen' was universally settled on. Once it was, it even appeared in the DS.

Although modern technology was lost, humans in all their ingenuity, managed to revive some of those lost conveniences.. using magic. Now called Magi-tech. Devices like cellphones now exist, but they use mana to run, and have various magi-tech components within them. Same for magi-tvs, and other similar things.

While this was a tragedy of untold proportions -the worst in humanity's history- there were those that became excited with this new development. For many, the current world was hell, and its unchanging, boring nature had led many to despair. With the arrival of the DL, these people felt newly invigorated in their lives. The world changed, and with that, they thought their lives could become something greater. They thought their lives could change for the better. With the Labyrinth came excitement.

How wrong the were. If they thought their previous lives were 'hell', they hadn't yet known true hell.

While it was true, the Chosen were gifted with unique Talents, Skills, and Spells. The truth of it was much worse than expected.

Most Chosen fall under F or D or C rank, with talents and skills of low and poor quality. They're barely able to match up against the early, generic monsters that flood out of the Labyrinth. Early on, these people were extremely excited to go out there and "fight some monsters!" But those early fools died fool deaths. Then the hell of this world was truly realized by humanity. Monsters are much much stronger, even in spite of the benefits of the DS. Humans simply cannot match up.

Fortunately for you, you are not like those unfortunate fools. You are a Chosen that is gifted. You are gifted one S rank Talent. You are a special case in this world. A 1-in-a-million talent. Or perhaps, you were just beyond lucky. If you can even call it luck. For what purpose were you given your talent? For one such as you to possess such a talent, you are obligated to use it for the benefit of humanity, are you not?


S rank Talents are so unknown, that humanity hasn't even witnessed them yet. But that will change. Our characters will reveal their talents, and find themselves at the forefront of humanity's vanguard. You have a lot of expectations falling upon your shoulders, can you handle the pressure? And what of the Dread Labyrinth? How will it respond to humanity's newfound heroes?
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Reasons for entering the Labyrinth
As the world was terraformed, much of it was ruined, leaving a majority of the land either desolate, or inhospitable as monsters flood out of the labyrinth's many openings and take over land. These monster-heavy lands are called Monster Nests. With how weak the average Chosen are, humanity is gradually being pushed back to "Humanity-owned" zones.

The Labyrinth has a variety of useful items, supplies, and other various things that benefit humanity. Even food and ingredients can be found within. It's like the Labyrinth is saying "Enter me. You have to."
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More About the World
The Upheaval happened around 10 years ago. So there are kids and children who have only known this world. Those children grew up on stories of a different world long gone.

Most of the world's landmasses have been mashed together, forming one giant continent just like Pangea back in the past. In fact, it's just referred to as Pangea now, "For old time's sake." Only a few places weren't assimilated during the terraforming. Isolated islands like Japan, Hawaii, and Australia were left behind. Now they are designated S class danger zone Monster Nests. They are currently being monitored by our Magi-Helicopters, under the newly established Pangea Dread Authority. Which is the new world-spanning government.

The Pangea Dread Authority -or the PDA- work alongside the Labyrinth Adventurer Guild to defeat monsters and, most importantly, delve into the D. Labyrinth (also just called 'the Labyrinth) for the sake of humanity.

The PDA is ran by Representatives of the Past World's nations. Those who survived who had some ounce of authority essentially took their place as leaders of their nations, and when all the nations merged into one, they became apart of a Council that convenes and discusses issues on politics, governance, administrative, economics, and other public and governmental issues. Despite all being under one umbrella, rarely do they get along, so the people there squabble a lot, taking quite a bit of time to come to decisions. Some of the leaders are Chosen who awakened with leader-like Talents of notable rank, and became de facto leaders due to these Talents that surpassed normal people.

The Council of War is similar, but different. It is where the PDA meets with specific authority figures in the LA Guild, and with Special Adventurers. These war meetings are assembled to discuss "Dungeon Raids." It is simple, to be a part of these meetings, you simply have to be an Adventurer that has showcased your worth. In other words, you have to be an Adventurer that has accomplishments. Easier said than done.


Speaking of economics. The money of the world has changed, it is now the currency of the Dungeon: the Dread Coin, otherwise called, Beacons.

Beacons are what they sound like. They're a strange coin that drops in the Labyrinth. They're so-called 'Beacons' because of the faint light they give off. The lowest denomination (most common) is the Quartz Beacon. Which radiant a soft, barely-noticeable colorless light, kinda like generic lightbulbs. Emerald Beacons are next. Then Gold Beacons, and finally, Ruby -or- Blood Beacons, as they're more than often called. Other Beacons have been rumored, but as of right now those are the denominations, of increasing value. Notably, the Beacons even are used within the Labyrinth itself. Many things in the Labyrinth cost Beacons (And they're not known to be cheap either). Treasure Chests. Closets (or Armor and Weapon Casks). Doorways. And who knows what else.. the Labyrinth is a whimsical, and scary place.

