Major Improvements To The Game (NOV 2013)

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12 years 3 months ago - 12 years 3 months ago #90579 by Gallion (Gallion)
Initial Statement: “Don’t Panic”
There is a lot to process. You may not understand it all right away. Don’t Panic! There are three things (applicable to this situation) that I’ve learned about larping in over fifteen years. First, people are often scared of change. Second, change is the only way to improve. Third, nine times out of ten, a change is successful; and the one time its not, the laws of change state that’s its fine to change back. Don’t Panic. This will work.

Some of you will review all the changes we post and it will instantly click in your head and you will INSTANTLY understand how awesome the end result will be for everyone. Some of you won’t see it right away, because to truly understand it, you need to look at the big picture from many different angles, and some of those angles may be angles you’ve never thought of before.

Don’t Panic! Whether you see it or not, this is going to be great!



- James C. Kimball Director, Knight Realms
Last edit: 12 years 3 months ago by Gallion (Gallion).
The following user(s) said Thank You: Jade Peverell (Angel M.)

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12 years 3 months ago - 12 years 3 months ago #90580 by Gallion (Gallion)
Overview: “In a nutshell!”
To start we are making fundamental changes to Starting Level, Higher End Rules and Magic Items. We will also be making some small changes that will have a big impact.

Starting Level will be raised so that new players will have a more developed character for their first few events and be able to interact with the rules of the game in a more in-depth way than before.

Higher End Rules will see the revision of the three basic master professions and the addition of new heroic professions. This finally completes the Knight Realms gaming system, making the high end gaming rules just as fun, engaging and complete as the lower profession game rules. It makes each character more unique and individually useful by forcing characters to make real choices about their skill paths.

Magic Items will go through a massive overhaul. By putting limitations on what you can do with magic items, each individual character will gain back more of their individuality and usefulness. It will no longer be easy to mimic other professions with your items, only augment your own. Their will also be a new “Binding System” which will allow all characters to self attune up to three items. There are a ton of details to this change, but in a nutshell, these changes will cause the flow of special items to spread more evenly and consistently among all the players, regardless of level.

The theme we are working towards is to allow every character to be unique.



- James C. Kimball Director, Knight Realms
Last edit: 12 years 3 months ago by Gallion (Gallion).

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12 years 3 months ago - 12 years 3 months ago #90581 by Gallion (Gallion)
Specifics: Misc

Starting at 5th Level
All new characters at Knight Realms will now start with fifty spent build. The in-game explanation of this is that a basic commoner is considered to have the stats of a 1st level character. All player characters in Knight Realms are considered adventurers, who start above the average commoner. As of this posting, all character cards in the on-line database have had an additional forty build added to them.

Any profession skill that has a listed pre-requisite of level five or higher will be increased by two levels. For example: The Swashbuckler skill, Deflect will have a pre-requisite of level seven instead of level five. Fourth rank spells will have a pre-req of level nine instead of level seven. Any level pre-requisites lower than level five are being removed.

Low-level zone is now from level 5-15. Tower mod is extended to level 10.

Your promo skill pre-requisite is now 120 build in the appropriate list that you wish to buy the promo from.

Commoner List
We are adding the following skills on the commoner list:
Flee - 7 Build
Climb - 7 Build

- These above survivability skills have been added to the commoner list for every characters potential purchase. The fact that these are universally accessible, means that every character who buys these skills, can also utilize them in the new Exceptional Items rules. (magic items)

Master Florentine
We are adding the skill Master Florentine to the following professions:
Assassin and Ronin will get Master Florentine for 4 build, pre-requisite of Florentine.
Berserker gets Master Florentine for 6 build, no pre-requisites.



- James C. Kimball Director, Knight Realms
Last edit: 12 years 3 months ago by Gallion (Gallion).

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12 years 3 months ago - 12 years 3 months ago #90582 by Gallion (Gallion)
Specifics: The Higher Profession Dynamic
Profession – Master Profession – Heroic Profession
The Profession Dynamic now works as a beginning to ending formula. You will advance as a character through the Professions, into your associated Master Professions, and finally develop into a very specialized role of Heroic Professions. This development will lead to very unique individuals, which gives value to each character in a way Knight Realms has never experienced.
33 Professions (4 Slots)
3 Master Professions (3 Slots)
36 Heroic Professions (2 Slots)



- James C. Kimball Director, Knight Realms
Last edit: 12 years 3 months ago by Gallion (Gallion).

