Scions of Fate
The meaning of the Title

The title of the game “YulGang”is an abbreviated form of the full title called “Yul-Hyul-Gang-Ho,”which has a literal meaning of “Hot-Blooded Strong Tiger.” However, in old China time, “Gang-Ho” was a place where all the martial artists were dwelling and fighting. Therefore, the technical meaning would be “Young Blooded Gang-Ho.” The subtitle “Balance of Power”refers to the two factions that are presented in the game: “The Order”and “Chaos.”
This game is created and developed on the foundation of the most popular Korean Martial Arts Comic which is already published in the United States
under the title of “The Ruler of the Land.”

Story: Creation of Factions “The Order”and “Chaos”

The story of this game takes place in a mythical realm of martial arts, “Gang-Ho.” In this realm, there is a place called “Central Valley”where martial
artists from all over the world gather to practice special combat tactics and skills to improve their strength of mind, body and spirit.

In this realm, there existed clans which were created to more effectively spread the knowledge of martial arts but as the clans grew more and more numerously, a faction arose that called itself “The Order,”which, in effect, ruled the clans with the best martial artists administering to the factions needs. “The Order was also created for fighters who wished to not only learn new skills and improve their abilities but also to gain spiritual enlightenment.

Soon, another faction was created to be set in opposition to “the Order”and this faction was called “Chaos.” Those who allied themselves with this faction saw fighting and learning skills to be the priority and thus, saw spiritual enlightenment as a frivolous endeavor. As time passed, these two factions were plunged into conflict and the original hope of solely developing martial artists through training and discipline was lost and “The Order”and
“Chaos”basically became two political entities.

In [YulGang: Balance of Power] players become martial artists and begin their journey through “Central Valley,”learning martial arts, completing tasks, and mastering skills. As they progress, players will be able to choose factions to join and participate in massive battles for the honor of their factions. Players choose their factions at the level of 35.

The FactionWar System: “Authority Clash”

In [YulGang: Balance of Power] the faction war is name “Authority Clash,”and it is the battle between two factions. The battle takes place in an isolated map, where players can enter via a NPC. Once players join the battle, they will see statues of the story writer and a painter. Those will represent each faction. The objective of this clash is to break down the symbolic statue of opposing faction. In trying to complete this assignment, players will have to face players from the opposing faction and engage in a large massive combat. Players will gain many benefits in terms of finance and honor if
they win the battle.

It also follows along the line of misunderstanding that has been reoccurring between factions. Such groupings of the factions will let players to team up against the opposing faction and hence build strong connection each other with the guild or “the House.” (“The House”represents “Guild.”)

The Guild System: “The House”

[YulGang: Balance of Power] has its own guild system embedded, and it is called “The House.” Its function is not more and less than what guilds
provide in any other games, but the terminology that we use is a more realistic terms in the Martial Society. Players will be able to start creating
their own houses once they reach the level 35, which is the level that they decide their factions.

If two factions are two big communities in the game, “The Houses”will serve more as the subcommunities under each faction to establish the stronger connection between individuals. As the numbers of members grow, each house will have more social and political power in the game.

Characters & Classes

As players enter the game, they will have a chance to customize the appearance of their characters that they will be able to choose hair color, style, clothing and etc as the way they wish to begin the game. In addition with the character customization, they will choose on of the following 5 available characters to start.

1. Blademan: It is the warrior that has relatively weaker health and defense ability in comparison with “Swordsman.” It also has weaker attack power, however the attack precision and faster attack rate are the main strength. It has a short attack range.
2. Swordsman: It is the warrior that has strong health and defense which provide the ability to withstand a lot of damages. It has strong attack power, however low in precision.
3. Archer: It is an agile warrior that uses arrows to attack from far distances. It has relatively low health and defense ability; however, it has very high dodging ability.
4. Healer: It is the magic class that has relatively low health and defense ability. However, it has the ability of healing other players and executes distanced attacks very well.
5. Spearman: It is a class that uses spears as the main weapon. It has relatively weaker health and defense: however its attacking power is the strongest of all characters. The attack range is short.