While some cities from the past still do exist... in some fashion. Most of what we knew of our world has been rewritten or lost. With that, humanity needed to establish a new home. In all of their power and ingenuity -and abusing Construction-related Talents- they quickly created the sprawling masterpiece known as Ambition. Which, as its name implies, embodies all of humanity's ambitions moving forward. An incredible city that sits just at the first entrance of the Labyrinth -Entrance Alpha. Keeping a watchful eye on it. With the promise that Ambition will conquer the Labyrinth in the future.

Ambition is a city stuck smackdab in-between the past and the future. Many of its districts are more medieval in nature, where blacksmiths, armorers, and marketplaces exist for the common man and adventurers alike. And were poor adventurers, are wayward souls eke out meager existences in shabby homes. The city also possesses some future-ish metropolitan districts, were the elite live. And where there more conducive and magical research places. The Dread Labyrinth Magical Research Institute, in particular, is here. A significant place that has brought back many of humanity's lost conveniences, now in magi-tech form. Many with Research, Magical, and Magical-Engineering related Talents strive to go here.


While the Chosen have the Dread System, the DLMR Institute (or just Dread Institute) managed to artificially simulate the DS. And created the Artificial Dread System Network. The ADS allows more "common" people to display skills and levels similar to how the DS does. Though, obviously, to a much lesser degree, but still, it's nice to be able to see who specializes in what. After the Chosen came about with their Talents, discrimination occurred against the "Non-Talents". The leaders agreed that this needed to be rectified, so the idea of the ADS network came about. There's still some discrimination, with the Chosen "thinking themselves better," but it's not as bad or prevalent as it was before.

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The Way the Dread Labyrinth Works

All that is known is that the Dread Labyrinth (or D Labyrinth, or Labyrinth, or labyrinth) is that it produces monsters. And that the labyrinth not only gets harsher and harder as you go "down" or "deeper", but the monsters also grow vastly in strength. Since humanity hasn't been that far down, it is only speculated the behemoths lurking in the depths. Nor is it clear just how deep the labyrinth goes.

However, there are some things that we know, or have hypothesized. One being what was mentioned before, that the labyrinth doesn't have any rules. SO the primary thing to know for anyone entering is to expect the unexpected. The Labyrinth is known to change on a whim, and to change for whoever enters. The Upper Floors are generally considered relatively tame -even for low ranked Talents, but that doesn't mean you can underestimate the labyrinth.

The lower floors are where it gets confusing. The floors of the labyrinth do not adhere to common sense or the physical world. So one should not expect as such. It can only be guessed how hellish the Lower Floors can get.

The Upper Floors -as of right now- are Floors 1 through 8. Humanity has only touched 8, using magi-drones. But the magi-drones were demolished early on, and lost. The Adventurers who made it to 6 all had to quickly retreat, their Talents simply were not capable of handling that place. A few made it to 7 by simply sprinting through floor 6. Those adventurers lost people doing that.

In large part, each Floor has a Floor Boss. The Floor Boss is a stronger monster that you're supposed to defeat to make it to the floor below, but you can technically get by it sometimes. Floor Bosses respawn after 5 days. Though the term "respawn" is used, it isn't clear where the monsters come from in the labyrinth.

Typically speaking, the Upper Floors do not change all that much, so there aren't that many surprises between Floors 1-6 anymore. It's below Floor 8 that humanity will meet the unknown.

The labyrinth does periodically "refresh" drops, though. So regular visits into the Upper Floors to harvest herbs and vegetables and meats is a good business and keeps humanity sustained... for now. These type of drops are called "World Drops" or "Harvest Drops".

There are "Unique" or "Special Drops". Its these that change. Treasure Chests will refresh -though it isn't clear how or why they do. Once opened, they'll present whatever it is they seem to want to present. It seems to be random. Though, there have been rumors that those with specific parameters have influenced the drop pool. And some even suggest that drops are more likely to pertain to the class opening the chest, but this isn't verified, and is still being researched to be understood fully. However, it can be said, that unique and special drops are really what entice adventurers, and humanity on the whole.

