Game Mechanics (Patreon)
Content
Below are copies of some of my own notes for how certain game mechanics work in Shadow of the Soul King.
1) The names of the grades for skills, classes, races, and the like
inferior, common, uncommon, rare, epic, legendary, heroic, fabled, mythic, empyrean, divine, supreme
2) Level ranges for each rank
0: G rank
1 - 36: F rank (36 levels)
37 - 108: E rank (72 levels)
109 - 216: D rank (108 levels)
217 - 360: C rank (144 levels)
361 - 576: B rank (216 levels)
577 - 864: A rank (288 levels)
3) Some general information on classes
A class generally comes with bonuses equivalent to 3-4 same grade racial abilities
grade (stat gain per level at F rank)
inferior (54), common (72), uncommon (90), rare (108), epic (126), legendary (144), heroic (180), fabled (216), mythic (252), empyrean (288), divine (360), supreme (432)
Each increase in rank has the following effects on classes:
stat gain X 6
4) Some general information on races
The number of racial abilities doesn’t necessarily correlate with race grade, but usually increases the higher the grade
Affinities for Laws doesn’t necessarily correlate with race grade, but usually increases the higher the grade
Total max stats are 144 times the following multipliers for G rank, and then further multiplied by 12 for each increase in rank
grade (multiplier)
inferior (9), common (12), uncommon (15), rare (18), epic (21), legendary (24), heroic (30), fabled (36), mythic (42), empyrean (48), divine (60), supreme (72)
Stat increase per level from a race is half that of a class of the same rank and grade, though divide by 6 if class rank is still lower than race rank
5) A bit about the most common uniquenesses
Naming scheme (grade) [stat multiplier if that type of uniqueness]
(common)[not available], (uncommon)[X 1.0625], (rare)[X 1.125], Soldier (epic)[X 1.25], Agent (legendary)[X 1.5] , Lady (heroic)[X 2], Princess (fabled)[X 3], Queen (mythic)[X 4], Empress (empyrean)[X 6], Goddess (divine)[X 8], no modifier (supreme)[X 12]
The above is only for uniquenesses which only boost the effectiveness of a stat, like Isaiah's Perception Prince. Mila's two Princess level uniquenesses only provide the stat boost of a Lady uniqueness because of their extra effects, and Id is just an outlier.
6) What are the sizes of soulstructures
Sizes: Small, Medium, Large, Huge, Colossal, Titanic
7) A bit more about Laws and how they work as class requirements
Law ranks: Egg, Larva, Pupa, Beetle
Each rank has four grades: early, middle, high, and peak
General Rule of thumb for class advancement requirements: +1 rank class for same grade = +2 Law grades, +1 class grade at the same rank = +1 Law grade
So, for every rank advancement, at least three minor levels of Law improvement is required.
Baselines:
Common-E = 1 early Law Egg
Legendary-F = 1 high Law Egg
Heroic-F = 1 Peak Law Egg
For classes requiring multiple Laws, the minor level of the Laws will be less than the baseline, such as Aalam's Heavenly Spark Psycrafter Lord class, a Heroic grade class, only requiring all 36 Law Eggs to be high grade rather than peak grade.
8) A bit more about how increasing Laws affects stats
Each minor level increase in a Law provides the same amount of stat boosts as all previous increases to the minor levels of the Law added together.
There are then further bonuses for increasing a Law to a new rank, such as +12 to all stats if raising a Law Egg to a Law Larva by itself or +3 to all stats if merging two Law Eggs to form a Law Larva.
What follows is the list of all the main characters' Laws and what stats the Law would give upon Law Egg formation, as well as the colors Aalam at least associates with each Law.
Aalam’s Laws:
Fire = Red
Molecular Acceleration: Toughness +1, Perception +2, Magic +6, Soul +3
—> Heat: Perception +2, Magic +6, Spirit + 1, Soul +3
Plasma: Strength +2, Agility +2, Endurance +4, Toughness +2, Vitality +2
Rage: Spirit +8, Soul +4
—> Passion: Spirit +8, Soul +4
Water = Blue
Molecular Deceleration: Toughness +1, Perception +2, Magic +6, Soul +3
—> Cold: Perception +2, Magic +6, Spirit + 1, Soul +3
Liquid: Strength +2, Agility +2, Endurance +2, Toughness +2, Vitality +4
Calm: Spirit +8, Soul +4
—> Tranquility: Spirit +8, Soul +4
Earth = Brown
Inertia: Strength +4, Toughness +6, Vitality +2
Solid: Strength +2, Agility +2, Endurance +2, Toughness +4, Vitality +2
Gravity: Magic +6, Spirit +3, Soul +3
Wind = Yellow
Gust: Agility +4, Magic +4, Spirit +2, Soul +2
—> Storm: Agility +4, Magic +4, Spirit +2, Soul +2
