Post by Dr.Kran on Dec 25, 2017 6:04:57 GMT
DOMAIN CONDITIONS : Imbued stealth physics with metaterrainium and mediterranean conversion imbues = DOMAIN CONDITION : Unshrouding.
The declarations of this domain/field condition/effect is permanent and on the scales with it's own value and it indicates/displays it's own terms/rules as most and since there were no counters for this term that affects all through chronology/national through paradox/dimensional imbuedments all effects with the terms of defiance will be treated as less on the scale while the present/visible balance/faction terms/rules which are lesser on the same scale are unaffected through unequivalence will not take effect with the current effect which is unaffected and is also most with their own terms making the only confliction as an unclaimed/declaration. The effect that is now present has it's own scale and any under it must be placed on that scale to have value. This is the first domain condition which is valued as 'most' on the scale. The stats indicates/displays a full estimation/result between existing certain/specific properties materials which allows all to have specification/declaration. Constructing/Unshrouding takes 10 hours apart for a successful round-off while in confliction of battle, the enemy must complete all moves for you to make your next move, first strike is detection. In chambers/dungeons the moves/action terms do not take effect and you can freely/fully be flexible but leaving the dungeon with a powerful item will have a delay in unshrouding per it's statpoints unless the dungeon already had history unshrouded, "it's recommended to use 1 use items to speed up unshrouding" if you own a dungeon/chamber.
- TIPS and additional effects from the domain condition terms.
- You can use edited unshroudments but if your opponent has copied/quoted here and labeled it as archived then it will take 30 hours to unshroud if any changes were made at the same time that it was archived, if it's forgery then on the link will reveal the enemy's location and be labeled as a saboteur psychologist depending on your sensor stats and your enemy's stealth. Any changes/edits done requires new unshroudments or 30 hours worth of checkpoints from 1 main hero, the rest would remain unshrouded while this happens to be treated as unshrouded, (this effect can stack). There are a few ways to protect your information, I recommend making fresh unshroudments instead once you believe it's perfect for reshroudments. I recommend withdrawing it from unshrouding and start fresh instead of waiting for 30 hours to regain unshroudment, they could be stalking you, just waiting for you to make an quick edit then it changes and you have to do this same process all over again, a good strategy for time travelers, it's like "a bird flew pass your head, and without it, it causes everything to be different", legendary/mythical effects however are safe however but must not not exist otherwise there would be an interference from somewhere, all legendary artifacts can have edited information without being affected by the shroud stunners. Any unshroudments that were changed in the past and you have displayed the original here then all requirements of future unshroudments go unmet and all is sabotaged (Fakes are unacceptable but only if the time that you had placed is earlier than that of the new, later changed version, be sure to capture all information otherwise this will reveal your location to the owner if it doesn't match and these effects exclude any checkpoints which can later be edited.
- You can freely/fully do moves 10 hours apart to have it treated as a round-off from and any less than 10 hours will not take effect while using this national boost, but if it isn't active in your nation then this dimensional/global effect will not be required unless in conflict with this type of nation which do or not have unshrouding progress.
- Trading/Exchanging unshrouds instantly. Terms like lvl/Exp, lair/sphire, castle/base, land/field or chamber/dungeon counts as separate to this effect which you can unshroud items from. In a chamber/dungeon you have infinite/unlimited moves but still requires that you unshroud when entering a field with a national unshroudment term. You are the crypt lord of your domain and it is in your decision on what progress you may have, lvl/experience terms however is countered by physics/intellect which is countered by first/affected results/estimate which has a present protection/effect in play meaning if there's a scale/value that's already present/visible then it can't be countered if terms are already met.
- Battles have quicker round-offs which
DOMAIN TERMS : This national boost has the effect first/affected result/estimate and ereversable/unavoidable protections/effects
meaning the effects can't be negated, it also protects other national
boosts that are aligned layered as equivalent enough to be treated as a
value on the scales of equivalence as an existing national as boost
II/Above properties/declarations meaning
your nation boost is your own decision to make as long as it doesn't
have an against term for this national boost. The increase of
unshrouding rate is negated if a conflict between your region and an
enemy with these domain terms/rules.
Unshrouding Boss/Attack
You are identified/displayed as a category, scroll down to the green/purple if you wish to skip the full details.
Contliction Effect/Unshrouding Enemy (no need to read most of this stuff, I've already explained so much so far but feel free to go ahead, some content here is supposed to be removed as it was revealed many times.
Confliction effects protects all nations from instant conflict with superior attackers that can have access to boundaries which are nearly impossible to defeat. This is an effect that you can enable or disable on your map to protect your nation. You are free to have the declarations of unshrouding on your nation for protection to define the separation from the attacker and your base, the effect is the time it takes for the character to fully take effect when activated hence the results are fully estimated with their declared stats as soon as they arrive, giving you plenty of time to attack, there will soon be a better version of my feature, per a day your target can declare a build up from speed or construct to the set statpoints.
