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codex [2025/06/27 13:48] – created silvrfistcodex [2025/07/03 06:50] (current) silvrfist
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 ======Codex====== ======Codex======
 +<WRAP justify>
 **The Codex – Your Living Character Journal** **The Codex – Your Living Character Journal**
 The Codex is not just another UI panel—it is your character’s in-world diary, a complete record of who they are, what they’ve endured, and how they evolve. Designed to be used both mechanically and in-character, the Codex contains vital information that every player must regularly check and understand. The Codex is not just another UI panel—it is your character’s in-world diary, a complete record of who they are, what they’ve endured, and how they evolve. Designed to be used both mechanically and in-character, the Codex contains vital information that every player must regularly check and understand.
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 This section shows your physical attributes such as Grit (your inner resilience), Injury Total, Height, Weight, and Bloodtype. This section shows your physical attributes such as Grit (your inner resilience), Injury Total, Height, Weight, and Bloodtype.
 Pressing “Check Injuries” will open a detailed breakdown of any current wounds, such as fractures, bleeding, infections, or burns. Pressing “Check Injuries” will open a detailed breakdown of any current wounds, such as fractures, bleeding, infections, or burns.
-Always monitor this, especially after battle or exposure to hazards, as untreated injuries can worsen or become life-threatening. +Always monitor this, especially after battle or exposure to hazards, as untreated injuries can worsen or become life-threatening. Please see 
 +[[ https://requiemrpg.com/wikirequiem/doku.php?id=ko_injuries|KO & Injuries]] 
 +\\
 <fc #ff0000>**2 – Hunger & Thirst**</fc> <fc #ff0000>**2 – Hunger & Thirst**</fc>
 This area shows your current Hunger and Thirst levels, both of which must be maintained for proper function. This area shows your current Hunger and Thirst levels, both of which must be maintained for proper function.
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 <fc #ff0000>**4 – Stat Allocation Panel**</fc> <fc #ff0000>**4 – Stat Allocation Panel**</fc>
 This is where you assign available stat points into six core areas: This is where you assign available stat points into six core areas:
-**Strength** – Physical power and carry weight +  * **Strength** – Physical power and carry weight 
-**Dexterity** – Movement, reaction, and finesse +  **Dexterity** – Movement, reaction, and finesse 
-**Intelligence** – Spell effectiveness and focus +  **Intelligence** – Spell effectiveness and focus 
-**Hits** – Maximum health +  **Hits** – Maximum health 
-**Stamina** – Physical endurance and combat sustainability +  **Stamina** – Physical endurance and combat sustainability 
-**Mana** – Magical energy for spellcasters+  **Mana** – Magical energy for spellcasters
  
 +
 +You can read more about [[https://requiemrpg.com/wikiRequiem/doku.php?id=stats|Stats]] Here.
 +=====Mind=====
 +The MIND tab reflects your character’s mental state and total skill capacity, both of which are crucial in the horror-driven world of Requiem. This page tracks your psychological resilience and controls how many total skill points your character can possess.
 +\\
 +\\
 +{{ ::wiki-codex_3_mind.png?nolink |}}
 +\\
 +<fc #ff0000>**1 – Mental Conditions**</fc>
 +This section displays your current Sanity Level, Mental Status, and any active conditions affecting your mind.
 +Requiem’s world is filled with horrors—exposure to Eldritch monsters, dark rituals, or cursed places can inflict mental afflictions such as fear, panic, or madness.
 +Pressing “Check Conditions” will show all active psychological conditions affecting your character.
 +//Tip: To recover Sanity, rest in a Sanctuary Zone (safe towns or holy places). The deeper you venture into cursed lands, the more sanity damage you risk.
 +//
 +\\
 +\\
 +<fc #ff0000>**2 – Raise Skill Cap**</fc>
 +Every character starts with a Skill Cap of 700—this is the total amount of skill points your character can maintain at once.
 +As you develop your build, you can spend Animus Points to raise your cap and unlock more possibilities.
 +However, each increase becomes incrementally more expensive, so spend wisely and focus your progression strategically.
 +
 +<fc #ff0000>**3 – Open Skill Menu**</fc>
 +Clicking this opens the Skill Purchasing Menu, where you can:
 +View a list of all available skills
 +Spend Animus Points to unlock or enhance them
 +Review any Skill Perks or mastery paths
 +Please see [[ https://requiemrpg.com/wikirequiem/doku.php?id=skills|Skills]]
 +\\
 +This is the core of character customization in Requiem—whether you’re a disciplined soldier, cunning rogue, or cursed scholar, this menu is where your skill identity takes shape.
 +
 +=====Spirit=====
 +The SPIRIT tab tracks your character’s progression and growth through the systems of Infusion and Animus are two core mechanics that reward everything you do in Requiem, from combat and crafting to meaningful roleplay.
