Hero Profile
Description
The sections in the hero profile are as follows:
State of Health
It is the section where the age and health status of the character is explained.
Age
It is determined by the time the hero spends in the game.
Hero Age
0-100 Days
100-200 Days
200+ Days
Probability of Dying without any Interaction
0,001 / Day
0,002 / Day
0,003 / Day
If HP is 0
Chance of Death: 0,003 Chance of Faint: 0,997
Chance of Death: 0,006 Chance of Faint: 0,994
Chance of Death: 0,009 Chance of Faint: 0,991
Disease Resistance
High
Medium
Low
Mortality
In Shaar, every hero is mortal except for special possibilities such as owning a special charm or item.
This may happen with a very low probability, without any interaction; It can be experienced due to an untreated serious disease or because the hero's health drops to 0 during the fight.
In case of the death of the player's hero, all of the owned land, property and animals are transferred to the hero defined as the successor. Basic abilities, professions and weapon masteries are transferred to the successor with a small decrease that is not appreciable. In this way, players continue their journeys through their new heroes almost without loss.
Diseases
Diseases are factors that negatively affect the health of the hero. We classify them as follows:
Disease Severity
Need to be Treated
No need
If left untreated, it will cause serious damage to the hero
Can Heal Spontaneously
High possibility
Low possibility
Spread of Disease
Roaming Freely
No
No
No
Yes
Roaming with Companions
No
Yes
No
Yes
Family Ties
Yes
Yes
No
Yes
Clan or Sect Ties
No
Yes
No
Yes
In the relevant tables, the severity and spread of a disease are reflected in general terms. You can learn the effects of a disease on the hero from the details of the disease.
Some Diseases
It is at the discretion of the players to share the disease information with other players in the profile. However, some of the diseases affect the external appearance of the heroes. It is not possible to detect some of them.
Family and Successions
Everything related to family and genealogy can be managed through Zaghmat Piljes'i (Succession Offering).
Shaar aims to establish an interactive lineage relationship between all heroes. In this way, it will be possible to establish close or distant kinship relations between the heroes in the game and to create an interactive genealogy spread throughout the game.
We talked about the mortality of heroes in Shaar. Because of this situation, the players have to define this second hero as the successor by creating a second hero for themselves due to a possible death possibility of their hero at the very first moment they start the game.
Creating successor is completely free. You can define your successor as your main hero's cousin or sibling. However, be aware that when you create an heir with an undetermined lineage, there will be a disconnection in genealogy.
If you want to create more than one successor hero, you have to pay the required fee to the system.
Successor cannot be used as second heroes. They become usable only if the current hero dies. Moreover, they too get old, get sick, and die.
You must marry to have an unbroken and uncertain pedigree. Men and women who are in the same alliance can marry each other. This transaction, like all remaining pedigree transactions, is managed through Zaghmat Piljes (Succession Offering). This transaction has a fee. One of the parties or both parties can cover the transaction fee at the same time.
The contributions of the family bond formed by marriage are as follows:
The conversation window for the family becomes active. In this way, you will have a private and archiveable chat area that you can use together with players who have nuclear family ties.
Heroes who have a nuclear family relationship can have common use rights and special use privileges on the land and building they own. They can mark each other's shelters as spawn points.
They can be married. Children can be defined as successors.
Children can also be described as heroes of other players. In this way, you can have kinship relations with those you have clan and sect relations, or you can add your friends from the real world, perhaps your family, to your family tree in the Shaar Universe.
Chance of Birth
The table below, without taking into account the effect of any charm or drug that increases the probability of fertility; indicates the probability of the parties forming the marriage to have children daily.
%1,2
%0,90
%0,75
%0,60
%0,45
%0,30
Gender determines which of the parents will be assigned as the successor of the born child. If the hero is born male, the player who directs the father; if born a girl, she is defined as the successor of the actor who directs the mother. However, the parties can transfer the right of succession to each other or to other players.
In order for the born child to be used as the successor, even if the succession options are immediately active; 60 days must pass from birth.
Half-Bloodedism
If an out-of-species marriage is made, children are born half-blood. This gives players a very important advantage.
Example One: The hero is a Maari, and the heroine is a Heir. In this case, the tribe of the child can take the following forms:
Maari (If used as a hero, he can enjoy the rights of the Maari tribe. There is no half-blood phrase on his profile.)
Heir (If used as a hero, he can enjoy the rights of the Heir tribe. There is no half-blood phrase on his profile.)
Maari-Heir Half-blood (If used as a hero, the tribe to which the hero belongs is determined by the player. In line with this result, the rights of the chosen tribe can be used. On his profile, there is the phrase half-blood.)
Example Two: The hero is a Maari-Heir half-blood; the heroine is a Protector. In this case, the tribe of the child can take the following forms:
Maari (If used as a hero, he can enjoy the rights of the Maari tribe. There is no half-blood phrase on his profile.)
Heir (If used as a hero, he can enjoy the rights of the Heir tribe. There is no half-blood phrase on his profile.)
