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-----------------------------------
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THE MANA WORLD PLAYER'S PROGRESSION
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1. PLAYER'S STATS
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2. PLAYER'S STATUS
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3. AN ATTACK PROCESS
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4. LEVELS
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1. PLAYER'S STATS
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Strength     : The Strength determines how much a player will physically damage
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               an enemy.
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Vitality     : The Vitality deals with the player's HP, and damage resistance.
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Agility      : The Agility determines the attacks frequency of a player, and
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               the ability to escape attacks from an encounter.
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Intelligence : The Intelligence determines how many MP a player can have, how
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               many abilities he can master, and how strong his magic attacks
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               can be.
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Spirit       : The Spirit deals with the player's magic resistance, and also
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               with magic effectiveness.
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Luck         : The Player's Luck determines the player's evades, how he can
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               deals critical attacks, and a little bit with the hit
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               percentage.
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A Player has got 11 points to distribute to each stat before beginning at
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level 1. A Stat must have at least 1 point given to it. The Player earns 1
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point for each level he reaches.
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2. PLAYER'S STATUS
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HP : Hit Points. How much a player can be hit before dying.
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     HP = (3 * Vitality) + Strength + Level
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MP : Magic Points. Used by Spells, or Special Skills.
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     MP = 2 * Intelligence + Spirit
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Attack        : The Attack tells how much exactly the player will reduce the
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                opponent's HP, minus its defense and extra protection.
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                Attack = 3 * Strength + Luck
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Defense       : The Defense will reduce the HP damage taken by an opponent.
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                Defense = 2 * Vitality + Agility + Luck
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Magic Attack  : Same but for the might of your spells.
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                Magic Attack = 3 * Intelligence + Spirit
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Magic Defense : Same but for the defense against magic skills and spells.
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                Magic Defense = 3 * Spirit + Luck
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Hit (%)       : Indicate the chance a player has to hit an opponent. The Score
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                is in percentage.
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                Hit = ((3 * Luck + 2 * Agility + Intelligence) / 6) * 10
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                (Max : 125 %) 
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Evade (%)     : Indicate the chance a player has to evade an opponent's hit.
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                The score is in percentage.
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                Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %)
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3. AN ATTACK PROCESS
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An attack process is quite simple :
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The Hit(%) of the attacker is taken, minus the evade of the opponent.
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A random score is taken by the server and if it's less than the Attacker's Hit
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modified, the attacker actually hits the opponent.
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N.B. : A magic attack never miss if it isn't based on status changing.
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For instance, a fire ball always touches the opponent.
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Then, the attack plus the its modifiers (weapons attack upgrade, items bonus,
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...) minus the opponent defense (plus bonus) is taken to reduce the opponent
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HP.
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4. LEVELS
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The XP-For-The-Next-Level of a player is calculated with his/her class number.
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Cf. Class Number for more information. Higher is the class, higher is the class
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number.
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Minimum XP For This Level = Level^3 + ClassNumber * Level.
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XP For Next Level = (Level + 1)^3  + ClassNumber * (Niveau + 1).
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To be of a level, a player must have an actual XP which is between minimum and
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xp for next level.
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N.B. : A player earns 1 stat point for each level he reaches.
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5. JOB POINTS
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Job Points are used to get skill points, that can be used to learned and
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reinforce special skills, which can be acquired by being of certain classes.
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Job points are obtained by job leveling. 
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!! : Changing the class of a character reset to the job level of the character
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     the last time he was of that class. It can be zero if the player has never
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     been of this class!
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Job level : 20 + 2^Level + Level.
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6. CLASSES
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A player can be one of mutiple classes ; A wizard is different from a archer,
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and can't held the same weapons, armors, etc... A score is associated with each
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class defining how hard it is to level for a player. Also, special skills can
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be learned from each classes, by giving them skill points, earned by gaining
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job points.
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Classes --- Class Nr -- Skill Associated ------------------- Conditions -------
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Beginner    16          Sitting (JobLvl : 4)
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Apprentice  17          Fire Ball, Ice Needles (JobLvl : 4)  Beginner Lvl:10
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Archer      17          Hard Shot, Line Shot (JL:5)          Beginner Lvl:10
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Peon        17          Double Hit, Hard Hit(JL:5)           Beginner Lvl:10
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...
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7. NOTES
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Every of these notes have to be discussed, if you have any feedback,
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suggestions, updates, commit or tell them at:
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address: irc://irc.freenode.net      channel:  #themanaworld