Post by Ryo on Jan 9, 2015 0:58:41 GMT -5
Experience Shop
Here is a compiled list of everything you can buy with XP on the site, divided into separate categories (if you would like you may use the following Key Words to CTRL+F or CMD+F down to the section you want): Classes, Abilities, Enchantments.Classes
Each character starts the game as Tier 1 in a single Basic Class of their choice. You have the option to Advance in your current class or Gain a new class. You have 10 "Tiers" or "Levels" to spread around across all of your class choices, so make sure you choose wisely. You cannot undo a class choice once it has been made. You are stuck with the decision whether you like it or not. Advancing in your current Class lets you gain access to higher level skills and you have to be at least Tier 2 in a class to access the Prestige Classes available to that class. However, Gaining a new class not only gives you more options, but if you progress to Tier 2 in both of your classes you can access even more Prestige class options. The only class you cannot Gain after making your character is the Mage class. This is due to the nature of Magic in Terra Heroum, so it is not simply something you can learn.
Gain a new Class at Tier 1: 150 XP
Advance a Class from Tier 1 to Tier 2: 100 XP
Advance a Class from Tier 2 to Tier 3: 200 XP
Advance a Class from Tier 3 to Tier 4: 400 XPAbilities
While some characters do not start with Abilities, most will eventually acquire them. While some Abilities do scale well with higher levels, others do not, and as you face stronger and stronger enemies you will need to improve your Abilities. You may also eventually want to learn a new one.
Gain a new Ability at Tier 1: 150 XP
When you buy a new Ability, include in your Shopping post all the details related to the Ability (the exact same information you would put if you were adding it to your Inventory).
Upgrading an Ability from Tier 1 to Tier 2: 100 XP
Upgrading an Ability from Tier 2 to Tier 3: 200 XP
Upgrading an Ability from Tier 3 to Tier 4: 400 XP
Below you will find a list of Upgrade Templates you may choose from when upgrading an Ability. They are sorted by Martial/Magic just as Ability Templates are, include the effects of the Upgrade on your Ability, and what this may do to modify the Cost of your previous Ability. You choose one Upgrade Template per Upgrade to apply to your Ability.Ability Type: Martial
Ability Upgrade: Increase Attack Damage Bonus by 2 (abilities that give no bonus to Attack Damage are counted as Bonus 0).
Ability Modified Cost: As Before
Ability Type: Martial
Ability Upgrade: Increase armor penetration by 2 (abilities that give no armor penetration are counted as 0).
Ability Modified Cost: As Before
Ability Type: Martial
Ability Upgrade: Increase possible targets by 1.
Ability Modified Cost: As Before
Ability Type: Martial
Ability Upgrade: Increase damage prevented by 5 (abilities that do not prevent damage are counted as 0).
Ability Modified Cost: As before
Ability Type: Martial
Ability Upgrade: Pick 1 martial ability template as if purchasing a new ability. Add that as another effect to the upgraded ability (In the case of effects that both inflict damage, take the greater damage amount as the upgraded damage amount).
Ability Modified Cost: Combine the costs of both the base and added effect.
Ability Type: Magic
Ability Upgrade: Double damage dealth/healed/prevented.
Ability Modified Cost: + 1 Mana
Ability Type: Magic
Ability Upgrade: Double possible targets.
Ability Modified Cost: + 1 Mana
Ability Type: Magic
Ability Upgrade: Increase the number of status effects inflicted/cured by 1.
Ability Modified Cost: + 1 Mana
Ability Type: Magic
Ability Upgrade: Increase tier level of summoned/conjured effects by 1.
Ability Modified Cost: + 1 Mana
Ability Type: Magic
Ability Upgrade: Pick 1 magic ability template as if purchasing a new ability. Add that as another effect to the upgraded ability (In the case of effects that both inflict damage, take the greater damage amount as the upgraded damage amount).
Ability Modified Cost: Combine the costs of both the base and added effect.Enchantments
Many Heroes wield magic arms and armor, and so do many non-Heroes. Enchanting weapons and armor is a natural thing many do when they seek to strengthen themselves further. There are two ways to handle magic enchantments: static bonuses to Weapon Damage/Armor, or magical effects. The former is self-explanitory, you use magic to improve the base stats of the Weapon/Armor even further than mundane methods could do. The latter, however, is the exact same process as if you were buying and upgrading a Magic Ability for yourself. This is the most common way for non-Mage characters to gain the use of Magic Abilities without Pact Magic, and is infinitely more acceptable in society. Any Abilities placed on Weapons or Armor has their cost replaced with X uses Per Combat based on the Tier of the Ability; Tier 1 has 4 uses, Tier 2 has 3 uses, Tier 3 has 2 uses, and Tier 4 has 1 use.
In the case of static bonuses, Weapon Damage increases by 5 per Tier Enchantment, Armor increases its Armor bonus by 4 per Tier Enchantment, and Shields increase their armor by 2 per Tier Enchantment.
Static Bonus Enchantment Tier 1: 200 XP
Static Bonus Enchantment Tier 2: 400 XP
Static Bonus Enchantment Tier 3: 600 XP
Static Bonus Enchantment Tier 4: 800 XP
Weapon/Armor/Shield Ability Costs: As Cost for Standard Abilities
Double # of Uses on Weapon/Armor/Shield Ability: 600 XP, One Time Purchase