FIELD BATTLE AND CONFLICTION EFFECT : Unshrouding/Finding : The lands are large and for instant conflict your statpoints must be 950 under, all will be delayed if it's above 950 meaning the unit would have to be constructed or aged/existed to be treated as 950 which is through a daily separation of building time combined with your unit's or ruler's construct/train or birth/leaving statpoints which will then be treated as legit enough to reach the enemy, you only have to do this once for it to be able to take effect, you can find out more in the read more in the declaration guide about laborers/builders.
When the battle begins all estimations/results are in all differences/calculations and the all is decided by you and your opponent.
Rounds and Round-offs
Round-offs are triggered by moves and when all moves are used/passed then a new round starts.
Non-Required
You can either declare your statpoints for easier declaration of victory or not, this is a flexible nation term that isn't requirement but it does increase chance of success on the field of declarations.
1 stat is your natural character abilities which is treated like 1 werewolf/hunk strength or cyclops strength so you are stronger than others in your character's category however it's still counterable by metaphysics through the use of statpoints and declaration, you can make basic units with 250/maximized with the full total/boost statpoints in calculations gains +25 construction/training rate added to them and your hero/main structure/character can have a maximum default of 950
statpoints with this nation boost effect, going above will result unshrouding for both units and mains from, to do this you need a basic/default to unshroud them with their total construct/shroud stats which is daily until it reaches a the total statpoints above the starter basics/defaults otherwise it will be unable to reach the nation because of the known cause being a declaration that's beyond reach for unshroudment resulting eternal shrouds for an unusable mythological or legendary character/structure. All of their special skill categories are separate to the statpoints so feel free to use those also, statpoints only estimate/result as extent/amount while your character's natural physical abilities are just as effective. Your nation's nature effects can have effects of their own as well such as whether or storms, keep in mind that you are entitled to your own methods of ponder, statpoints simply improves your own skills on the battlefields.
Hero/Main Character/Structure
Your nation can use this effect if they have started with any hero/main characters/structures have a total up to default of 950/under statpoints with 30 civilians/builders that all has 2 statpoints. Or 950 civilians and a hero with 30/under statpoints. A hero can be strong and basic as well, head to the stats of basic classes and label them just beneath your hero/character which costs 1000 to unshroud another.
Building and Existing
You can build or exist from/with any hero/main character/structure on your existing land/nation which has a default of +50 construct along with their servants which has +25 construct each. The difference from starting a nation is that all confliction is instant compared to those that had not made any building declaration, hence the effects are either without statpoints which are instant conflict from them there so or if they had any with declared statpoints they must make statement on how or why they exist by starting through age or travel to build up from unshrouding of statpoints. (constructed units/buildings can't make a move on the same round-off that they have been summoned/created at)
For example, to target a nation that has the unshrouding effects with a character that has 1 million or infinity statpoints you must first unshroud the character's age/existence process to fully unshroud his effects to fully use him. Unshrouding time for limitless in statpoints is eternal and must be declared in other ways such as natural 1 stats. You can have 1 infinite strength and the results are instant. Which is why I've added categories to notice certain effects and stats.
Stats
Category/Effect or Terms/Condition (name), Infinite (name) or boundary (name) : Counters all in the same exact way of the declared/stated name for a category, this was made for omni/demi gods and magic and other protection, this effect doesn't add x+ amount to any statpoints but it can have declarations in any flexible way that's chosen by the user. For example (infinite strength counters
all damage, immortality counters all damage, which means you would have to be smarter with counters and inventions with your own original style. This is the main effect for all to take place, in other words 1 you strength is well defined in the category of your choosing by stating category name of an inexisting stat. The terms you make must be entirely met otherwise it won't be countered except through metaphysics. You can't add legends/myths to your opponent's myths but you can make your own legendary methical therms in the custom category stat. The items written can't be obtained unless the source was given, etcetera etcetera etcetera.
Basic Classes : (These makes the game less complex or requiring to play, simply copy and paste them to your hero)
RULER/KING, KING/QUEEN, EMPEROR/HERO, BOSS/MASTER, without stats the hero can kill non-armored or non-deflecting troops/heroes and the more kills increases their experience in unshroudment level based on the enemy's stats/basics, your hero can do a flexible variety of and per each round-off your hero can level up in that skill by +1, having per x1 of 10 skills increases your hero's level by +1 and when he/her prestiges/aged then gains the prestige effects as promised. Skills can be wood cutting, smithing, inventing, invention type, arcane, arcane type, science, science type, etc, etc type you are 100% flexible as a basic hero. Gold/Artifact collecting/making or claiming/achieving is a permanent skill while experience. If already existing, unshroud them with these instantly and they will be treated as basic level 1.