Gas: Strength +2, Agility +4, Endurance +2, Toughness +2, Vitality +2
Kinetic Energy: Strength +4, Agility +4, Endurance +4
Lightning = Purple
Ionization: Magic +6, Spirit +3, Soul +3
Fission: Vitality +2, Magic +6, Spirit +2, Soul +2
Fusion: Vitality +2, Magic +6, Spirit +2, Soul +2
Metal = Iron
Ionic Conductivity: Magic +6, Spirit +3, Soul + 3
Matter: Strength +4, Toughness +4, Vitality +4
Antimatter: Strength +4, Toughness +4, Vitality +4
Light = White
Ultraviolet: Magic +6, Spirit +3, Soul +3
Infrared: Magic +6, Spirit +3, Soul +3
—> Electromagnetic Radiation: Magic +6, Spirit +3, Soul +3
Energy Transfer: Vitality +3, Magic +6, Soul +3
Cleansing: Endurance +4, Magic +4, Spirit +4
Dark = Black
Ultraviolet Absorption: Magic +6, Spirit +3, Soul +3
Infrared Absorption: Magic +6, Spirit +3, Soul +3
—> Electromagnetic Absorption: Magic +6, Spirit +3, Soul +3
Energy Storage: Vitality + 3, Magic +6, Soul +3
Contamination: Endurance +4, Magic +4, Spirit +4
Life = Green
Bacteria: Endurance +4, Vitality +8
—> Cells: Endurance +2, Toughness +2, Vitality +8
Order: Strength +1, Agility +1, Endurance +2, Toughness +1, Vitality +1, Perception +1, Magic +2, Spirit +2, Soul +1
Bonds: Base Stats +1, Soul + 3
Death = Gray
Asphyxiation: Strength +2, Endurance +2, Toughness +2, Vitality +6
—> Deprivation: Endurance +2, Toughness +2, Vitality +8
Entropy: Strength +1, Agility +1, Endurance +2, Toughness +1, Vitality +1, Perception +1, Magic +2, Spirit +2, Soul +1
Severing: Base Stats +1, Soul + 3
Space = Silver
Vacuum: Magic +3, Spirit +3, Soul +6
3 Dimensional Geometry: Perception +8, Spirit +2, Soul +2
Multi-Dimensional Geometry: Perception +6, Spirit +4, Soul +2
Time = Gold
Soulform Temporal Acceleration: Agility +3, Perception +6, Spirit +1, Soul +2
—> Temporal Acceleration: Agility +3, Perception +6, Spirit +3
Temporal Relativity: Perception +8, Spirit +2, Soul +2
Pause: Perception +6, Spirit +6
Mila’s Laws:
Dark =
Obfuscation: Agility +2, Perception +2, Magic +4, Spirit +2, Soul +2
-> Shadow: Agility +3, Perception +3, Magic +2, Spirit +2, Soul +2
Light =
Hologram: Agility + 2, Perception + 2, Magic +4, Spirit +2, Soul +2
-> Illusion: Agility +2, Perception +2, Magic +3, Spirit +3, Soul +2
Fire =
Rage: Spirit +8, Soul +4
The Courtesan: Base Stats +1, Soul +3
-> The Muse: For the Future
Water =
Calm: Spirit +8, Soul +4
The Tactician: Base Stats +1, Soul +3
Life =
The Healer: Base Stats +1, Soul +3
Bonds: Base Stats +1, Soul +3
Death =
The Reaper: Base Stats +1, Soul +3
Severing: Base Stats +1, Soul +3
Isaiah’s Laws:
Speed
Gust: Agility +4, Magic +4, Spirit +2, Soul +2
Bolt: Agility +4, Magic +4, Spirit +2, Soul +2
-> Storm Speed: Agility +6, Perception +3, Spirit +3
Defence
Solid: Strength +2, Agility +2, Endurance +2, Toughness +4, Vitality +2
Hardness: Strength +2, Endurance +2, Toughness +6, Vitality +2
-> Iron Defense: Strength +2, Endurance +3, Toughness +4, Vitality +3
Attack
Incineration: Magic +8, Soul +4
Ravaging: Strength +6, Agility +3, Vitality +3
-> Blazing Destruction: Strength + 4, Agility +4, Magic +4
Regeneration
Tranquility: Spirit +8, Soul +4
Regeneration: Endurance +2, Toughness +2, Vitality +8
-> Hydro Healing: Vitality +8, Soul +4
Diana’s Laws:
Fire =
Spark: Magic +8, Soul +4
Water =
Frost: Magic +8, Soul +4
Dark =
Night: Magic +6, Soul +6
Light =
Day: Magic +6, Soul +6
Life =
Flesh: Endurance +4, Toughness +4, Vitality +4
Death =
Necrosis: Endurance +4, Toughness +4, Vitality +4
Epecteos's Laws:
Void Slice: Magic +8, Soul +4
Temporal Flux: Magic +8, Soul +4
Regeneration: Endurance +2, Toughness +2, Vitality +8
Soul Poison: Soul +12
Illusion: Agility +2, Perception +2, Magic +3, Spirit +3, Soul +2
Shadow: Agility +3, Perception +3, Magic +2, Spirit +2, Soul +2
Bolt: Agility +4, Magic +4, Spirit +2, Soul +2
Iron: Strength +2, Endurance +2, Toughness +6, Vitality +2
Blaze: Magic +8, Soul +4
Rain: Magic +8, Soul +4
Stone: Strength +2, Endurance +2, Toughness +6, Vitality +2
Gust: Agility +4, Magic +4, Spirit +2, Soul +2
Rough Stat Minimums per Rank
The below numbers are the average of a cultivator's base stats at the first level of a rank for those with the minimum possible class rank and a race of equivalent grade, without Laws being taken into account nor any natural treasures
E: 3 + 324 + 72 = 399
D: 327 + 5184 + 540 = 6,051
C: 5511 + 58,320 + 3,888 = 67,719
B: 63,831 + 559,872 + 27,216 = 650,919
A: 623,703 + 5,878,656 + 186,624 = 6,688,983
The above calculations include stats from the rank two previous + stats gained from the last rank + stats gained from the first level of the current rank.