Leveling System and Stats

Note : Most of this page obsolete, it's the first concept of a leveling system i made, this will be updated when i've made a more complete version in my design tool, articy: draft. Until then this page is outdated but i'll leave it as it is until i update it.

There will be a few base attributes which will work as modifiers on your stats and major skills. Your major skills in turn work as modifiers on your specializing skills, the formulas for how leveling works are an unfinished concept i will iron them out later.

Unless i decide to include procedurally generated perks there will be a limit to how many perks you can have (the total amount of perks in the game) i'm more likely to find another use for perk points so that they wont be useless after you've got all the perks.

On a level up you will get 2-3 points to increase your attributes and 1 perk point.

Leveling will work something like this. And is quite simple.

Z = Level, Y = Use count, X = Use count to level, F = Sister Skills (Total count of specialized skills under the same major skill)

Note: Use counts stick, so if Y is 80 and X is 90, you will level up when you use the skill 10 more times. I remind you that this is just a concept, but it's good enough to be used in a prototype, and worth testing, as it should do what i want to do. If you're reading this and have a better idea please do share in the comments below, i just might try it. In the above example, this formula gradually increases how many more times you must use a skill to level it up. (assuming F = 8) To go from 7 to 8 you need to use it 15 more times, for lv 8 to 9 you need to use it 21 more times. to go from 12 - 13 you would need to use it 71 more times. I'll need to maket some adjustments to the system, but lets say you level offense up to level
 * Player Level up = 3x Major Skill level ups
 * Major Skill Level Up = F (If the skill has 8 sub skills, you need 8 sub-skill levels to level the skill)
 * Specialization/Minor Skill Level Up:
 * Lv 1: X = 1 (Use skill once to hit lv 1)
 * Lv 2: X = Z / F * 100
 * Lv 3 - 5: X = X * 2
 * Lv 6 - 9: X = X * 1.5
 * Lv 10 - 13: X = X * 1.4
 * ... (until X = X * 1.01)

Magic will also feature a slightly different formula since magic is actually divided into 2 categories (INT & WILL) and will include it's own Major/Specialization skill system.

Magic skill leveling formula will be like this.
 * Magic Skill Level Up = Magic-School Count / 2
 * Magic-School Level Up = Sub-School Count * 1 (This is always going to be 3)
 * Sub-School Level Ups = Same as Specialization/Minor Skills.

Stats
Stats can generally not be changed directly by the player, but are heavily influenced by attributes and some skills. The easiest way to alter stats is to drink potions, or use other consumables.

Primary

 * Health (VIT)
 * Mana (INT or WILL, whichever is higher)
 * Stamina (VIT + Strength)
 * Arousal/Morale (Gain speed is resistance based. At 100%/0% you will surrender fights)

Secondary

 * Alignment (Kind/Cruel, Good/Evil, Etc)
 * Attractiveness (how good you are at seduction, how much people that don't know you will like you.) (MAN)
 * Elegance (How people of high social status will view you) (MAN)
 * Reputation (Races & Factions, think X series)
 * Libido/Morale Effect Resistance (how easily aroused you are mentally) (WILL)
 * Sensitivity/Morale Effect Resistance (how easily aroused you are physically, and how easy it is to make you climax)
 * Dominance (How easy it is to force you into submission and for you to force others into it) (Leadership)
 * Resistances (1 for each spell element + physical(AC), and some others) (VIT, WILL)

Attributes
Attributes are a key part of the game that determine the strength of your character in all areas. Attributes also work as modifiers on skills and are added to them as modifiers.

At very low levels your attributes can have deterimental effects (You're obviously pretty dumb if you have 0 int, so you get a "Dumb" debuff)

Every race has base attributes that are pre-determined. (For example, Garax will have high Strength but low Dexterity) but they will be evenly distributed so no one race has more attribute points than another except humans which get extra attribute points instead of special abilities.

Primarily affects max weight and melee attack damage, as well as stamina. Affects HP, Stamina and Resistances. Affects mana and efficiency in most spell classes. Gives resistances to spell classes it affects. Affects your hit rate and critical hit rate.
 * Strength
 * Vitality
 * Intelligence
 * Dexterity

Affects your dodge and attack speed rating and certain skills. Affects mana and efficiency in certain specialized spell classes. Also gives a lot of resistances. Affects a Social, and Slave skills. How much love you're going to receive from the RNG gods. Game becomes easier at higher levels, harder at lower ones. Your starting luck level will be based on difficulty settings, Easy starting with 10, medium  5 and hard with 0.
 * Agility
 * Willpower
 * Manipulation
 * Luck

Luck is a percentage meter, each extra point in luck will increase your chances for good rolls by 1%, at 100% you will have twice the chances that the game originally intended for you to have.