Monsters also have drops -called "Monster Drops". For now, the monsters on floors 1-5 have their drops largely recorded. But in general, to note, monsters tend to drop their "materials" -used in alchemy, smithing, leatherwork, that sort of thing. They tend to drop their weapons. Which.. tend to be Shabby or Common Grade. And they'll drop Beacons, though the monsters on the UFs just drop a few Quartz Beacons.
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Example of Talents
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(This is just an example list, you can come up with other talents)


Alchemy, Artist, Armorer, Archivist, Archery, Acupuncturist, Advancer, Arbiter, Architect, Aristocrat, Astrologer, Analyst, Acrobatic, Advising
Building, Bo Wielder, Baker, Barbarian, Bard, Barmaid, Butching, Bodybuilding
Cooking, Crafting, Carpenter, Crossbowmanship, Charmer, Climate Survivor, Charioteer, Clerk, Commanding
Diplomat, Diver, Diviner, Diabolist, Dungeon Explorer, Dungeon Diving
Enchanter, Encyclopedic, Exploring
Farming, Financier, Fighter, Fishing, Fitness Freak
Gardening, Gunner, Geologist, Genius, Guarding, Guildmaster, Grappling, Gym Rat
Herbalist, Historian, Hunter, Hammerer, Horseback Riding, Healer, Health Enthusiast, Holy Maiden, Hero
Infantry, Inventor
Jeweler, Jailer, Jester
Killer, Knight
Lancer, Labyrinth Authority, Labyrinth Expert, Leadership, Laborer, Leatherworking, Librarian, Linguist, Locksmith, Lordly
Marksman, Musclehead, Magician, Magic-Understanding, Medic, Martial Artist, Monk, Monster Riding, Masseur, Merchantry, Mining, Musician, Mystic
Necromancy, Noble
Occult
Perceptive, Physician, Poisoner, Painting, Pirating, Professor, Priest
Running, Ropeworker, Ronin
Sewing, Smithing, Sailing, Sniper, Scavenger, Swordsmanship, Supernatural-Attunement, Sorcery, Seductress, Sageness, Surgeon, Spearmanship, Shaman, Survivalist, Samurai, Sculptor, Silversmith, Stonemason, Surveyor, Saint(ess)
Tamer, Therapist, Trainer, Teacher, Tracker, Thievery, Tailor, Torture, Trapper
Worshipping, Wisdom, Witchcraft, Wizardry, Warlockry, Walking, Workout Specialist, Warrior, Writer, Workaholic

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What are Skills?

Skills are techniques and attacks that unlock at certain levels. Each Talent has a Rank, and a Level. (Well, A rank Talents and up Level Up).
Skills are abilities that your character can "do" as if they knew how to do them from the moment they could walk. Each Skill has its own effect, and these effects can vary wildly. However, S rank Talent Skills tend to always be good. Skills also pertain to the Talent that unlocks them.

For Example
Marksman Talent
Trickshot Skill

An attack that curves your projectiles and gives them odd travel paths to hit the target.

What do Skills use? Skills for "regular" type Talents use the person's inner Stamina. So they cannot be spammed by most people, otherwise you'll exhaust yourself. For mage-types Skills are typically called "Spells" and use mana, which is a mage-specific parameter.

Skills "Level up" too. They level with use. Or when they accomplish what they're supposed to do. This means if you use Triple Kick to kick a monster to death, it gains more experience than just using it and not killing the monster.

This isn't known to humanity yet. But Skills, once they reach a certain level, or achieve a certain thing, can "evolve" or "upgrade" into another, better skill.
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Parameters
Otherwise known as a person's "Stats"
Not everyone's parameters are the same. The DS will show you what your primary stats that you should worry about are.

Parameters are represented by a numerical system. From 1-100. Though for F rank Chosen that actually begins at 10-100. With 100 being the "best" a parameter can be. 50 is 'bad' for a parameter, but still considered "good" to a majority of the population.

List of Parameters
Vitality -- General Health of a person
Willpower -- parameter dictating one's will to continue forward
Mana -- Magic-specific parameter
Stamina -- ability for one to sustain themselves after exerting effort
Adaptability -- ability to adjust to new conditions and changing circumstances
Defense -- the body's physical endurance and toughness measure
Strength -- the physical ability to move, lift, or break things, also influences power behind one's physical impacts
Speed -- How fast one can move about
Agility -- One's acrobatic ability
Dexterity -- One's ability to manipulate their hands and arms, specifically benefits weapon-wielding
Hand-Eye Coordination -- Parameter dictating shooting-type abilities
Intelligence -- How smart a person is compared to the average
Awareness -- Measures a person's openness to their environment
Wickedness -- Measure of a person's proclivity towards committing atrocious acts, and the corruption of the soul
Righteousness -- Measure of a person's virtue, decency, and innate justice

Scale for parameters
50 is mid, but.. eh.. not really
50 is a 'good' number for most parameters
1-19 very weak
20-39 would be on the weakish end
40-70 decent to quite good
70-80 extremely good
81-100 insanely good
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Class
What are "classes"?
Classes are what the DS identifies a Chosen (or person) as. Typically, it matches their best Talent. So for example a C rank Talent in Blacksmith likely would have the Blacksmith class.

