Herhail couldn't get a wink of sleep, that was normal though, you never sleep in the slums if you don't want to get shanked. What you do it put your mind into a state of 'hibernation' or something like that.
You learn through experience.
[Rat] had died, leveled-up twice again. Turning Herhail's exp to 247 and the rat to 11/70.
Herhail wasn't actually sure what to do with the rat, he, with hesitation put an extra point in strength.
[Are you sure? There is a 99% chance that it will fail.]
"Yea, the rat is worth little anyways."
[Proceeding... adding stat point... stabilizing heart beat, waiting for results... Has not collapsed into itself... successful!]
[{Atrociously-muscled} rat, lvl 6, 11/70.
Tier 1. Strength; 7(+2)(+). Vitality; 1(+1)(+). Dexterity; 2(-1)(+). Endurance; 1(+1)(+). Magic; 0(+). Intelligence; 1(+). Charisma; 1(-1)(+).
Skills;
A humble rat not well known, very weak, a sacrificial pawn of the weak. But has surpassed the strength of a normal rat, and grown imbalanced in physical stats, becoming an atrocity.
{Atrociously-muscled (Lowest-class)}; A being that became an atrocity through muscle, and has survived due to luck. +2 to strength, +1 to vitality, -1 to dexterity, +1 to endurance, -1 to charisma. Gain skill;
Surprisingly, the [Atrociously-muscled][rat] wasn't that much worse than previously shown, but it was right away sent away to kill higher quality creatures, maybe even one of the honey-pot thieves, except the betrayer, letting her die would be out of character. Herhail would let her feel the looming dread of death, then would turn her into his 'faithful follower', aka. A psuedo-slave, maybe. A hard maybe.
Herhail personally had no clue what to do with the betrayer, but he was sure to toy with her, because of his petty rage.
Herhail had finally became used to the stench of the slums again and, could without problems create a bow, time slowly passed, and something amazing happened.
[Your {Atrociously-muscled} [Rat] has turned into {Atrociously-muscled}{Experienced} [Rat]
{Experienced}; has gone through life and death battles hundreds of times, +1 wisdom, +1 dexterity, gain skill
"Wow! That's... Really good. I don't really understand this weird add-on to my rat, but it ain't hurting it, so who cares?" These words came out of Herhail's mouth.
He summoned the other rat and told it to go out and kill small critters, he knew what he wanted to do with this one.
Back to the bow, so Herhail first made indents on both left-sides of the ends of the pretty bendy but still hard stick. Then he used twine to connect the two indents with knots, and that's a basic bow right there. He could've tried other things, but remember what he is, a serf, he knows nothing of bow creation beyond the basics.
He didn't even know what would make a good bow stick, except that it had to be bendy. All he could think of to improve it was to take off the bark and to smooth it out.
Then he went for some arrows, this was the easiest. Take a hard stick and give it a sharp point on one side, done. That's literally all you need.
The new rat had leveled-up in that time, Herhail put that point into 'magic' the stat.
[Generating... letting fate take the wheel...]
[Your [Rat] has turned into {Magical} [Rat]
{Magical (Lowest-class)}; A being that shouldn't, but still has magic within them, and has even adapted to it. +1 to intelligence in magical considerations, magical burden limit +1, spell
Herhail had no idea what it was talking about, but it sounded really cool.
After appreciating the coolness, he began making more and more arrows.
Until an hour passed, and there was new attributeless mana in his grasp. He made a new plan "I'm going to make 6 specialist rats, then 15 dual stat-ers, then 24 triple stat-ers, 14 quads, 6 quintuples, and 2 all rounders, charisma isn't included."
Herhail bought a new [rat] and released it out to the world, muscle rat had gained a level too. Herhail confidently put two strength into it's veins.
After that Herhail started to do... nothing to big. He tried to weave twine into a papyrus-like thing, though it didn't work since the twine was to big to actually work.
After a few more hours, Herhail looked at his amount of [Rat]s, 5, since he chose putting [rat]s back into play was more important than getting a new one. The only stat without a rat focusing on it was vitality.
Rat 1=strength, rat 2=vitality, rat 3=dexterity, rat 4=endurance, rat 5=magic, rat 6=intelligence. Rat 2 wasn't here yet, but it would be soon.
At this moment some rats came over and put down their latest hunt, a snake, a bird, and a rat.
Then a few minutes later the old man came over, Herhail accepted the reading lessons and gave the man a rat in exchange. He was happy with it, a free rat or two never hurt anyone in their stomach.
Right after Herhail brought rat 2 into existence "Go my child." He said with awesomeness acting.
At the end of the day, he had gotten a new spear, and arrows were made too.
He had 1535 exp.
[{Experienced}{Atrociously-muscled} Rat, lvl 9, 44/100.
Tier 1. Strength; 11(+2). Vitality; 1(+1). Dexterity; 2. Endurance; 1(+1). Magic; 0. Intelligence; 1. Charisma; 1(-1).
Skills;
A humble rat not well known, very weak, a sacrificial pawn of the weak. But has surpassed the strength of a normal rat, but has grown inbalanced in physical stats and has become an atrocity, but has gone through combat and knows it's limits and how to use it's strength.
{Atrociously-muscled (Lowest-class)}; A being that became an atrocity through muscle, and has survived due to luck. +2 to strength, +1 to vitality, -1 to dexterity, +1 to endurance, -1 to charisma. Gain skill
{Experienced}; Has gone through life and death battles hundreds of times, +1 dexterity, gain skill
[Rat, lvl 3, 21/40.
