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How Classifications Work

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.

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