SKILLED/ELITE WARRIOR/KNIGHT, without stats the warrior can kill non-armored or non-deflecting troops but does not meet with all terms which means you must be flexible in combat, sword/spear kills then delays on next round-off, hammer/axe stuns then kills on next round-off, Polearm/Maul delays then kills on next round-off, Flail/Whip Stuns then stuns on next round-off, Bow/Gun for these to fail you will have to counter them in flexible terms. A warrior/knight levies 2500 gold of a specified national/regional currency and makes tolls for only basic kingdoms without using stat amount can train/hire these at a cost of 2500 gold and food of the kingdom which is flexible from min 1 daily food/drink to max 10 food/drink which raises happiness/moral and that increases the survival chance against other warriors while killing them the more food the better per round-off, you can also unshroud with them by 10 and x100 per prestige unshroudment per round-off to an item/place. They're not invincible, they can still die if you fail in skill and power terms. They can unshroud 10 attacks per round-off which can also deflect 10 attacks. They do not gain any exp but are deadlier than your average knight and does not need any stats to defeat an enemy but are countered by flexible terms which must be countered or the result is the estimate effect which is unavoidable. A weapon effect can be a combo but in flexible
terms you can attack with any amount of attacks on the same turn but
have it treated as one.
THROWING/ARCHER AXEMAN/SWORDSMAN, a hybrid of both melee and range, kills archers and dies to warriors. They can also evade archer attacks in flexible terms depending on arching style meaning techniques/equipment and can be killed by a skillful swordsman or knight if off guard of close unshroudment of 10 then the result is death or flexible terms. They can unshroud 10 attacks per round-off which can also deflect 10 attacks. They have flexible terms and can also unshroud 10 and x100 per prestige. They can cut down trees but doesn't gain exp, they can help build and not achieve anything, only through unshroudment may they cut down 10 trees per move. Their moves are 1 max. A weapon effect can be a combo but in flexible
terms you can attack with any amount of attacks on the same turn but
have it treated as one.
MYTHICAL/MAGICAL or SUPERNATURAL/LEGENDARY, has flexible terms of 'giants' which can do flexible terms of killing rate multiple targets from min 1 size vs 10 land types but can be killed by flexible terms to min 100 size vs 75 land or 10 air type but can be killed and max 1000 vs 150 land types or 300 air types, it takes an enormous amount of flexibility and force/skill in strategy/diplomacy to defeat 1 giant but will likely kill all unless you have a stronger giant but... There's no easy way to kill them except by behind attacks or severing which are in the races of Dino/Jurassic, Humanoid/Fiend, Beast/Amphibian, Specter/Phantom, Djinn/Genie, Machine/Contraction, Tank/Vehicle, Cyborg/Designed, Steamwork/Steampunk, Mutant/Freak, Shapeshifter/ Ghost/Spirit, Zombie/Undead, Vampire/Werewolf, and have titles like pirate/lord and etc. Choose in cap format though or don't. Vampires/Werewolves, shapeshifters/evolution or other conversions/summoners, can be flexible and make new hybrids/versions of themselves and can have flexible terms of personal/support strength/arcane, Tiki/Elementals can only do elemental/material curses/hauntings, Predators/Omnivors can't be stopped/trained without certain flexible terms and requires level 500 hunter/training to find/train them. Genies/Demons or the Paranormal/Supernatural can possess another person's body to avoid death/concealment but in flexible terms can be countered, they can also kill in terms and are difficult to find and requires level 500 scavenging/scouting to find them and requires a specified slayer level of depending on their level with help of flexible terms, they can be convinced to join or be allied or other hired/convinced category you with flexible terms, they can also unshroud anything you want instantly if their terms are varied but can't target a specified name/location without discovering it first.
TRAINED/HIRED APPRENTICE/PET or CUSTOM/ORIGINAL, they are as flexible as the hero depending on what skill they've trained them as, from the population of choice. They are easier to kill by any basic class unless you've prestige atleast once, but on the same prestige will require another.
WEAPON (type) : These can be flexible but are deadlier if used by the right classes. Sword/Spear, Gun/Bow-Arrow, Hammer/Mace, Scythe/Naginata, Whip/Flail, Physical-Object/Imbued-(physical object) can kill a target without an material/flexible-term counterpart, attacking the target unshroud the armor type but if original armor then they must specify the material then continue to the result and estimate, if they survived because of block/deflect or evade/dodge then the selected target per round-off will be auto-attacked, flexible terms like aim for vital/weakspot, petrify/stun, teleport/warp and conseal/grip. A weapon effect can be a combo but in flexible terms you can attack with any amount of attacks on the same turn but have it treated as one.
