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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.

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