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What is a "Dread Name"?
One's Dread Name is a new name bestowed upon the Chosen by the DS. It isn't clear exactly where these names come from, but they always appear when a Chosen does.
These Dread Names, for all intents and purposes, become your new name as a Chosen. Leaving your life behind, you're now a Chosen. Your past no longer has to matter. The Dungeon has named you. And it calls for you.

What is a "Dread Tag"?
One's Dread Tag, is like a title, given by the DS.
Iron Wall, Blazing Heart, Alchemist of Higher Potions, etc, etc.

However, they're only given out to specific individuals, who have actually managed to accomplish something. Which isn't many. Oh, and, of course, to S ranks.
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Mysteries to Unravel
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Exactly what is the labyrinth? Why did it appear? Can we do something about it? If we can, how do we "stop" it? Or "beat" it?

These are questions that have been discussed ever since the D. Labyrinth appeared, and we are no closer to the answers.

It is heavily speculated that with the "Upheaval" that killed billions, many of the S ranks that humanity would've had were lost, were killed, before they could even have a chance to gain their abilities and aid humanity.

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Equipment

Weapons and Armor (and other equipment) come in three forms.

Human-made
Human made is the most common, and tends to be the worst (even when made with Talents).

Labyrinthian
Equipment found in the labyrinth. Tends to be of better quality. Though, that's only for rare equipment found deeper into the labyrinth. Labyrinth equipment dropped near the beginning typically sucks, and is probably worse than human-made stuff.

and

Labyrinthian-Modified
Equipment that was originally found in the labyrinth, but has been modified or refurbished by humans. The quality of this is a mix. Sometimes its good, sometimes its bad, just waiting to finally break. Though to modify labyrinthian equipment it requires a specific Talent to do so, like higher ranked Blacksmithing talent.

(human-made weapons can be modified (tho in general are poorer quality)
laby weapons in general are better and stronger, but cannot be modified by people, except for those with a talent to do so)

The Grades of Equipment
Equipment is rated in various "grades"

Shabby/Junk
Amateur Grade
Common Grade
Rare Grade
Luxury Grade


and

?????
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Overarching Plot
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So the plot is essentially, our S rankers will meet up somehow, ic (ill make it happen), and form the Strongest Party, and delve down into the Labyrinth. With the intention of heading deeper and deeper. To explore and chart the labyrinth, and uncover its secrets, and benefit humanity. That's the overarching plot. And the plan.

Character Goals
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To understand "S rank" Talents. Figure out more about the labyrinth. And level up their own talents and skills.

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Adventurers and Raiders

Adventurer

The new profession that came with the Labyrinth. Adventurers is the name given to those that 'adventure' down into the labyrinth, typically to help humanity. Either subjugating monsters, gathering up provisions and supplies, hunting loot, or providing escort services.

Dungeon Raiders (or just Raiders)
The second new profession that came with the Labyrinth. Raiders are different than Adventurers, in that Raiders -or "Raiding"- the dungeon is a much more in-depth endeavor. And typically is slated to last much longer, from days, to weeks, to perhaps months or longer. Raiding takes significant planning, and Raiders gather supplies and parties, and go into the labyrinth, with the express intention to go deeper, and get further than before. "Raiding" the dungeon is exactly that - going deep down to "raid" the dungeon and pilfer it and map it out for humanity's understanding.


Raiding is significantly more dangerous than Adventuring. Adventurers can include non-Chosen. But Raiding never really should. Raiders should be Chosen.
As the rp starts, no matter who your char was before, your char will become a Raider.
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CS
Name:


Gender
Height
Weight

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Background and Self

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Dread System
Chosen

Class:

Beacons

Talents

Main Talent (S Rank)
_ Talent Level
(level the S talent from 1-3, no more)

(choose/make 9 Talents) rank 8 of them between F and C, like a GM I'll have the end say)
if you make a Talent, explain a bit what its supposed to be like and do


Skills
Make 1 or 2. For now that's all we'll have

Parameters
List a handful of parameters, (not all of them), only the ones that are relevant to your character, if you can think of something thats relevant but isnt listed, add it to the parameters

Equip Menu
A character's equipment

Pack
(all items your char carries with them. includes things like materials and stuff --if you carry that)

Accessories
describe it (if any)

Armor
describe it (if any)

Weapon
describe it (if any)
 
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Talents

According to the Talent Research and Study Division, Talents come in a variety of categories. Most Chosen are given only a handful of Talents from the Common, and Uncommon list of "known" Talents. Although this is widely accepted, Talent Study is still a misunderstood and early field, so it isn't a total authority on Talents. Talents are still largely not understood. Regardless, after years of study and with countless Chosen as examples, this is the best list that the TR and SD has come up with as of right now.