HITMAN/ASSASSIN, THIEF/VILLAIN OR SPY/SABOTEUR, Can kill or deceive anyone and sabotage/ruin anything in terms but can't be caught unless there was a special guard term or secret code, beware anti spies.
Hero/Main (number/name and terms) : Heroes have their own flexible skills/terms and has exactly 950 statpoints, per each prestige point will result unshroudment of 1+ hero per each prestige will also give your prestiged hero a tiebreaker even against basic classes. A basic hero can kill a hero without the need of stats but can't have stats and must prestige by getting kills from units with stats but isn't invincible if they're matched by flexible terms of special stats, head to the basic classes to learn more, they have the easiest method of achieving levels before others but are countered by specialists which themselves can have. You will also unlock skills/abilities as you equip certain items, your basic hero can die only through flexible terms such as vital hits which is nearly impossible because of the non-requirement for stealth but against other basic heroes, it's required but their weakness is 10 unshroudment per 10 hour round-off apart but during battle/war there are no requirements with unshroudments, attacking local enemies that you have or of other regions is their means to getting a higher power level, every move counts as exp whether attack, magic, deflect, dodge, and healing, flexible terms like training obstacles can assist on this but the round-off is 10 hours otherwise all actions will not take effect and vanish as a mythological unshroudment of unknown phantom history.
Rank/Level (Number/★): Level 1 for hero/main characters/structures is 25 free statpoints to any and each stats of their choosings and it costs nothing for each. Level 2 costs 4500A/4500O, also 4500O maxes are free and the same term goes for other levels. When you reach 4500A/4500O you can't exceed it and it will cost/require exactly that and you'll be ranked/leveled up to II for the cost of the exact. Each number costs atleast 100,000A/100,000O to upgrade and by doing this I suggest adding stars to indicate how powerful they are. The more of them you have the higher nation status you have meaning your unit/structure can use certain stats for free but can't exceed that of MAX FREE stats each, you must level up again to go use 100,000A/100,000O and 500,000A/500,000O then 100,000,000 to 500,000,000, the 1 and 5, you get the ideal of what may be next by x3 ,000. Per each rank adds on to your nation's boost stats by +50 statpoints.
Prestige/Age : Once you've achieved level 100 you can prestige to level 1 and obtain a tiebreaker and all stats will have the prestige success meaning it will cause a tiebreaker unless on the same prestige/age level, the higher value the better the chances you have but can't counter flexible terms. Get 10 prestiges for level 500
Trackers/Calculation: Adding total calculation numerals on the side of each stat body (), you will gain boost success depending on how percentage you are in calculists accuracy/equivalence (will not take effect if your calculations were inaccurate/unequivilent) and the total of 300 success boost is the amount gained.
EXAMPLE
health 1 :damage 2 : dodge 2 (5)
speed 2(2x10=20), ferocity 3 (5)
(250 + / 0 \ = 10 statpoints)
If 100% have trackers in an organized manner meaning body stats, damage stats, reach stats, travel stats, special stats and related stats will result a +50 success boost stat added to any location you've chosen, separations do count.
Secret/Stealthed : It isn't required for you to specify the unit but you still must unshroud them to make them take effect. Any top secret units can be later specified when attacked by a enemy, otherwise it will remain stealthed and lose equal to specified health or other invisible term.
Health/Hitpoints : When 0 results death
Extent : Increases hitpoints extent by +1x meaning a survival.
Recovery II : Another hitpoint which allows you to regain stats during round-off. (-50 statpoints per each)
Stun : Another like damage which prevents your target from moving if they have lower recover per round-off. (-50 statpoints per each)
Heal/Repair, regeneration/autorepair (target/self): Increases health (-50 boost if unspecified +25 boost statpoints if only a specific target +50 if for a specific type of ally). Vampyrism/Leech : (target) which restores health from (specified vampyrism) damage.
Improvise/Skill : All components for the target and terms are improved by x amount rate, this means larger restoration.
Upgrade/Improve : You can add stats to a target on the same move with the same construction terms in duration of effect meaning it would gradually be added until it is fully successful in construction upgrades. But it costs as an extra move.
Construct/Materialization, Production/Payment, unshrouding/existing, Recruit/Hire or Clone/Growth (method or source) : Units become usable once the terms are met and are 100% fully constructed/payed, trained/hired and unshrouded in indication/display making all the requirements met. A constructed +25 rate with this stat for the unit that's being summoned through the use of a specified method or source. (Living people can only be unshrouded/existed, cloned/grown or recruited/hired through payment/production while others use the method of production/payment or constructing/materialized.
Focus : The default is +1 which is worth 50 statpoints each, meaning you can do multiple actions before finishing one.
