Maybe later you can get to summon it as a skill, getting a boost on stats and skills. Also, lack of posts is due to two days without internet. Router problems. [hr] So, during that hiatus, I came up with other mechanics I'm going to add shortly: [list] [*] [color=green]Health[/color] increases its value by 5 per stat point. [*] Everyone starts with 7 stat points to distribute among skills. Each level up grants 4 StP (I'm going to us StP for stat points and SkP for skill points, from now on) [*] At the start of the game, everyone will have a basic stat value of [color=green]15[/color]/[color=red]0[/color]/[color=blue]0[/color] [*] Experience gain mechanics: [list][*] [b]By damage [u]dealt[/u]:[/b] 100% ratio at the moment. Dealt means any damage kind of damage that affects the enemy's [color=green]HP[/color]. Damage blocked by the enemy yields no XP [*] [b]By damage [u]prevented[/u][/b]: 50% ratio at the moment. Prevented means any kind of damage nullified by defense, traits, evasion, etc. [*] [b]By damage [u]received[/u][/b]: 25% ratio at the moment. Damage received is any damage that affects your own [color=green]HP[/color][/list] [*] To use skills, an [color=yellow]Energy[/color] system will be implemented. Everyone will have a default 100 [color=yellow]Energy[/color] and 10 [color=gold]Energy/turn[/color] regeneration. Active skills will cost a certain amount of [color=yellow]Energy[/color], which can overlap with the [color=gold]regeneration[/color]. Both the maximum [color=yellow]Energy[/color] and its [color=gold]regeneration[/color] can be modified by [b]traits[/b], but not by StP [/list] Any questions, or suggestions? [hr] [Hider=ScrewUp Tally: 1] [list] [*] Forgot to add the Energy Mechanic [/list][/hider]