Protector (If used as a hero, he can enjoy the rights of the Protector tribe. There is no half-blood phrase on his profile.)
Maari-Heir Half-blood (If used as a hero, the tribe to which the hero belongs is determined by the player. In line with this result, the rights of the chosen tribe can be used. On his profile, there is the phrase half-blood.)
Maari-Protector Half-blood (If used as a hero, the tribe to which the hero belongs is determined by the player. In line with this result, the rights of the chosen tribe can be used. On his profile, there is the phrase half-blood.)
Protector-Heir Half-blood (If used as a hero, the tribe to which the hero belongs is determined by the player. In line with this result, the rights of the chosen tribe can be used. On his profile, there is the phrase half-blood.)
Maari-Heir-Protector Half-blood (If used as a hero, the tribe to which the hero belongs is determined by the player. In line with this result, the rights of the chosen tribe can be used. On his profile, there is the phrase half-blood.)
Basic Abilities
We do not apply the traditional skill leveling system, which is accepted as a natural standard in Shaar, and we build a realistic level setup. In this context, we design the basic abilities directly related to the actions with the principle of rational compliance. Our plan for minimum and maximum skill leveling is as presented below. (These values reflect the limits at which a hero can max out and min fall in their ability.)
Strength (Minimum: 100, Maximum: 300)
Stamina (Minimum: 100, Maximum: 300)
Agility (Minimum: 100, Maximum: 300)
Dexterity (Minimum: 100, Maximum: 300)
Concentration (Minimum: 100, Maximum: 300)
Mind (Minimum: 100, Maximum: 300)
Synergy (Minimum: 100, Maximum: 300)
Transforming (Minimum: 100, Maximum: 300)
Scouting (Minimum: 100, Maximum: 300)
Tinkering (Minimum: 100, Maximum: 300)
Gathering (Minimum: 100, Maximum: 300)
HP (Minimum: 100, Maximum: 300)
HP Regeneration (Minimum: 100, Maximum: 300)
MP (Minimum: 100, Maximum: 300)
MP Regeneration (Minimum: 100, Maximum: 300)
If an ability is not using, it will begin to blunt. Therefore, a player who wants to keep his abilities at a high level must face the dangers that arise in the free areas of the map and interact with other players. However, the trainings received from the masters in the palace or in the enigmas created by the players allow the development of abilities.
Professions
Unlike basic skills, they are production-oriented professional skills. (These values reflect the limits at which a hero can max out and min fall in their profession.)
Mining (Minimum: 100, Maximum: 200) It is a profession developed by working in mines included in the palace or built by the players.
Farming (Minimum: 100, Maximum: 200) It is a profession developed by working in farms included in the palace or built by the players.
Graphturing (Minimum: 100, Maximum: 200) It is a profession developed by working in graphture halls included in the palace or built by the players.
Drilling (Minimum: 100, Maximum: 200) It is a profession developed by working in fountains included in the palace or built by the players.
Bakery (Minimum: 100, Maximum: 200) It is a profession developed by working in bakeries included in the palace or built by the players.
Steaming (Minimum: 100, Maximum: 200) It is a profession developed by working in steamhouse included in the palace or built by the players.
Herbalism (Minimum: 100, Maximum: 200) It is a profession developed by working in herbalists included in the palace or built by the players.
Forging (Minimum: 100, Maximum: 200) It is a profession developed by working in forges included in the palace or built by the players.
Alchemy (Minimum: 100, Maximum: 200) It is a profession developed by working in occulthouses included in the palace or built by the players.
Engineering (Minimum: 100, Maximum: 200) It is a profession developed by working in shipyards included in the palace or built by the players.
Trying to master all abilities would be futile. The game structure is designed to allow a high level of skill in the form of a maximum of several masteries at the same time. For this, it is recommended that you develop your skills in the areas of mastery that you deem most suitable for your interests.
Weapon Mastery
It is the area related to weapon use skills that reflect the warrior aspect of the hero.
Classes
The type of weapon that the hero uses effectively determines the warrior class. Weapon mastery is evaluated in four main classes. (These values reflect the limits at which a hero can max out and min fall in their weapon mastery.)
One-handed Weapons (Minimum: 100, Maximum: 300) One-handed light weapons are within this scope.
Two-handed Weapons (Minimum: 100, Maximum: 300) Two-handed heavy weapons are within this scope.
Ranged Weapons (Minimum: 100, Maximum: 300) Weapons that provide long-range shooting capability are within this scope.
Spiritual Weapons (Minimum: 100, Maximum: 300) Weapons that require spiritual ability are within this scope.
Weapon mastery blunts unless used. Therefore, a player who wants to maintain a high level of weapon mastery in the relevant field should fight by taking the dangers. In addition, the training received from the gunsmiths in the palace or in the gunsmiths created by the players allows the development of skills.
Types of Weapons
There are weapons associated with weapon masteries. Your ability to wield them is correlated with weapon mastery in the category it belongs to. It also does not have a level system in itself. Instead, there is a custom skill tree for each weapon type. As heroes increase their skill with related weapons, they are likely to unlock special skills for that weapon type.