Constructing triggers focus meaning you can't do another move until your construction's completed. Tip, in the calculations for total statpoints, you can instead use 'cost/requirement' as a substitute for statpoints, examples.
(100 statpoints + '/ not' 100 boost '\ from' = 200 statpoints total used)
(100 statpoints + '/ not' 100 boost '\ from' = costs 200 '+more amount' 'name')
The higher the cost the more it's value when selling for currency.
You can also reduce the cost of a unit with the remainder of your boost statpoints for basic units.
Cost/Requirement (name) : This stat is free, but it can't be under full statpoints of the unit.
Damage (type/optional) : Reduces health, if a specific type as main/primary damage 'type/optional' then you gain +50 boost statpoints 100 more if it's a separate damage but reducing other armor by -50%. You can specify them as separate damage for them to also not lose the -50% damage to do a certain type of damage or lose all of the effects and state it as hybrid specified damage doing different types of damages in 1 weapon type. Physical is matter, sound crush, slash, pierce, impact and melee, explosive, range attacks, elemental is physical, water, fire, air, light, energy, chemical is physical, poison, acid, plague is virus/infect, magic/arcane is effect/affect to/with physical/psychological.
Cannon/Barrel or Force/Strength, handle/grip, power/energy, rockets/rounds : Increases damage/heal extent/amount by +1x meaning more turret ferocity.
Anti (type) : Increases damage/heal extent/amount by +1x meaning more turret ferocity. (use this and you lose -100 boost statpoints but if it's a specified target like tank/armored, infantry/giant, air/space, sea/caved or a specific living target then you don't have the 100 boost reduction, if 2 specifications then it's -50 boost statpoints if separate. (Other targets only take equal to main damage amount which means the cannons/barrels and power/strength don't take effect).
Hybrid (Main/Chain): The highest damage will be treated as the only damage that's required in statpoints, you can specify existing other builds under or equal to the highest damage and they will all take effect in the same hybrid marked as chain to the main damage. requires/costs -150 boost statpoints and -150 natural statpoints but you can only use physicals/elementals like slash, crush, pierce, fire, frost, electrical, darkness, light, poison/chemical or corrupt/taint (damage per round-off instead), curse/magic (damage per round to multiple targets).
Ammo/Combo or Chambers/Barrels : How many shots fired per round-off 0 mean +1 attack per roundoff which gives you +50 boost statpoints which can be used regardless of terms. At 30 combo it costs 1O each.
Deflect : How many combos you can stop if they're under your total damage, but fails if higher. If specified terms of magic or skill are used then you can return the attacks to a target with accurate specification of why it deflected. x2 damage taken if damage deflection isn't specifying what it countered through magic skill certain elements. At 30 dodge it costs 1O each.
Mining/Pickaxe, Borrowing/Digging and Terra(name)\(name)forming/Terraforming : Increases the damage against ores/materials or golems/structures by +1x meaning better mining equipment.
Hitchance : If this is higher than the target's dodge, then your attacks won't miss unless luck takes effect. At 30 dodge it costs 1O each.
Dodge : How much ammo/combo could be dodged per round-off. At 30 dodge it costs 1O each.
Luck : Increases success of hitchance or dodge by x amount and it also and if higher it's doubles your moves.
Natural/Original (name) : This can be any stat but in different terms.
Armor/Protection and vamprysm/leech (type/optional) : Reduces damage, if a specific type as main/primary armor/protection 'type/optional' then you gain +50 boost statpoints 200 more if it's a separate armor but reducing other armor by -50%.
Plates/Layer (type : Increases armor extent by +1x meaning thicker armor.
Travel : Thanks to Tomeka Tando you can unshroud items by unshrouding with equipped items/skills while using units speed + travel which is separate to construct skill and is treated as an existing item that can't be constructed but can be improved. Heroes/Main characters can increase unshroud speed x rate while the lowest with you can reduce it to their max amount if attempted to help, this is a solo move. There are also travel types below that's increased in stats depending on map. Unshrouded items/skills does not have a delay and instantly takes effect as soon as it's present from successful action.
Speed/Rate : Reduces target distance and also escapes from damage if higher than range. This can also be used to unshroud with + combined speed and x times if you're a hero/main character/structure.
Ferocity : Increases movement rate by +1x meaning faster movements.
Range : Increases your ability distance.
Mortar/Howitzer and Barrel/Trigger : Increases range extent by +1x meaning an longer range.
Stealth : You can't be targeted per stealth, but while firing +1 sensor added to target, while stealthed you are protected from all triggers but not passives.
Jammer : You can reduce a target's sensor adding +1 cloaking all allies from radars and sensors
Cloak : Increase stealth/jammer extent by +1x meaning an more effective avisibility (invisibility).