(Excluding some random talents that could still be listed but I didn't due to it being impossible for me personally to list all things lol)

It is also wildly accepted that there are many Talents that are very similar to one another. And due to this, the rarer variants tend to have stronger effects and skills.

(But that doesn't mean one should ignore say an S rank Swordsmanship Talent or something)

Talent Acquisition is still a mysterious field, however some things to note. Talents can appear at any time as one "awakens" as Chosen. Talents do not have to be "associated" with one another, or similar. A Chosen can have a handful of Talents, or one, there doesn't seem to be any rhyme or reason to it. Although, Talents do seem to come to people who actually possess talent in that thing before awakening. In other words, a surfer, likely would awaken the Talent Surfer. Or a musician may awaken the Talent Musician. Or a baker may awaken the Talent Baker. So on and so forth.

With that being said. Sometimes "Latent" or "Hidden" Talents will awaken in a person. That is to say, a person may awaken a Talent that they didn't know or seem to have before awakening. These are speculated to be "latent" talents within the individual, that was not known or discovered beforehand. That is to say, if someone awakens the Musician Talent, it is speculated that person might've had the talent to be a musician but never attempted to be one before. So on and so forth.

Finally, Talents can simply awaken. They do not have to be what one was good at before, nor do they have to be some "latent" potential a person had. This means that a Chosen can simply awaken a Talent that they had no inclination with beforehand. And can awaken any number of Talents, with no rhyme or reason. To put it simply, one's list of Talents can be a random assortment of hodge-podge things that seemingly have nothing to do with one another. For example, a Chosen's Talent list could look like this; Alchemy, Fishing, Crossbowmanship, Medic, Trapper, Acupuncturist, Witchcraft. Etc, etc.

Talent-lore is still very confusing, and is one of the biggest fields of study in the world today.
It is accepted that Talents make up the "building-blocks" of a Chosen. You can imagine the Chosen as a lego set, and each Talent as a lego that builds them.
In that respect, Talents often influence the Chosen in a variety of ways. Including personality and ethics. The easiest example is if a Chosen has the "Killer" talent, they may start leaning towards that lifestyle. Or if a Chosen has the Noble or Lordly Talent, they may start exhibiting those qualities.

(And it's about to be busted WIDE OPEN when the S rank Talents arrive on the scene)

Common Talents
Alchemy, Artist, Archery, Advancer, Acrobatic, Athletics, Building, Bo Wielder, Baker, Bodybuilding, Blocking, Cooking, Crafting, Carpenter, Crossbowmanship, Clerk, Dungeon Explorer, Defender, Exploring, Farming, Fighter, Fishing, Gardening, Gunner, Guarding, Grappling, Gym Rat, Gripping, Herbalist, Hunter, Hammerer, Healer, Infantry, Knight, Lancer, Laborer, Leatherworking, Librarian, Musclehead, Magician, Medic, Martial Artist, Mining, Musician, Pirating, Priest, Running, Sewing, Scavenger, Swordsmanship, Sorcery, Stonemason, Teacher, Tracker, Tailor, Trapper, Walking, Warrior, Writer

Uncommon Talents
Armorer, Acupuncturist, Architect, Aristocrat, Analyst, Advising, Axefaire, Barbarian, Bard, Barmaid, Butching, Blademaster, Diplomat, Diver, Enchanter, Financier, Fitness Freak, Geologist, Greatsworder, Historian, Horseback Riding, Health Enthusiast, Jeweler, Jailer, Jester, Knifesmanship, Leadership, Locksmith, Lancefaire, Lighten Weapon, Marksman, Magic-Understanding, Monk, Masseur, Merchantry, Noble, Occult, Perceptive, Physician, Painting, Professor, Smithing, Sailing, Supernatural-Attunement, Spearmanship, Shaman, Survivalist, Samurai, Sculptor, Silversmith, Surveyor, Surfer, Therapist, Trainer, Thievery, Worshipping, Wisdom, Witchcraft, Wizardry, Walking, Workaholic

Rare Talents
Archivist, Arbiter, Astrologer, Charmer, Climate Survivor, Charioteer, Commanding, Dungeon Diving, Empathy, Genius, Guildmaster, Inventor, Linguist, Lordly, Lone Wolf, Mystic, Ninja, Poisoner, Ropeworker, Ronin, Sniper, Seductress, Sageness, Surgeon, Swordmaster, Tamer, Warlockry, Workout Specialist

Below are Talents that don't necessarily fit in the "normal" categories above. In some cases, the Talents below haven't been recorded and are theoretical. Or in other cases, have been noted in only singular instances, or from wild sources. Or very rare instances. These type of Talents don't have much info about them for the lack of research subjects.

