SKILLS & LEVELS
ALL ABOUT THE GAMEPLAY COMBAT
In the world of FATE/Online, your personal growth and strength are dictated by your level and your skills. Cultivating your skills by earning experience to level up is essential in order for your character to progress throughout the game. Skills are executable actions and passive traits that are exclusive to your character. In order to gain more skills (you start with two), you'll need to gain character Levels which is accomplished by posting.
In FATE/Online, the main appeal is to unlock new skills and traits for your character, further strengthening them in order to engage in harder and harder fights in your pursuits to reach The Endgame. Skills are acquired by unlocking once you've reached certain levels, where you can then append your new skill to your profile (after an approved review process, of course).
There are two types of skills: Active Skills which are executable actions you can utilize in battle and Passive Skills which are passive bonuses or conditions that trigger in the right circumstances. All skills can be eventually strengthened up to a max rank of Level 10 by spending Saint Quartz currency that are awarded from posting and completing missions.
Active Skills will be the main type of skill you'll find yourself utilizing the most in combat. Active Skills are exactly what they sound: it can be a spell to cast a fireball or a charge attack with the swing of your weapon. All active skills have a soft cap on usage; for example, if I used a skill 10 times in a thread, on the 11th time its effects and potency will be reduced drastically.
Passive Skills are the ever-persisting bonuses that, while it may start of meagre and small, can grow into game-changing traits that can shift the tide in battle. Some examples include triggering a skill-cast regardless of cooldown if certain conditions are met, or a boost to healing spells cast.
Like most other MMO games, FATE/Online follows the traditional structure of a level-based combat system. For the sake of simplicity, a character's Level indicates their strength relative to others. A Level 10 character would be more powerful than a Level 5 character but may have difficulty facing against multiple enemies.
Mystic Code is the term used to describe every piece of equipment your character earns, such as their weapon and armour. Mystic Codes, much like skills, can be strengthened to grant greater defence and offence capabilities by spending currency to upgrade them to a max rank of Level 10.
We don't really have an overly-complex system where head-scratching math and numbers are involved – well, okay some numbers – but for the sake of simplicity, we've boiled down combat to skills usage. (Think Pokemon games with the PP usage for each move!) This soft cap does not reset, but each thread has its own soft cap that you're responsible for managing.
As discussed before, all active skills have a soft cap in usage before eventually your character will become fatigued from overusing it. We call it a soft cap because you can most definitely keep using your skill, but every subsequent usage past the soft cap will be deprecated further and further.
To avoid this, we encourage players to use their skills wisely or use different skills they possess in their repertoire, to avoid burn out. There are, however, ways to circumvent this, especially in long and drawn-out event threads where the combat can drag on.
Spiriton Totems are wells of healing magic that can restore your character's soft caps. These totems are generated by NPC characters that will aid your characters in certain battles. They will be dropped randomly in threads by staff. Your character is only able to use each Spiriton Totem once.
Another method that does not rely on chance, is to use Spiriton Orbs. These are magical items found in the form of rare loot that can be carried in your character's inventory. Consuming an orb will fully reset the cap of one of your skills. It's recommended that you save these for big events.
In MMORPGs, the term "party" means a set group of players banded together by the game system. This is usually achieved by sending out a party invitation to other players. Should they accept, they will become part of your party until they leave of their own volition or you disband the party.
- Party Leader — The first person to send an invitation link and have the other person to accept becomes the Party Leader by default.
- Party Invitation — The request send to another player to join your party, granted that they aren't in an existing party. If the player you want to invite is already in a party, the request won't be able to go through.
- Accept/Decline — Accepting party invitations allows you to join that character's party (you won't get an invitation if you're in a party already). Conversely, you can also decline a party invitation.
In addition, there are several types of party sizes and compositions:
- Light Party — A party of four people constitutes a Light Party. Light Parties usually comprise of 1 Tank, 1 Support, and 2 DPS Classes, but this rule isn't enforced unless the party is tackling a Dungeon. Light Parties have access to most content such as events and dungeons.
- Raid Party — A party of eight people constitutes a Raid Party. Raid parties usually comprise of 2 Tanks, 2 Supports, and 4 DPS Classes, but this rule isn't enforced unless the party is tackling a Raid Dungeon. Raid Parties are usually reserved for world events and guild quests.
- Alliance — An alliance is three raid parties grouped together to form a 24-man squad. These are usually reserved for big events such as Realm Bosses.