Sensor/Watch : You can attack stealth targets if your sensor is equal or higher than their stealth.
System : You can tripwire a target's stealth by adding +1 uncloaking all present/visible enemies.
Scanner/Focus : Increases sensor/tripwire extent by +1x meaning your sensor is amplified.
Weakness/Survival or Need/Requirement: (This passive stat doesn't require statpoints or even displays/indicates as one) Adds on to the damage or stats of any specified causes or any negative chain effect with an friendly effect and if at 50/above then it gains +50 boost statpoints, any other weaknesses are linked to the current ones gain +25 more boost if additional. If weakness is specified as both basics of physical/elemental weakness then the boost is instead 200 boost statpoints.
Transformation/Fusion : (This passive stat doesn't require statpoints or even displays/indicates as one)
Transformations units takes extra time to build + statpoints per every transformation equal to the exact amount of the transformation if it's in (Same/Natural ability) but doesn't cost extra the extra statpoints ifthe HP or Reductions are the same/pure amount that was lost. Hero/Main characters/structures aren't doesn't have the requirement/cost.
Insurance/Restore (terms): (enter stats/terms) (This passive stat doesn't require statpoints or even displays/indicates as one) get the unit back after death/uses after 30 days) worth 1O statpoints each, +1O more to remove from the default of the 30 to max 15, to exceed it is worth 10,000O statpoints each days duration -1 day. (In terms it can be flexible)
Progress/Success (specified stats/term flexible/optional) : (Enter category/terms result/estimate flexible/optional) Increases success rate in a certain/specific or multiple/variety stats/terms being successful, there is no limit (not required to specify anything). Unlike sabotage, this skill supports multiple content if you like just for by being present on the nation or leaving your permanent result.
Sabotage (specified stat required with chain effects if you want such as damage/conversion): Creates a weakness in a stat depending their success being lesser than. A hero can recover after 30 round-offs, reduced by -1 per recovery which can also be sabotaged for the cost of 100,000O per recovery. The target must be sensed to be sabotaged rendering it temporarily/permanently useless unless they have insurance/restore which can't be countered. (This is a non-supportive skill that requires specification.) (Sabotage does not stack and it can only be maximized to the most, freshly sabotaging a target resets the recovery time)
Conversion (specify terms accurately) : Requires accurate an specified/defined term that indicates declaration in accurate terms through deception, manipulation, bribery 'decided by opponent', ransom, reconstructing, threatening, tempting, or worse, sexually., maybe they like her...
Charisma : Your character's sexiness and attractiveness which can be added to your character by your opponents through their unshrouding of your display/indication that reveals your appeal, that and other benefits like how they may mention your strength being an challenge or weaknesses if they're on the upper hand in winning chance but this unshrouding method is called exposure, noticing existing naked parts on a character that's truly exposed to certain elements.
Sense Target (name) : This only allows you to sense a specific target type on your scanners/sensors which results a +50 boost statpoint if only 1 target can be sensed. You can gain 500 boost statpoints if specified as none-permanently and if as an item/guard them it's only +100.
Sense Target II : If you choose a second target to scan from your sensor/scanners then you lose the boost of Sense
target I of +50 statpoints.
Action/moves (term) : How many actions can your character/unit make per round-off, max 2 + , default of 3 + for heroes/main characters/structures +1 is worth 50 statpoints and after +10 max is +1 Rank/Level II and above is required to level up this stat which is once each. (+50 boost statpoints gained if only 1 action and 150 for heroes/mains), national default is 0 moves. Sabotaging moves/moves requires 300 sabotage for 1 move/action of the duration of the same round-off. Using your moves triggers all stats to be used on the same move excluding healing targets or constructing buildings/units. You can enter flexible terms of relying to have it treated as 0 statpoints gaining 100 boost statpoints. (can't make a move if you've just unshrouded your moves or stats or item/skill) You can also divide moves in halves/quadrants or trio/single patterns.
National Rate/Boost : Increases any stats selected, can only be used in nations/factions.
Target (name) : If you choose a specific target type then the unit has +50 boost statpoints which can be used regardless of terms
Target II (name) : If you choose a second target type then you lose the +50 boost statpoints, unless it's specified for weapon II meaning it will be treated as target again giving you +50 boost statpoints. Wall/Gate, Biology/Chemistry, Information/Declaration, Event/Experience, Indication/Display, Guard/Turret, Garrison/Equip, Carry/Immunity, Part/Weapon, National/Faction, Vault/Lock, Cellar/Passage (name/term +50 boost if specified for 1 specific target, none if 2/more protected) : (This passive stat doesn't require statpoints or even displays/indicates as one) A unit with this stat loses -50% natural statpoints total but it can be the only target first before others allied to it unless it protects only the specified or defined in terms making any first strike to this unit before the specified, this effect can reverse and the specified can instead take damage except without the losts or gains, just specify term as protected by or queued to. (Specify name as none and the reduction no longer take effect)
Treasury/Vault, Lab/Archives : Seals anything inside but they can't be attacked or attack from inside. 1 is worth 50 statpoints which can hold a max of 100,000 capacity/storage.