Party Play

[YulGang: Balance of Power] is focused on the online player community and this is reflected in the party system which is designed to bring players closer. Compared to solo play, experience will be accrued much more slowly when you are in a party. However, as players’levels increase the party system will become more and more useful, if not necessary, in order to advance. Especially in the case of extremely experienced players whose
characters’levels are high. These players will rarely be seen playing solo for their missions, rather, they will be in parties in order to accomplish their task with other players in or around their own level, because bonuses will be attributed to their party’s experience.

For instance, if a player kill 10 monsters that usually give a solo player 50 EXP points each, then a full party with 8 members each killing one monster will give a total of 710 experience. Because there will inevitably be members of the same party that are of different levels, we have also included a party experience penalty that changes with the monster’s level in relation to the players’levels. For every level that a player is higher than the target monster, there will be a 10% experience penalty. For instance, if a player character was a level 10 and the monster he/she kills while in a party is a level 10, the player will receive 100% of the experience. However, if he/she is a level 11 and kills the same monster the player will only gain 90%. Let’s imagine that the player kills a monster that gives a level 10 player 50 EXP points but he/she is level 11. The EXP the player would gain will be 45 instead of 50 because of the 10% party penalty. This penalty is calculated through the highest level character in the party. This means that if a level 10 character parties with a level 20 character, while the hunting will be faster, each monster will give the player only a small percentage of the experience that the player would usually gain if the player were to kill monsters of your same level.

Party Request System

Forming “parities” in this game is very crucial. Players can level up and strengthen their characters much faster by partying with other players. This game is made to be difficult to play alone. If players play alone, they will have to use way more of potions and will take much longer time to raise their characters. Therefore, it is very crucial for all players to find their allies in the game for a better game environment for them. In order to promote
and assist players forming parties in the game, this game provides the party request system which players can systematically request parties in the game; then players will be able to see the lists of players who are looking for parties.

A party can have up to eight members. An example of an efficient party would be one or two players focusing on healing, one healer providing buff skills and the rest of the party consisting of damage-dealing characters such as Swordsman, Bladesman or Spearman. (a monster that has
1000 experience points at death would not simply provide 500 experience points per character when a party has two players, but it will provide about 700 to 800 experience points)

The Apprentice Training System

The system is created so that beginners and low-level players would be able to receive helps from a higher level player at his/her own discretion. Beginners can get acclimated to the game quickly through the help of experienced players and low-level players will be able to advance themselves through the latter parts of the game through their relationship with their master. Creating a master/apprentice relationship with another player is relatively easy once players have satisfied requirements.

It also allows new players to advance much faster than is usually the case all allows the master to teach 3 skills and give items to the apprentice and gives the mater experience from his/her apprentice’s gains in level and allows the master to receive items from the apprentice’s quests.

Abilities and Skills

There are “abilities”and “skills” in the game.

1.“Abilities” – “Abilities”are specific to each type of character, with “ability”points being rewarded with each level up. It allows players to improve certain specifications of their characters such as accuracy, damage or even the duration of “rage mode.” Players must be careful when they use ‘’ability”points because those are the main factor that determines what type of characters they are going to raise. For example, a healer character has ‘’abilities’’for improving the amount of HP heal, increasing damage and the duration of buff skills. Upgrading the first ‘’ability’’will help their ‘’ability’’of healing, the second will help them become an attack-oriented healer, and the third will help them become a better buff-skill provider.

2. “Skills” – “Skills”are specific moves that are performed by pressing a certain hot keys after a setting. Players can train skills when they reach their requirements of “Ki”points, level and class. “Ki”points are rewarded with the kills of each monster by player themselves or a member of their parties. There are two different types of “skills:”“Combat Skills”and “Support Skills.” “Combat Skills”deals with the damage to monsters using moves that become flashier and cooler at higher levels. “Support Skills”are any skill that does not involve directly with the attack damage to monsters such as Wind-Drifting, healing and buffing.