 +\\
 +{{ ::wiki-codex_4_spirit.png?nolink |}}
 +\\
 +<fc #ff0000>**1 – Animus & Providence System**</fc>
 +This section shows your current amount of Animus, the most valuable currency of personal progression.
 +Animus is earned automatically by converting Infusion (at a rate of 1 Animus per 1000 Infusion).
 +You can also receive Bonus Animus as special rewards from staff for meaningful roleplay, completing story arcs, or event participation. These are freely spendable and allow flexible progression.
 +Lifetime Animus tracks the total Animus you’ve spent on this character—whether for skill points, stat increases, or perks.
 +When your character reaches Perma-Death, the Providence system lets you carry over 75% of Lifetime Animus to your next character. This ensures your past efforts are honored and your legacy continues into the next life.
 +
 +<fc #ff0000>**2 – Infusion Tracking**</fc>
 +This bar displays your current Infusion level, which passively increases through all gameplay activity:
 +Fighting, crafting, gathering, and even roleplaying will grant Infusion.
 +Once you accumulate 1000 Infusion, it automatically converts into 1 Animus.
 +Infusion gain encourages all types of engagement, not just combat—making every interaction a part of your character’s growth.
 +
 +**Mortality Effects**
 +If your character is suffering from Mortality (a temporary state after resurrection or trauma), your ability to store Animus is reduced, limiting your progression until the condition recovers.
 +
 +=====Death=====
 +The world of Requiem is ruthless, and every step into the wilderness carries real danger—even the threat of permanent death. Please see [[ https://requiemrpg.com/wikirequiem/doku.php?id=permadeath|Permadeath]]
 +\\
 +\\
 +{{ ::wiki-codex_5_death.png?nolink |}}
 +\\
 +<fc #ff0000>**Knockouts & Injuries**</fc>
 +Every time your character is knocked out (KO’d), there's a chance they will suffer permanent injuries—ranging from broken limbs to lasting trauma.
 +The more often you're KO’d, the greater the risk of receiving multiple or more severe injuries.
 +Injuries can affect combat, movement, and even your mental state—treat them quickly or face long-term consequences.
 +
 +<fc #ff0000>**Mortality & Permadeath**</fc>
 +When fighting Red-tier enemies (high-threat mobs), your character may gain Mortality—a dangerous stat that increases your risk of permanent death.
 +Each 1 point of Mortality equals a 1% chance of permanent death if you're KO’d.
 +For example, 25 Mortality = 25% chance your character will not wake up again.
 +Manage your Mortality carefully—rest, heal, or retreat before it becomes a fatal risk.
 +
 +=====Traits=====
 +"Character Traits" system in your game - special abilities your character can acquire through gameplay rather than purchasing them. Here's what you need to know:
 +\\
 +\\
 +{{ :wiki-codex_6_traits.png?nolink |}}
 +\\
 +What Are <fc #ff0000>**Traits**</fc>?
 +These are Unique abilities earned through special actions in the game world. It cannot be bought with Animus (the game's currency system) but a representation of your character's special qualities and experiences
 +
 +How to Get Traits
 +You can acquire traits by:
 +  * Defeating certain enemies
 +  * Having conversations under specific conditions
 +  * Examining special objects in the game world
 +  * Other rare methods (keep exploring to discover them!)
 +
 +Key Features of Traits
 +  * Permanent until death: You'll lose all traits if your character dies
 +  * No skill requirements: Anyone can use them regardless of skills
 +
 +Two types:
 +  * Passive: Always active (For example using your selected language, you can understand them when others are speaking it)
 +  * Active: Require a command to use (like the Sprint trait shown)
 +
 +=====Legacy=====
 +Legacy Points are a special form of currency in Requiem, earned over time as a reward for your continued support, in-game activity, and contribution to the living world of Vitaveus. They allow you to personalize your character and deepen your immersion through cosmetic and roleplay options.
 +\\
 +\\
 +{{ ::wiki-codex_7_legacy.png?nolink |}}
 +\\
 +<fc #ff0000>**1 – Legacy Points Tracker**</fc>
 +This section displays the total number of LP you’ve earned.
 +You earn 1 Legacy Point for every 5 hours of active playtime.
 +Legacy Points are not shared account wide.
 +Legacy Points are a way for the shard to say thank you for your time and loyalty.
 +Legacy Points can also be earned through Role-play or Content creation. (Hosting/attending Events, drive plot-lines etc...) 
 +\\
 +\\
 +<fc #ff0000>
 +**2 – Cosmetic Options**</fc>
 +This menu allows you to spend Legacy Points on a variety of visual and flavor-based customizations, such as:
 +Unique clothing colors, especially useful for faction uniformity
 +Changes to Avatar portraits from list of selection.
 +Special appearance tweaks to match your character concept
 +These cosmetic enhancements do not affect gameplay balance, but they significantly boost immersion and personal storytelling.
 +</WRAP>
  
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