Tie Death, Tie, Support, Tiebreaker or Lose : (This passive stat doesn't require statpoints or even displays/indicates as one)
You gain 150 boost statpoints if you chose tie death, you gain 50 boost statpoints if you chose to tie life, you can support other ties except your own, you gain 25 boost statpoints if you chose to break all ties, 100% statpoints lost in natural statpoints no longer take effect if you chose to lose from a tie unless a support protects you from losts, choosing 2 will result lost of 50% of your boost points.
Faction/Nation : (This passive stat doesn't require statpoints or even displays/indicates as one) +50 statpoint max for nations which also maxes to 100 if your nation boosts has an weakness which means this affects your units/structures in an negative way with specified stats.
Duration/Lifespawn : (This passive stat doesn't require statpoints or even displays/indicates as one) Will die on a set roundoff (number). Increase the duration of your unit/character's lifespawn/duration and they'll gain +100 statpoints. Ifa it's magic/summon it doesn't need health but can still be dispelled/deflected.
Dispell/Deflect (specify terms) : (This passive stat only requires 100 statpoints or even displays/indicates as one) +1/above destroys/cancels and/or uses the target's spell for the cost of 100 statpoints. Terms are flexible/usable to your every reach.
Summon/Cast, Curse/Imbue, Arcane/Magic, Barrier/Field and Mythical/Science (terms) : (This passive stat doesn't require statpoints or even displays/indicates as one) +1/above is treated as a combined material that makes it harder to remove/add cause/effects for the cost of 100 statpoints. Terms are flexible/usable to your every reach.
Reincarnation/Respawn : (This passive stat doesn't require statpoints or even displays/indicates as one) After your unit has died a reincarnation of your character survives. The default numeral for this is 30 days which is worth 100 statpoints and it cost +100 more statpoints to reduce the days. (only for dead characters)
Uses/Ability : (This passive stat doesn't require statpoints or even displays/indicates as one) Will be unusable on set number (number). (gain +100 statpoints, loses 25 of it's boosts per +1 uses/ability if above +1)
Indestructible/Unbreakable (specify terms) : This stat is worth 100,000OXX statpoints and health takes becomes infinite/unlimited. If set as an permanent/temporary money/flag or corpse/plant which can be destroyed/converted, used/removed without any target abilities which can mostly be be placed or used as a weapon and can't be used to construct/unshroud but can be used to hire/construct with value/scale through the use of crafting/exchange with resources/materials displayed/indicated in term of flexible/usable currency/payment otherwise it can't be unshrouded/constructed but archived as a retail plan but if it's for it's own unshrouding/construction then it will unshroud.
The wielder/itself can also receive it's own flexible/usable benefits/methods but at a max of their hands which are default depending on race/condition. Only the equipped flag/weapon damage will be the result unless it's placed/dropped which doesn't cost a move on the same unsheath attempt or if the weapon was already out then it can be used on the same move/action the wielder + the weapon/flag doesn't increase combo/dodge, reducing combo/dodge by -1 up to max of the wielder's combo/dodge will increase unshrouding by +1 each but reduces stealth/cloak by -1 each. (Anti-Tank/Armored) +25 sabotage armor/plates, and health/extent and special sabotage 1 to minimum/maximum of 1 move but damage/sabotage can't be improved vs other targets with x amplifier stats an original anti-tank/armored are treated as the same since tanks are traditionally armored with a material while armored meaning covered with a base protection defined as tank-based.
Name/Description Boosts : Increases statpoints based on the names of the unit/structure which doesn't affect default stats of an archived contributed unless stated in stats. Selecting 2 will lose the boosts, feel free to make your own here to have them approved.