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12 years 3 months ago - 12 years 3 months ago #90583 by Gallion (Gallion)
Specifics: Master Professions
Master Professions are now the mid-way point for characters. There are only three Master Professions and you may purchase up to a maximum of three of these. This means you can purchase one use of all three to diversify yourself, purchase the same Master Profession three times to solidly focus your character, or any combination in between. When you purchase a Master Profession multiple times, imagine it laying on top of one you currently have, for every instance of an overlap of your paths, your max purchase of a skill is increased by the multiplier x2 and then x3. Therefore someone who focuses on one Master Profession can focus on having all of the skills in all of the paths, or they can focus on having increased max purchases of the same path, or any combination therein. As of this announcement on October of 2013, the Master Professions have undergone changes in preparation for this improvement. One of the most notable changes is that archery can take full benefit from the Master Warrior Profession. The pre-requisite for a Master Profession is one hundred build spent in a correlating lower Profession.

We will be posting a separate link allowing all to see the newly edited Master Professions.
You may begin the process of deciding how you will re-write your Master Profession purchases based on these changes, but these changes will not go into full effect until the December Knight Realms event.



- James C. Kimball Director, Knight Realms
Last edit: 12 years 3 months ago by Gallion (Gallion).

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12 years 3 months ago - 12 years 3 months ago #90584 by Gallion (Gallion)
Specifics: Heroic Professions
The Heroic Profession system is meant to do many things for the Knight Realms game. First it rounds out the gaming system, to make the high end gaming rules just as fun, engaging and complete as the lower Professions game. Second it makes individual characters more unique and individually useful; buy forcing characters to make choices, even within their own Heroic Profession. Thirdly it puts more of the power to attain these professions into the players hands, by switching to a new “Criteria” based system. Each heroic profession will have a list of criteria, where you as a player and a character will have more control over the process of learning the Heroic Professions.

There is a Heroic Profession for each of the existing lower Professions and more. If you wish, you may purchase the same Heroic Profession twice in order to widen the skills available. This allows multi-classing or focusing both to be viable gaming choices.

As of this post, the first release will consist of seventeen Heroic Professions. With a goal of releasing two more each event thereafter until all of them are complete. The lists for the first release are Warrior Monk, Dragoon, Cleric, Cavalier, Scholar, Alchemist, Smith, Physician, Wild Mage, Mage, Druid, Priest, Assassin, Warrior, Witch Hunter, Paladin, Paladin Acolyte. The rest will come quickly, so please be patient.

Starting Friday night of the November event, anyone with the lists Master Witch Hunter, Tortured Soul, Tao, Sorcerer, Ceremonialist, Paladin, Sith and Templar will undergo the following effects:

Your abilities seem to be waning to a noticeable degree. You can directly draw a relation to the breaking of the world from all the chaos portals pouring out demons from the Abyss. All of your Continuous and Periodic skills from these above lists instantly become Per Event (Continuous skills will last for one battle). Once used you can feel the ability/knowledge leave your soul forever.

During this same event ‘The Heroic Lore’ will be released into the world, and discovered by the characters. This ancient lore is from the first age, and is strong enough to be unaffected by the worlds breaking. We will make every effort to involve the appropriate characters, but even if you miss the encounter to find your appropriate Heroic Profession you will still have access to it, as the finding of it is largely symbolic of the lore re-entering the world. If you lost one of the above lists and it is being replaced by one of the new Heroic Professions than you may re-spend into the Heroic Professions and have the new abilities available for use in December. If you did not already have the correlating profession, and if you have met the criteria, you may purchase the Heroic Profession itself.

The Heroic Professions and general rules will not be posted until right after the November event, you will however get to see them for the first time in person at the event.



- James C. Kimball Director, Knight Realms
Last edit: 12 years 3 months ago by Gallion (Gallion).

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