What Is Training?
Training is the act of teaching an Isomara a particular skill or type of behavior.
Training improves an Isomara's ability to survive and adapt.
How Does It Work and What Counts as Training?
To train your Isomara, imagine them performing a task or action that could involve one of the attributes listed below, then create a drawing or write a story about them performing or improving it. Once your artwork/story is complete and meets the requirements below you can submit it, and when approved all Isomara involved will receive stat points added to their stat pool.
Training could mean having them go punch a tree, improving their courage by standing up to something that scares them, lifting objects, blocking incoming projectiles and attacks, resisting against a force, etc. Training could also be as simple as running or flying, or as intricate as navigating an obstacle course, bounding from tree to tree, or examining and observing their surroundings. If a task or action can hone or improve your Isomara, or simply count as exercise for their brain or body, that counts as training!
As Isomara society is not very advanced you may want to avoid modern day appearance of books, technology, and machinery, if you want to stay true to the tribal setting. Overall, be creative with what you add to your training and have fun. You do not have to specify the stat your Isomara is training, all stat points earned are funneled into the stat pool where you can divide them out how you see fit.
An Isomara's stats are divided into two attributes: Fight and Flight.
These two stats can be interpreted in many ways and provide a wide and open canvas for an artist's imagination.
Fight could be considered:
Strength, Defense, Constitution, Willpower
Flight is often associated as:
Dexterity, Perception, Agility, Stamina, Charisma
"Strength is being able to crush a tomato. Dexterity is being able to dodge a tomato. Constitution is being able to eat a bad tomato. Intelligence is knowing a tomato is a fruit. Wisdom is knowing not to put a tomato in a fruit salad. Charisma is being able to sell a tomato-based fruit salad." - Quote Source
After submitting a training, the Isomara involved will be rewarded with an amount of stat points. The point gain is determined by various factors, such as an Isomara's age and hunger. Once the stat gain is calculated, the gain is added to the Isomara's stat pool. Every Isomara has a stat pool located on their profile page (include image to right with example of what the pool looks like from a profile), which you can assign as seen fit into each stat. However, once assigned, those stats cannot be removed or exchanged to another stat without the use of a Realign Elixir. This item will allow you to entirely reassign your Isomara's stats.
Stat gain per training changes based on a few variables:
- Isolings Base 2 stat gain
- Adults Base 3 stat gain
- Deustrum grant +1 to every other Isomara in an image/story when included (stackable!)
- Starving -1
- Peckish +0
- Satisfied +0
- Full +1
- Stuffed +2
- Official Accessories
- (Some accessories and equipment, when equipped, grant bonuses to the Isomara or whole party)
Only Isomara have fight and flight stats. Training rewards will only apply to Isomara, but submissions can include companions. Training Isomara owned by you, another player (If permission allows), or NPCs are allowed.
Note: Isolings (child aged Isomara) cannot train alone! Any and all Isolings need to be supervised by at least one adult Isomara when training. Feel free to use any NPC if you do not own an adult Isomara.
The exception to this is if your Isoling is a part of a team in the Isoling Club. Cadet Rank Isolings in a team do not need an adult, but do need to be accompanied by at least one other Isoling of their team. Major and General Rank Isolings are specially equipped to handle themselves and do not need an adult or any other Isoling to accompany them.
Visual Art Base Requirements
- Simple Background
- 1+ Isomara; full bodied
Literature Base Requirements
- 350+ Words per 1 Isomara per 1 training
A training story needs to be at least 350 words long per Isomara per training. If adding more Isomara or wanting to train an Isomara more than once in a training submission then an additional 350 words must be added per Isomara or per additional training.
1. A story with two Isomara each training twice would need to be at least 1,400 words long
2. Three Isomara training once each ≥ 1,050 words
3. One Isomara training five times ≥ 1,750 words
Note: You may only train up to eight (8) different Isomara per image/story.
After enough training Isomara are able to earn achievements and have other opportunities open up to them!
- Reaching 10 in both fight and flight completes one of the prerequisites to voyaging (Isoling need 10 in both stats as well as be Major or General rank in an Isoling club team to voyage).
- After reaching 35 in either stat Isomara can now participate in [Dungeon Dash].
- Once an Isomara has 100 in both stats, their training gain will be doubled from that point on!
- There are also training related achievements which grant perks to Isomara:
Note: Training caps at 500 per stat (500 Fight & 500 Flight).
How do Encounters Happen?
While exploring the forest, you find a beehive, and while trying to get honeycomb from it you disrupt the humbles, prompting them to attack you! You can deal with this threat by choosing either Fight or Flight.
The choice ties into an Isomara's stats and thus the encounter's outcome could vary. In the above example, if you had a high flight you could escape the swarm without harm, while a low flight stat would likely result in injury and loss of any potential items you could have retrieved if you were successful.
Encounters are optional, sudden prompts that can appear at the bottom of an exploration roll (Decide on whether to link this to an example, add an example picture, or something else. Depends on how encounters will happen when explorations are rolled). When exploring, you have the chance to both receive items and be confronted by an island inhabitant.
If that happens, you will be prompted to either Fight or Flight against the critters. These can be ignored, but if you try and succeed you can be rewarded with extra items, stat gain, and class experience. Failure can result in your Isomara being inflicted with a wound, so consider stats carefully.
The outcome will depend on the stat you choose for your Isomara to use and how high that stat is, as well as the type and number of creatures and Isomara in the encounter. Even if an encounter fails, you may still succeed at receiving drops from the encounter.
Creatures you can encounter and drops:
Creature - Common, Uncommon, Rare Drop
Humble - Flowers, Honeycomb, Honey
Blepper - Feathers, Stick, Memic Egg
Seagull - Feathers, White Pearl, Gull Drummie* (White Pearl)
Skrill - Coral, Skrill, Kelp
Goom - Goo, Ectoplasm, Goom Orb
Crab - Kelp, Clam, Crab
Memic - Feathers, Memic Egg, Bone
Memora - Cotton, Mint, String
Shark - Teeth, Bone, Shark Steak* (Bone)
Boar - Fur Tuft, Bone, Boar Meat* (Bone)
Queen Memora - +2 Stat Gain, +3 Stat Gain, Vial of Venom (If no jar equipped, +3 Stat Gain)
Apex Memic - +2 Stat Gain, +3 Stat Gain, Memic Quarter (If not Hunter Class, +5 Stat Gain)
*Only eligible for Lvl 20 Hunters otherwise uncommon drop
Isoling Club encounter and drops:
Isolings are able to get into imaginary encounters if apart of a team.
Creature Common Uncommon Rare
Stick Demon - Stick, Stick, Stick
Rock Monster - Rock, Rock, Copper
Tangle Vines - Vine, Vine, Vine
Bakemora - Cotton, Peanut, String
Treant - Stick, Wood, Apple
Chimiora - ???. ???. ???