Hammer
Hook
Bow
Staff
Fireleafy
Twohead
Fireblower
Devil Hoof
Stoneleafy
Forkhead
Iceblower
Charmed Chain
Iceleafy
War Axe
Stonestar
Soulflarer
Break
Hard-Break
Yellowdome Triangle
Eye-hand
Skill trees will be added.
Special weapon skills can only be developed by fighting.
Pet Taming
It is possible to tame some creatures found in Shaar. In this context, there are two basic abilities:
Catch (Minimum: 100, Maximum: 200) It is the basic skill required to catch an animal. This value is shaped by the selected breed, the relationship of the selected breed with the related animal and the experience developed with that animal, and gains a value between 0% and 200%. Some breeds may have a high or, on the contrary, low ability to catch certain animals. Likewise, some breeds are not likely to catch some animals. Visit the creatures page for details.
Compatibility (Minimum: 100, Maximum: 200) This value, which indicates the harmony between animals and heroes, tells what level of efficiency can be obtained from the animal owned. This value is shaped by the selected breed, the relationship of the selected breed with the related animal and the experience developed with that animal, and gains a value between 0% and 200%. The compatibility of some breeds with some animals may be naturally high, or on the contrary, it may be low. Likewise, some breeds are not likely to catch some animals. Visit the creatures page for details.
Catch
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
Compatibility
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
%0 to %200
If catching and compatibility skills are not used, they begin to atrophy.
How to Get a Pet?
Some animals can be purchased on the Marketplace.
Animals of players who sell their animals can be bought.
Animals can be caught.
It is possible with the aforementioned methods for the heroes to have an animal without any conditions. However, having a second pet reduces the hero's travel speed by 50%. In order to have more than one animal and to benefit from them effectively, players must have structures that we call lakebarn. A player who does not own a lakebarn may not under any circumstances own a third animal.
Animals, like heroes, are mortal.
Social Karma
It is an interactive profile detail that can be converted by voting by other players.
This section, which reflects the social profiles of the players, is a symbolic profile qualifier and has no direct effect on the game mechanics. However, it is very important that these values are in the positive pole for the reputation of the player. Because social karma cannot be hidden and can be viewed by anyone. In this way, it allows players to make a first judgment about each other. Even if these judgments are not directly, they make their presence felt in many areas such as forming companions, family and kinship relations, areas that concern communities such as clans and sects, and the leadership choices of tribes or religions.
Honest
Liar
Generous
Stingy
Sly
Sneaky
Moral
Immoral
Forgiving
Vindictive
Wise
Woodenheaded
Modest
Arrogant
Unenvious
Jealous
Altruistic
Greedy
Brave
Coward
Sedative
Provactive
Introverted
Extroverted
There is no need to pay for the neutral hash effect. It is necessary to pay 1x for the positive karma effect. Negative hash effect requires 2x payout.
For a feature of a player, you can only vote once. However, the vote can be changed at any time.
A player's social karma can only be voted on once per day, and this can only be done for one behavioral aspect.
Warrior Karma
It is the type of karma that concerns the warrior aspects of the players. The war motive specified during the attack affects the warrior karma.
Warrior karma is valued under 4 main headings:
Determined by the player's interactions on behalf of his tribe
Determined by the player's interactions on behalf of his religion
Determined by the player's interactions on behalf of his clan or sect
Determined by the player's interactions on behalf of self-interests
Badges
Badges are profile shapers that can be viewed by all players. Some may simply be symbolic. Some may have various advantages and disadvantages. Some show buff and debuff features that affect the hero's abilities.
How to Get?
It is possible to obtain various badges while interacting with the map. For example, a hero who reaches a region that has never been visited can win a Pathfinder Badge, or a player who is mostly active at night can have a Night Wanderer Badge after a while.
It may be possible to obtain badges as a result of interactions with other players. For example, a player who begs five times in a one-month period will receive the Beggar Badge.
Badges can be obtained at the end of missions. For example, a player who fails three consecutive missions within the specified time will receive the Clumsy Badge.
Badges can be obtained at the end of events created by the system. For example, during a shiv raining, a player who collects purple shiv drops can obtain a Cupbearer Badge.
It is possible to obtain badges based on performance during war seasons and after wars have ended. For example, a player who destroys elements of enemy tribes at long range during battle can earn Dead Shot Badge.
Some special badges can be purchased from the Marketplace. One of the natural consequences of token and NFT ownership is to earn badges. Our long-term investors and users who purchase from our NFT Collections receive a number of special badges.
Some Badges
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Tribe
For detailed information about the tribe interactions, please visit the tribe page.
Religion
For detailed information about the religion interactions, please visit the religion page.
Clan
For detailed information about the clan, please visit the clan page.
Sect
For detailed information about the sect, please visit the sect page.
Hero Story
It is the storytelling of the hero's interactions. The values in this section are objective. However, the player can write his own unique hero story without changing the objective data.
In case the hero dies, the story is sealed and archived, and the connected story continues to flow through the new hero identified as the successor.
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