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Game Systems by Mind Map: Game Systems

1. Utility Skills

1.1. Pick Locks

1.2. Pick Pockets

1.3. Detect/Disarm Traps

1.4. Arcane Knowledge

1.5. First Aid

2. Skill Levels

2.1. Beginner

2.2. Proficient

2.3. Expert

2.4. Master

2.5. Grand Master

2.6. Adept

3. Damage Types

3.1. Physical

3.1.1. Slashing

3.1.2. Piercing

3.1.3. Bludgeon

3.2. Celestial

3.2.1. Holy

3.2.2. Unholy

3.3. Misc

3.3.1. Bleed

3.3.2. Disease

3.3.3. Mind

3.3.4. Wound

3.3.5. Burn

3.4. Elemental

3.4.1. Fire

3.4.2. Cold

3.4.3. Wind

3.4.4. Nature

4. Attributes

4.1. Strength

4.1.1. Increases melee damage

4.1.2. Increases carry capacity

4.2. Dexterity

4.2.1. Increases dodge and evade

4.2.2. Increases move rate and run speed

4.2.3. Increases finger nimbleness

4.3. Intelligence

4.3.1. Increases spell damage and length

4.3.2. Increases analytical skills

4.3.3. Increases energy use efficiency

4.4. Endurance

4.4.1. Increases health

4.4.2. Decreases risk of fatigue and indirect damage

4.5. Charisma

4.5.1. Increases your persuasion and leadership

4.5.2. Increases charm and physical attractiveness

4.6. Wisdom

4.6.1. Increases willpower and maximum sustainable energy

4.6.2. Increases perception, intuition, and common sense

5. Level Range

5.1. Natural Life

5.1.1. Levels 0-300

5.2. Ascended

5.2.1. Levels 300-999

6. Crafting Skills

6.1. Producers

6.1.1. Weaponsmith

6.1.2. Armorsmith

6.1.3. Alchemy

6.1.4. Jewelcrafting

6.1.5. Cooking

6.1.6. Tailoring

6.1.7. Carpentry

6.2. Suppliers

6.2.1. Herbalism

6.2.2. Dye Making

6.2.3. Mining

6.2.4. Fishing

7. Weapon Skills

7.1. Long Sword

7.2. Short Sword

7.3. Mace

7.4. Unarmed Combat

7.5. Throwing Weapons

7.6. Club

7.7. Critical Strike

7.7.1. Might be built into weapon skills

7.8. Maul

7.9. Great Axe

7.10. Axe

7.11. Dagger

7.12. Great Sword

7.13. Bows

8. Defense Skills

8.1. Shield Use

8.2. Acrobatics

9. Magic Skills

9.1. Mysticism

9.1.1. Spells that do Mind damage

9.1.2. Confuse, Control, Holds, Fumbles, and Fears

9.1.3. Anti-magics, Identifies, and Illusion summons

9.2. Death

9.2.1. Spells that do Unholy, Disease, and Nature damage

9.2.2. Unholy summons and slays

9.2.3. Weaknesses and debuffs

9.2.4. Plagues, Curses, and Rituals

9.2.4.1. Determined by deity chosen

9.2.4.2. Requires favor to cast

9.2.4.3. Effectiveness based on affinity

9.3. Elementalism

9.3.1. Spells that deal elemental damage

9.3.2. Summoning elementals and AOE spells

9.3.3. Weapon and Armor elemental buffs

9.4. Meditation

9.4.1. Increases spell damage modifier

9.4.2. Increases spell potency and effectiveness

9.4.3. Increases maximum energy cap

9.5. Divine

9.5.1. Spells that deal holy damage

9.5.2. Divine summons and banishes

9.5.3. Healing and cleansing spells

9.5.4. Hymns, Prayers, and Blessings

9.5.4.1. Determined by deity chosen

9.5.4.2. Requires favor to cast

9.5.4.3. Effectiveness based on affinity

9.6. Sorcery

9.6.1. Spells that deal physical damage types

9.6.2. Teleports, gathers, and conjures

9.6.3. Enchanting and Permanent spells

9.6.4. Invisibilty, rust, dispels

9.6.5. Neutral deity law spells

9.6.5.1. Determined by deity chosen

9.6.5.2. Requires favor to cast

9.6.5.3. Effectiveness based on affinity