Odd Talents
Curser, Diviner, Diabolist, Dual-wielding, Elemental-Attunement, Glaivelore, Icy-Attunement, Monster Riding, Killer, Torture, Scythelore


Special Talents
Special Talents tend to have special status's attached to them. The easiest to understand is "Hero", which comes with significant Parameter boosts and effective Skills.
Holy Maiden, Hero, Saint(ess), Encyclopedic, Labyrinth Authority, Labyrinth Expert

Unique Talents
Unique Talents tend to land more in the realm of "theoretical". As these are Talents that are not confirmed to exist in any capacity. But they're theorized to exist because what a "Unique Talent" is is something that is special to an individual. That is to say a Unique Talent is -unique to the individual that manifests it, and no one else.
The reason for its existence is "Why wouldn't it exist? Look at all the countless Talent examples. Surely one would exist that is one-and-only for a specific person."
Necromancy, Puppet-Mastery
 
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Parameters​

(colloquially called "stats")​

When you're "Chosen" (when you awaken) your stats are given to you at random. That means not every Chosen will have every stat, nor will they be all good, or all bad, etc -they're random. (Though obviously, since we make our characters, we actually pick them, but in universe they're chosen randomly)

Max stats are 100. Stats cannot go above that number right now, so if you get a buff that would, it doesn't do anything.
For example, if you have 100 Strength, and you get a +5 Str buff from an ally, it wouldn't do anything, you'd still have 100 strength. Stats cannot go above 100 until we break that limit.

However a 0 in a stat is a good thing, because it means that stat can be raised. So a 0 in a stat is better than not having that stat at all.


Vitality -- General Health of a person

In your DS, you have what can be called, an "HP bar". It's green.
Vitality is directly translated to your HP bar. So High Vit, means a larger bar - low Vit, means a smaller bar.
Since "damage" in the labyrinth is more like "real life" - the "Vit bar" isn't really too useful -- at first.
For example, if you get your arm cut off, that's going to do a HUGE chunk of damage to your vit bar, despite how big it is, but, it likely wouldn't ever kill you. However, if you're stabbed through the heart, then your vit/hp bar wouldn't matter, and you'd effectively be "One shot" -and die.
Well, early on, anyway. Vitality benefits you when it gets higher. Lets assume you have low vit. You can die "easily". But if you never take life threatening damage, then you aren't likely to die, regardless of how much vit you have. However, if you DO take a "mortal wound", lets assume you have 500 Vit. Then even if you're pierced through the heart, it probably WONT kill you, and would only do perhaps (as an example) like 130 damage, or some such. In other words, low Vit stats don't matter all that much, but high Vit stats DO and kinda mess with what you'd normally consider "mortal" damage.

However, Vit ALWAYS matters for things like poison, disease, and like DOTs (damage over time). If you have low vit, then poison will kill you faster/easier than someone who has more vit.



Willpower -- parameter dictating one's will to continue forward

One of the harder stats to define. Its almost a defensive stat. Though it can impact damage. Sometimes willpower will "protect" you. Dangerous and grievous wounds may not be life-threatening due to willpower. Some attacks, also, benefit from animu-like willpower, increasing their damage. But otherwise, willpower is a fairly nebulous stat, lets just say its sort of like "luck" for your physical parameters, and higher willpower is always better.

Willpower will also periodically regen you a bit of stamina, on occasion, based on your "will" to continue.



Mana -- Magic-specific parameter

Mana is simple. It appears like a blue bar in your DS. Mana is the direct resource used to cast spells. So the higher mana you have, the more spells or stronger spells you can cast. Spells all come with their own unique mana costs. Mana regens on its own at a fairly slow pace at the start.


Stamina -- ability for one to sustain themselves after exerting effort

Stamina is also simple. It appears like a green bar in your DS. Stamina is the direct resource used to perform physical skills, or skills that do not require mana. The more stamina you have, the better. Stamina, however, though, is also a physical parameter for how your body can handle stuff. Therefore, if you blow all your stamina on your skills, you may not be able to run, or swing your sword well, and you'll need a rest or a "break" or a "breather". Though, taking a break/breather, will restore a bit of stamina.