Types of Attack

The Unique features of [YulGang: Balance of Power] include the Combo Attack and Skill Combo Attack.
Ability points that are obtained at each level-up can be invested in certain abilities that raise the power or proc rate of these combo moves.
The Combo Attack is a move where the character does three choreographed attacks for slightly greater damage at a faster rate. Investing ability points in Flowing Blade will increase the proc rate of Combo Attacks. As a side note, healer characters expel energy balls as their form of attack and do
not have Combo Attacks.
Skill Combo Attacks use chi points to perform a powerful skill. In [YulGang: Balance of Power], consecutively activating different skills will not cause the character to perform those skills consecutively. Instead, there are Skill Combo Attacks. Players may register at least two different skills in a Skill Combo which will cause the character to consecutively use the registered skills in a combination attack. The downside is that players will use more chi points than usual, and the Skill Combo is not repeated like other skills.
Other forms of attack include regular attacks, skill attacks, critical attacks, critical skills, armor crushing attacks, attack reflections, triple arrow attacks, and chi arrow attacks. Each form of attack has its own unique characteristics and the wide variety of attacks adds distinctive flavor and fun to [YulGang: Balance of Power].

Rage Mode

It is a mode that players will reach when their “Rage gauge”reaches full. As players fight against monsters “Rage gauge”will increase as they receive hits from monsters. Once this gauge is full, players now enter into “Rage Mode”which increases the attack power, and this mode lasts for a certain period of time which varies between levels, character specification, etc.

Pet System

In [YulGang: Balance of Power], pets are creatures that help players hunt and raise their own characters. In order to receive a pet, players must past a
qualification test similar to a promotion test. Once they past this qualification test, they are able to receive a Summoning Charm. Summoning Charms
are used to summon pets and each character may hold up to 2 of them. The first time players summon their pets, they will be prompted to name
it. Once it is named, they will be able to raise their pets and level it along with their own characters. Pets are able to wear clothes and accessories just
like other characters, with the exception of weapons due to the nature of the animals. There are four different types of pets that players can
choose from: Mouse, Hawk, Leopard, and Tiger. Players are able to ride the Leopard and Tiger pets and they are able to move faster when mounted.

Pets are similar to regular characters in terms of stats, but they aren't given primary stats (Spirit, Strength, Stamina, and Agility) but they are only given secondary stats (Attack, Defense, Accuracy, and Dodge). Pets also have a system of Loyalty. Based on the level of Loyalty, the pet's stats, experience gain, and players’ability to summon the pet will change. There are 9 levels of Loyalty and at the lowest level, the pet may even refuse to
be summoned. Players can raise their pet's Loyalty by feeding it certain foods that it likes. Pets may also be promoted in the game. After a pet receives its first promotion, it may learn skills. Characters earn Ki points and spend them to learn skills but pets learn their skills through skill books that are obtained through quests or shops. Mountable pets may also learn wind-drifting skills for even faster movement speed as well.

Crafting System

There are two different components to YulGang's crafting system: enchantment and enhancement. Both systems have different success rates based
on the craft level of the item and a chance of failure exists.

Enchantment allows you to take a certain type of gem and apply the options embedded within it to a piece of equipment. Sapphires are used for
weapons and Emeralds are used to enchant defensive equipment. When you fail an enchantment attempt, your gem is lost but your item is retained. If your enchantment attempt succeeds, the item name turns blue and the options that were embedded in the gem are applied onto the item. An item may be successfully enchanted up to four times.

In the enhancement system, players use a certain gem (a Ruby) to increase the efficiency of the item to make it stronger and more effective to its purpose. A successful enhancement will increase a weapon’s attack by 6 or a piece of defensive equipment’s defense by 3 and the enhancement level is displayed to the right of the item name in brackets. Players may successfully enhance an item up to 10 times, with a guaranteed 100% success rate only for weapons up to level [2] enhancement. However, a failed enhancement attempt results not only in the loss of the gem, but also the loss of the item as well.

Although not part of the primary crafting system, Applying Essence is another system that allows players to strengthen your item. Amethysts are not dropped by monsters but are only available by purchase through an NPC store. There are six different types of essences that may be applied to an item: Water, Fire, Wind, Poison, Inner Energy, and Physical Energy. Each essence has different effects on equipment, and their effects also differ when used on a weapon or on defensive equipment (among defensive equipment, essence may only be applied to robes). The same essence may be applied on an item up to 10 times, and a failed attempt will result in the loss of the gem and initialization of essence stats of the item.