Skills
There will be 9 major skills, each with several "specialized" skills. Levelling up major skills will increase your characters level.

Skills will level up automatically by using any of their sub-skills. Major skills work as a modifier for all of their sub skills, so anyone with a high magic skill can use magic he doesn't specialize in, it's just a question of how well.

All the skills are equally hard to level up because the formula for their level up is based on how many specialization/sub-skills they have. (For example to level up offense which has 8 sub-skills you need 8 total skill level ups for any of offense's sub-skills to level up offense once.)

The difficulty differences begin to show if you're using a skill such as offence, and you're only leveling one sub-skill (like one-hand) this means you need to level the sub skill up 8 times to level up offense so player level will increase very slowly, whereas if you're leveling only one skill for slavery, you will only need to level it twice to level up slavery making it much easier to specialize in one skill and farm levels, but players are not supposed to farm levels even if it has no ill side effects.

Modifiers will be extremely simple usually. Skill + Specialization + Modifier. To prevent super powerful characters, when numbers reach certain levels the bonuses of modifiers and the base skill will be gradually reduced. There will be no skill level cap.

Offense

 * ​Martial Arts (AGI)
 * One-Hand (STR)
 * Two-Hand (STR)
 * Dual Wield (DEX)
 * Ranged (Bow, Crossbow, Shuriken, Etc) (DEX)
 * Blade (Knife/Sword) (DEX)
 * Blunt & Axes (Clubs & Axes) (STR)
 * Extended (Polearms, Spears/Halberds)(STR)
 * Staffs (AGI)

Defense

 * ​Unarmored (AGI)
 * Light Armor (DEX)
 * Heavy Armor (STR)
 * Evade (Dodge) (AGI)
 * Block (Shield) (STR)
 * Parry (Weapon) (DEX)
 * Counter (Chance to attack when defense successful) (DEX)

Magic

 * ​Destruction (Destroy everything!) (INT)
 * Summoning (summon lesser creatures like skeletons, elementals, ghosts, etc) (INT)
 * Illusion (Decieve senses, make people think you're somebody else, or see things that aren't real) (INT)
 * Alteration (Alter the state or properties of an object or person) (INT)
 * Conjuration (conjure powerful creatures like demons, angels and large monsters) (WILL)
 * Restoration (Heal, Expel undead, Etc + Defensive Spells)(WILL)
 * Mental (Affect minds, spells like Charm, Terror, Hypnotism) (WILL)
 * Shapeshifting (Change yourself into creatures for benefits) (WILL)

Social

 * Persuasion (Talk others into doing things for you) (MAN)
 * Intimidation (Scare others into doing things for you) (STR)
 * Seduction (Seduce people, or use sexual charms to persuade) (MAN)
 * Business Sense (Bribery, Haggling, Etc) (MAN, INT)
 * Leadership (How easily you can motivate people to follow you, this is a late-game skill) (MAN)

Security

 * Sneaking (DEX)
 * Lockpicking (DEX)
 * Pickpocketing (DEX)
 * Security (Better locks and stuff for your own establishments)(INT)

Alchemy & Enchanting

 * Ingredients (Ability to recognize the properties of ingredients) (INT)
 * Mixing (Chance for successfully mixing a potion) (INT, DEX)
 * Purification (Remove deterimental effects off potions or beneficial ones from poisons) (INT)
 * Enchant (Insert magical properties into items) (INT, Magic)
 * Disenchant (Remove magical properties from items) (INT, Magic)
 * Combine (Combine two items into one more powerful item) (INT, Magic)

Crafting

 * Smithing (STR)
 * Sewing (DEX)
 * Enhancements (Sharper blades, Better designs) (DEX)

Slavery

 * Capture (MAN, STR)
 * Train (MAN, WILL)

Minor Skills
Minor skills will not help you advance in levels, but can help you earn money, and in certain social situations or quests. They can also help you train your slaves.
 * Fishing (Food that can be sold or eaten!)
 * Dancing (Impress and seduce people (Can be a paid job))
 * Singing (Impress people (Can be a paid job))
 * Mythology and Artifacts (Know what the hell it is you are looking at, and just how dangerous it is)
 * Foraging (Find foods in your environment)
 * Housework (Cooking, Cleaning)

Perks
Perks give either attribute or skill bonuses, or special abilities. You get one perk per level.

Some perks have no requirements, but others require either certain racial features to be present or the levels of attributes and skills.

Perks will be one of the last things i will conceptualize.