Adaptability -- ability to adjust to new conditions and changing circumstances

Adaptability is another hard-to-define stat. Its a stat that affects combat, and your ability to live. It's similar to "street smarts", though perhaps, not quite. It allows a person to be flexible in their thinking. IE: they can come up with ideas and plans for situations that arise (but doesnt necessarily raise a person's intellect, nor allows insight into an enemy, it is more of a "reactionary" sort of thing).

Adaptability also applies to things like weapons. You can pick up a sword, an axe, a lance, a gun, a crossbow, etc and be proficient with them from the onset depending on if you have a higher adaptability stat. That's just an example. You could say adaptability makes one a "battle genius".

But it does technically apply to things outside of combat, like scavenging, survival, how to adapt to your environment, etc.

High Adaptability will also increase one's base resistances. In other words, someone may get sick or poisoned faster than someone with high adaptability stat.



Defense -- the body's physical endurance and toughness measure

Pretty straightforward. Higher defense stat means you have higher physical defense. So raw attacks will impact you less, or do less damage to you. If you get stabbed and have a high defense stat, you likely won't feel it too much, or hell, even take too much "Damage" (raw Vit damage). Higher defense than enemy strength can also just make their attacks bounce or redirect right off of you since they aren't strong enough to pierce your skin or deal damage at all.

Defense also can technically help against some magics. Like say, a Fireball spell hits you. If you have say 100 defense, then that fire won't really burn you too much. But in general, magic supersedes physical defense. Still, it helps against some more "physical"-like spells.



Strength -- the physical ability to move, lift, or break things, also influences power behind one's physical impacts

Another straightforward one. Higher Strength means you can exert more physical power. Higher Strength means you'll do more damage with your physical attacks.



Speed -- How fast one can move about

Speed is basically "running speed" or "movement speed". Higher speed means you can race around the battlefield at a faster pace.


Agility -- One's acrobatic ability

Higher Agility means better and faster acrobatics. Or the ability to dance around an opponent or respond to their attacks. So you're ability to dodge will be impacted with higher or lower agility.


Dexterity -- One's ability to manipulate their hands and arms, specifically benefits weapon-wielding

Higher Dex allows you to wield your weapon better. Will impact things like your block timing, or responding to the foe's weapon, parrying, making unique moves or being able to perform unique techniques, etc.

Also impacts things like climbing. If you're dexterous (if you have higher Dex) then you'll be able to climb like a spider-monkey.


Hand-Eye Coordination -- Parameter dictating shooting-type abilities

May affect certain things, possibly even like weapon-wielding. But for the most part, it affects your ability to aim. The better hand-eye coordination you have, the better your aim will be with firearms. Also higher hand-eye coord. affects shooting speed as well, because of how fast you can right your hands/aim again.



Intelligence -- How smart a person is compared to the average

Technically increases your intelligence as a person. (Though, doesn't guarantee change in personality, so, once a loon, always a loon, lol). So even having an intelligence stat means you're technically smarter than your normal/average person. So even something low like 5 Int would be "smarter" than an average person, though, intelligence is already hard to quantify and subjective, so... Regardless, high Int means you smarter, and can solve issues that arise in the Labyrinth quicker.

Higher Int also impacts the damage of some spells. Magic, in general, will deal more damage with higher Int.

Higher Int also lowers the cost of spells in proportion to the parameter.

Higher Int also increases Mana regen speed in proportion to the parameter.


Awareness -- Measures a person's openness to their environment

A stat thats one of the ones thats harder to quantify. And even harder to quantify its benefits. But it helps with noticing things, or extraneous information. Higher Awareness will directly result in noticing when one's in danger, or threatened by monsters, or perhaps.. threatened by other things.

Awareness also helps in noticing unique things in the labyrinth. Perhaps things are subtly hidden, awareness helps with finding them. Lets just say, a Chosen Thief with an Awareness stat would be better than one without an Awareness stat.



Wickedness -- Measure of a person's proclivity towards committing atrocious acts, and the corruption of the soul

Wickedness (and Righteousness) are the only stats that "grow" naturally. That is to say, they will increase based on if one enacts acts that would be deemed wicked (or righteous). Doing these acts will increase the stat, but also influence the person's mental state. And there's diminishing returns. So you cant just shoplift a candy bar repeatedly until you reach 100 Wickedness. To raise it, you gotta commit more and more atrocious acts.

Wickedness directly impacts the damage and effectiveness of some attacks. In other words, Wickedness is a "Scaling" stat. Like Strength. Higher Wickedness will cause skills that scale off it to do more damage.

Doing a "Righteous" act will lower your Wickedness stat. But depending on the act, may not impact it too greatly.



