Weapon/Armour/Accessory Rarities:
Common->Uncommon->Rare->Very Rare->Epic->Extraordinary->Pseudo-Legendary->Legendary
->Pseudo-Mythic->Mythic->Pseudo-Divine->Divine
Gear from Common rank to Epic rank has levels that scale its strength, but the level of the weapon is also the level you need to be to equip it.
Dungeon Classification:
Easy->Medium->Hard->Hell->Nightmare->Ridiculous
Solo Dungeon->Duo Dungeon->Team Dungeon (5 people)->Group Dungeon (10 people)->Battalion Dungeon (20 people)->Regiment Dungeon (50 people)->Legion Dungeon (100 people)
Mob Classification:
Normal Mobs:
Normal->Elite->Expert
Bosses:
Captain->Chieftan->Lord->Grand Lord->Royal->Heir->General->King->Emperor->Legend->Myth->Catastrophe->Apocalypse
Noble Ranking:
Baron->Viscount->Count->Marquis->Duke->Grand Duke
Land Ranking:
Barren land->Village->Town->City->Provincial Capital->Royal Capital->Imperial Capital
Talent Rarity:
Common->Uncommon->Rare->Epic->Extraordinary->Legendary->Mythic->Divine
Combat Standards:
Normal->Elite->Expert->Tier 1->Tier 2->Tier 3->Tier 4->Tier 5
Guild Strength Ranking:
Unrated->Third Rate->Second Rate->First Rate->Hegemonic->Apex
Money:
Real World:
100 cents = 1 dollar
Redemption Online:
100 Coppers = 1 Silver
100 Silvers = 1 Gold
100 Gold = 1 Platinum
Classes are unlocked at level 10, and are categorised into Magic, Melee, Ranged, Support, and Auxiliary classes.
Subclasses are unlocked at level 15, and can be anything, they provide small bonuses to various things, and are usually very niche
Magic classes include spellcasters like mages, summoners, hexers, necromancers, witches, and astronomers
Melee classes include close combat experts like swordsmen, spearmen, shield warriors, berserkers, knights, and assassins
Ranged classes include classes that attack from afar, but don't use magic like archers, hunters, musketeers, and combat alchemists
Support classes include classes that heal or provide buffs like clerics, priests, war drummers, and mad alchemists
Auxiliary classes include classes that stay away from the battlefield like merchants, blacksmiths, and alchemists
Main Stat Usage
STR=Strength
Strength is an attribute that increases the amount of force that can be applied to an attack effectively increasing physical damage, this works for both melee, and ranged classes. Deals a damage ratio of 1:5
INT=Intelligence
Intelligence is an attribute that increases the amount of magic damage that is dealt, and scales in damage with most spells
MP=Mana
Mana is an attribute that increases the amount of mana that you can store at a time as well as the speed at which mana is accumulated. The mana stat increases mana capacity at a 1:10 ratio except for bosses which have a 1:100 ratio.
VIT=Vitality
Vitality is an attribute that increases the amount of health you have which increases survivability. The vitality stat increases health at a 1:10 ratio except for bosses which have a 1:100 ratio.
DEF=Defense
Defense is an attribute that flatly decreases the amount of damage you take
AGI=Agility
Agility is an attribute that increases mobility, and speed
Auxiliary Stats
LUK=Luck
Luck is an attribute that increases chances of getting critical hits as well as chances at getting better loot drops, and chests drops
END=Endurance
Endurance is an attribute that increases a person's stamina
CON=Concentration
Concentration is an attribute increases how much mental stress a person can take, as well as the recovery rate for mental stress
SST=Soul Strength
Soul Strength is an attribute that increases your resistance to soul based attacks
CHA=Charm
Charm is an attribute that increases rate of favourability of NPC's
Elemental Damage:
Elemental damage is classified as magic damage, and scales according to one's INT attribute, but each different element has special properties that change the nature of the attack
Attributes on the stats page already has all the buffs added including stat increases, and besides skills that say otherwise, the order in which attributes are increased are dependant on which effect was applied first.
