Level up
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The BasicsIn order to level up, you must meet the conditions below. Once you do, make a request in the Tribunal forum and follow the template!
- You must have finished a thread where your character successfully conquered a difficult challenge that physically or mentally pushes them to their absolute limit, leading to their growth as an adventurer. You must make a minimum of 5 posts in this thread with no less than 2500 words spread among them. Keep in mind
- Your adventurer must have earned and distributed at least 1000 AP (the starter AP count toward this). No stat should be below H-rank and at least one stat must be at D-rank or higher.
In-character Information: Due to the nature of leveling up, not many Adventurers are able to go beyond level 1, even when they have incredible stats. Level ups don't happen often in DRP, but when it does, it is an incredible and celebrated event. Although your status is kept between you and your god, level is public information. Aside from having to report it to The Guild, Adventurers also keep tabs on one another.
Important: It may be tempting to to pump all of your Ability Points (AP) into your primary stat(s). However, each of your stat helps you conquer the hugely diverse Dungeon in different ways. For example: characters with low vitality may find themselves unable to withstand poisonous environment while those with low agility may not be able to outrun slow but deadly monsters.
Level-up PerksWhen you level up to level 2, you MUST pick a development ability. After level 2, you may choose: Skills (1), Magic (1 spell), or 1 development ability when you level up. You currently can only have up to 2 Skills and 3 spells; however, you may take as many development abilities as you would like.
Basic AbilitiesWhen you level up, all of your basic abilities (strength, vitality, dexterity, agility, and Magic) resets to zero. Don't worry, the old stats remain the same, but become hidden; they carry over. Think of the old statuses as a new, invisible baseline. A level 1 fighter with a high strength score will not lose to a level 2 mage with low strength in an athletic contest. In essence, leveling allows you to increase your stat beyond the 1000 points limit. The stats reset because it's easier to keep track of then saying somebody has 1500 AP in a stat. Level up is also great because it is the only way to gain Development Abilities.
Development AbilitiesUnlike Basic Abilities, Development Abilities enhance Adventurers in a specific area. They are also categorized into ranks from [I] 000 to [S] 999, however, they are more difficult to train.
It costs 2 ability points to increase a Development Ability by 1. E.g. to increase from [I] 000 to [G] 100, it will cost you 200 AP. Where as a basic ability like Strength would only cost you 100 AP.
Important: Development Abilities DO NOT reset on a level up.
Strength
- Crush: improves one’s ability to crush their target with weapons ranging from medium to large in size
- Fist Strike: improves the power of one’s punches
- Power Kick: improves the power of one’s kicks
- Rush: improves one’s ability to charge through enemies or slamming into a specific target
- Clinch: improves one’s ability to physically restrain a target unless the size difference is too large (if you can't visualize it, it's too large)
- Diving: improves one’s swimming ability and increases the power of one's physical attacks underwater; this rare ability usually manifests in those who often work at sea
Vitality
- Abnormal Resistance: negates the effects of abnormalities such as poison and acid; one's equipment
- Magic Resistance: negates the effects of pure Magic attacks; this ability manifests most commonly in magical practitioner. It does not negate things such as physical manifestation of Magic, only pure energy or arcane Magic
- Mind Resistance: negates psychological attacks such as mind blast, illusion, mind control
- Numb: negates pain; it persists outside of combat as well
- Recuperate: upon exhaustion, one’s stamina will recover at an improved rate
Dexterity
- Gore: improves one’s ability to inflict precise attacks on enemy's weak spots, causing devastating damage; only works on enemies one has encountered a lot of times
- Hawk-eye: improves one’s visual precision and perception
- Deflect: improves one’s ability to parry coming attacks
- Ambidextrous: improves one’s dual-wielding ability and other tasks that require both hands; this ability only manifests in those that are naturally ambidextrous
Agility
- Evasive: improves one’s ability to dodge
- Sneak: improves one’s ability to stealth
- Nimble: improves one’s ability to perform acrobatic feats
- Climb: improves one’s ability to scale vertical challenges regardless of scale
- Mage: improves the power of one’s Magic, its effective range, and the efficiency of mind (mana) use; this ability also creates a Magic circle under one’s feet to assist with spell-casting. You may only take this if you had chosen Magic as your starting package.
- Spirit Regeneration: automatically regenerates mind after spell-casting; this ability does not prevent mind down
- Healing: improves the effects of healing spells and allows one to weakly heal other simply by touching them. Healing touch expends one's mind (mana) and requires one to maintain physical contact; it is also inferior to healing spells, however, it does not have a casting time
- Mystery: improves one’s ability to create magical consumables such as healing/mind recovery potion and salves with a variety of effects; it also covers the creation of small magical reagents such as dust, etc
Utility
- Luck improves one’s karmic standing in the universe
- Temperature Resistance: dulls one’s sensitivity to extreme temperatures; however, it does not negate the effects of these temperatures (e.g. frostbite, hypothermia, burning, dehydration, etc)
- Improvised Fighting: improves one’s ability to use the environmental objects as weapons in dire circumstances
- Treatment: improves one’s ability in first aid and medical emergency; this ability is a dexterity-based ability and only manifest in people with medical background
- Weaponsmithing: improves one’s ability to handle and work with metal related to weapons
- Armorsmithing: improves one’s ability to handle and work with metal related to armor
- Mixing: improves one’s alchemical ability be it to create medicinal solution, poison, or other chemicals such as acid
- Leatherwork: improves one’s ability to handle and work leather
- Weaving: improves one’s ability to handle and work cloths
- Carpentry: improves one’s ability to handle and work with wood-based weapons (bows, xbow, staves, wand, scepters, etc.) and furniture
- Architect: improves one’s ability to design building
Special Abilities
These rare abilities may only be taken as part of a reward. Look at the color-coding to see what category they belong under.
- Swordsman: Improves one’s mastery in one-handed swords
- Lancer: Improves one’s mastery in spear-like weapons
- Hunter: A rare ability that improves one’s fighting ability against monsters that one had encountered before; it will only manifest in those who have killed many monsters of the same type in a short period of time. This ability is incredible difficult to obtain