Righteousness -- Measure of a person's virtue, decency, and innate justice

Righteousness is like the above stat, and is the only other stat that grows naturally. It increases as someone does "righteous" things. However, it can be kinda harder to raise than Wickedness. Since the laby is picky and finnicky with actions that raise Righteousness.

Righteousness is another scaling stat. It directly increases the healing effectiveness of some heal spells, and the damage of certain holy-like spells. For example, a spell that smites the undead will be more effective/increase damage depending on a higher Righteousness stat.

Conversely, both Righteousness and Wickedness stats do not work with each other. If you have high Righteousness, then you either cannot learn "Wicked" skills, or if you do, they will do very little damage. Also, performing a wicked act or wicked skill will lower one's righteousness. And it will impact it greatly. Say you murder someone, you may lose like 70 or 80 Righteousness.



Unique, Special, or otherwise Odd Parameters​

These parameters show up very infrequently, may be tied specifically to other Parameters, or specific Talents or Skills, and may influence only very specific things.


Perception
Stat similar to Awareness, but more focused for shooter-based professions. Helps snipers and the like to find and focus on targets or other similarly useful information. Also offers similar benefits that Awareness would.

Stealth
Stat that indicates one's ability to not be perceived by other beings or foes. Higher stealth stat means you're more easily ignored or lost in the confusion of battle. To put more simply, "aggro" will shift away from those with higher stealth stats.

Charisma
Stat influencing one's charm. Higher charisma allows the Chosen to charm others. Also a "scaling" stat. Influences the effectiveness of Buffs and the duration of buffs.

May also influence dialogue with others in a positive way. Or negative way, by drawing too much attention to the Chosen.

Luck
Stat that influences the world. Makes one "lucky". Higher luck means better things will happen to the Chosen, presumably. Influences drops, other chance-based things and situations, etc.


Undead Make
Parameter that influences the quality of the undead raised or summoned by a necromancer. In other words, the higher the stat directly equates to how effective and strong the undead are.

Dark Force
Influences the power and effectiveness of "Dark" type skills and spells. Literally the "force of darkness". Dark spells cast with higher Dark Force equal more damage and better effectiveness in their effects.

Also increases the effectiveness and duration of "negative" skills like specifically Debuffs and Curses.

Animal Handling
A rare stat for Talents that are specific to animal handling or monster handling. Essentially the higher the stat the more the animals/monsters trust and follow the orders of their "Tamers".

Greed
Parameter that forces more Beacons to drop. The higher the stat the more Beacons are forced. Also may influence bartering.

Ara Ara Aura
Directly tied to the Talent -Nurturer- generates good vibes and a stat buff to all party members when performing actions that directly support or defend them. Buffs Willpower, Stamina, and regens some Mana, depending on the level of the Talent and buff.

Dogmatic
Stat similar to Willpower, but more deranged. Creates a passionate zeal within oneself to overcome challenges. In other words, the higher the stat the more fanatical one will stick to their beliefs and power forward to accomplish what they set out to do. Influences resistances like resistances of Mental Attacks, or conditions like Fear and Taunts or De-aggro abilities.

Focus
Similar to Dogmatic. Stat that influences the Chosen's ability to focus on the task at hand. Their attention will not be averted nor will it waver. Influences certain Skills and directly increases damage of certain Skills. Is a "scaling" stat.

Higher Focus also helps "Casters" cast spells that require incantations. That is to say, Focus helps incantations to not be interrupted, or preserves incantations even when interrupted, so the caster can begin at the spot they were interrupted, not wasting time or more mana to recast.

Apathy
Stat that influences the emotions of the Chosen. Higher Apathy means the Chosen will be able to accomplish certain actions that they might have been averse to otherwise.

Emotion
High Emotional intelligence. Influences certain people and creatures that can "feel" your emotions, leading to positive situations (hopefully). Can benefit Tamer talents when gaining the trust of creatures. Influences "bond" type Skills for Tamer classes, Mental attack skills and spells, and other similar spells that influence the target.

Tracking
Stat that directly ties to tracking things, people, or creatures. Higher stat means the Chosen will see more information that's useful to track their target.

Common Sense
Stat for literal common sense. The higher the stat, presumably, the more common sense one will have and display. Presumably the Chosen's ability to reason is higher with this stat.

Voice Strength
Affects vocal talents and skills and buffs. Higher stat means the voice will carry more and have more impact. Buffs and Skills that focus on the voice will have more influence and their effectiveness increases with the stat.

Flirting Resistance
Stat that improves resistance to "Charm" effects, and/or Charisma or charismatic individuals.
 
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