Description Set
Assault: Gain + 25 speed/armor but gain +1 max combo/stealth, Combat: Gain + 100 health and 25 armor but lose 50 statpoints boost, Jammer : Gain 100 jammer and 100 sensor but damage/speed is at max 17 while extent is at max 3, Stealth : 100 stealth but lose 50 statpoints, Thermal Goggle/Scanner : Gain + 150 (sense surface targets) but lose 50 statpoints, (Ruler type) Gain , Dr./(Scientist) : Gain + 50 progress (specified stat) increasing it with special casings + 'amount success rate', (Saboteur/Assassin) : Gain a specialist stats sabotage (specified stat) reducing the target's stat by 50% but loses all +50 statpoint boosts are lost, Tank : Gain +60 tracers and 0% damage from all non-anti tank, non-RPG and tanks, Vehicle/Light : +144 wheel/tracers or feet/servos but loses +50 statpoints, Cyborg/Android : + 150 cloak & scanner but loses all +50 statpoints boosts, (Living category) gain +10 travel by feet, Weapon/Item : Equip +∞ and +∞ uses approved automatically but loses all +50 statpoint boosts. Omni/Demi god/mythical, demon/djinn : Grants 500 boost success name. Description suggestion by Tomeka Tando : (Special Armor) +100 of boost statpoints negated but increase but increases physical and elemental protection increased by boost 75,000 but has a -200 plates penalty as a stat. Description Suggestion by Tomeka Tando : (Wearer) speed and range by 50% reduced from (armor) during day time as weakness in all terrain areas, (material/ore or resource/material 'specify type') : Can be attacked by your own miners/pickaxes or anyone to be used as a specified construct requirement/merge and it's protection and layers is equal to it's construct rate making it harder to mine. Specified as (golem/machine) are unaffected by poison/plague, stun/electricity, scent/smell, cold/hot and feed\leech/vampyrism. Ship gains +1,000,000 health but takes 100,000 damage from fire per round-off if 30 unit without recover units without recover aren't present all it's weapons requires a crew member + it also supports all of the crew 7 dodge support and has a treasury hold of 1,000,000,000.
Inspiration tips
Damage types : Physical/Psychological = Plasma/Impact, Thermal/Fire, Electrical/Energy, Vaporizer/Laser, Iron/Ceramic, Stone/Diamond, Steam/Frost, Flexible/Custom, Pattern/Formula, Chemical/Biological = Tonic/Serum, Antidote/Cure, Toxic/Corrosive, Evolution/Age, Strength/Force, Mass/Matter, Armor/Shield, Field/Radius, Plague/Contamination, Radiation/Radioactive, Virus/Infection,
Magic/Mythological
= Chronology/Teleportation, Cursed/Taint, Blessed/Arcane,
Empower/Imbue, Fiendish/Malice, Subterror/Underworld, Zombatic/Vamyrism,
Method/Plan
= Scatter/Rapid, Semi/Shot, Spread/Contaminate, Pierce/Precision,
Crush/Smash, Slash/Slice, Hack/Intercept, Bombard/Siege, Torture/Demise,
Electrify/Shock, Destruction/Devastation, Demonstration/Show-off
Travel types = Air, land, sea, space and by magical/mythical.
Travel methods = wings/rotors, wheels/tracers, servos/feet, balloon/fan, engine/booster, propeller/cable.
Firing/Unit types = Cannon/Catapult, flak/grenade, bomb/shell, fusion/propulsion, reactor/cutter, matter/energy,
outpost/factory, base/barracks, sphire/lair, sector/center, dungeon/chamber, vehicle/infantry, mech/tank, aircraft/hovercraft, prototype/invention,
No stats results
If you haven't declared your tank's/archers or troop's stats then it's treated with these statpoints that are displayed with these default tank stats.
Basic/Default Tank/Archer (non-declared warriors are strong)
Hitpoints : 100, Armor : 25,
Damage : 2 (2x25 = 50), Cannon 25, Range : 25,
stealth : 1, sensor : 1, Travel by Tracer : 1, Speed : 25,
(Destroyed in a draw vs default tank in 4 shots)
Moves : (+50 statpoints boost for having only 1 move per round-off)
250 / 50 \ = 205 total statpoints
Basic/Default Armored Guard/Warriors (non-declared warriors are strong)
Battle stats
200 health, 150 armor, 250 damage, 50 speed, Nothing can escape their sights
A fast and reliable defender
Full stats
Hitpoints : 10(10x20 = 200), Extent : 20,
Physical Armor : 10 (10x15=150), (+50 boost statpoints for specified armor) Plate : 15,
Slash damage : 10 (10x25 = 250), (+50 boost statpoints for specified armor) Strength 25,
Watch : 125 (125x100 = 12,500), Focus : 100, Travel by Feet : 50, Speed 50
Guard : Protects allies until death but (50% of natural statpoints are lost)
Tie Life : Ties with any same results (+50 statpoints gained)
(Draws in every conflict and can do 100 damage to any with 150 armor)
(50% - 250 / 200 \ = half of original total ) = 125 + / 425 \ 500 statpoints total)
Extra TIP
The commas tells/for separation, the strikes / are for optional, and the braces () are for mathematical display/indication.
You can also host special pvp/event rooms for your own chamber/sector fun without limitations, the charts of progress of kills/experience must display the members/guests of your channel.
New
Stats/Boosts approval now available.