Tier 1. Strength; 2. Vitality; 4. Dexterity; 2. Endurance; 1. Magic; 0. Intelligence; 1. Charisma; 1.
A humble rat not well known, very weak, a sacrificial pawn of the weak.]
[{Light-bodied} Rat, lvl 7, 43/80
Tier 1. Strength; 2(-1). Vitality; 1. Dexterity; 9(+2). Endurance; 1. Magic; 0. Intelligence; 1. Charisma; 1.
Skills;
A humble rat not well known, very weak, a sacrificial pawn of the weak. But has surpassed the average rat and has adapted to the speeds of higher beings.
{Light bodied}; a body that has adapted to high speeds, sacrifices some strength for speed, +2 to dexterity, -1 to strength, gain skill;
[rat, lvl 6, 22/70.
Tier 1. Strength; 2. Vitality; 1. Dexterity; 2. Endurance; 7. Magic; 0. Intelligence; 1. Charisma; 1.
A humble rat not well known, very weak, a sacrificial pawn of the weak. pretty enduring.]
[{Magical} rat, lvl 7, 77/80.
Tier 1. Strength; 2. Vitality; 1. Dexterity; 2. Endurance; 1. Magic; 7. Intelligence; 1. Charisma; 1.
Spells;
A humble rat not well known, very weak, a sacrificial pawn of the weak. has gained magic in one way or another, and seems to have great things in store for the future. Emphisis on 'Future', right now it is weak, better than a normal rat though.]
[{Experienced} rat, lvl 4, 22/50.
Tier 1. Strength; 2. Vitality; 1. Dexterity; 2. Endurance; 1. Magic; 0. Intelligence; 5. Charisma; 1.
Skills;
A humble rat not well known, very weak, a sacrificial pawn of the weak. Has experienced many a battle, and has learned it's limits.
{Experienced}; has gone through life and death battles hundreds of times, +1 dexterity, gain skill
These are the statuses of all these rats.
Now Herhail without hint of hesistation, bought the rules of
[Traditional planeswalker 101;
Monsters cost mana only, attributeless mana can be substituted by any mana type, but attributed mana cannot be substituted unless being told that you can.
Attributeless mana is gained once every hour or 60 minutes, at a max of 1 mana of this type in your mana pool. How do you get more mana? Lands or equipment, equipment could give you extra mana every turn or every hour, or something like that. Lands are put down into play for free, by sacrifice of a monster or some resource.
Lands have an attuned stat(or stats), where you need to put in monsters with that stat(or stats) to get mana every turn or at a certain times, or something.
Elite monsters, they have higher stats than normal monsters of their tiers and are higher varients of those monsters, they take sacrifices of normal monsters and mana to summon onto the field, or some other material, like an item card or something. Can also have certain conditions for summoning, though not often.
Named monsters... are pretty dangerous to even the card-user. They have their own personality beyond the race's average, and take special conditions to be met for them to stay on the field for an hour, 2 hours, and such.
They have their own skills and 'meta', they're usually a trump card or the foundation of a deck, the average card-user has 2-3 of them, all of them not even obeying orders and doing what it wants.
They take the sacrifice of elite and normal monsters, some being a specific monster or two, some not. It could also take mana, they're as I said, far stronger than the average monster like elite monsters, but even more extreme. They're either inherently strong, have high growth rates, or a gimick wich could, when used right, surpass the other two.
They are differentiated by different 'Grades' like; 'common', 'uncommon', 'rare', 'epic', 'legendary', 'mythical'. Though that's just what some people like to refer them as, they are actually differentiated by how many 'stars' are plackered on them.
Sometimes they need a certain
They can have a bunch of conditions to summon, which I do not know all off, and the only I know which is slightly unique comes from an ancient evil card-user, it's; 'This card needs 10 cards in the graveyard to be summoned'. Just so you know, when your card is dead, not in your deck, but still floating where it died, that's the 'graveyard'.
An interesting fact is that non-cards are also in the graveyard for certain amounts of time after use.
Trap cards, they're cards which you set down for mana or some other material or something, they have conditions to activate in the future, like; 'If someone stands here within the next 30 seconds they will be blasted by a
Spell card are a pretty good support card for many different types of decks, strengthening certain monsters for different amounts of time. But many people don't think of the 'Your a wizard barry.' deck 'meta'. It's so fun to do! I don't understand why people denounce it as 'risky' and 'the idiocy of a child'. Some people just don't understand, spell cards can be the core of a deck! Why does no one else think this?!
If you can't tell, I am a biased party, I am a 'spell card focused' card-user. A card-journeyman for that matter.
Item cards are the second basic of basics, right behind monsters. They are added on to your monsters or yourself, or could get a mana for free, or could increase one monster's stats for that battle. They can do a lot of things, I don't even have a hard definition for them even after an hour of thinking, so you can understand how big a category it is.
Field cards... Are things I don't often use, they have many uses though. I use them from time to time, but they're usually just to slow the opponents or to increase the strength of my spell cards.
They can do a lot, like increase the speed of flying monsters, or decrease the speed of land creatures... That's all I really know about. They're advantages and dissadvantages to all sides in play, within combat or completely passive and in a hidey-hole.
There are more factors, but this is basic alley, no complex stuff in here.
-This was Sam Grass, the spell king (Also known as the wizard wannabe), going out.]