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Post by World of Magesc on Aug 18, 2019 6:55:42 GMT -8
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Post by World of Magesc on Aug 18, 2019 6:56:06 GMT -8
There are a few stats every character will have when opening up their journal. They are based upon most other role playing games and have been adapted for this RPG specifically. You start with being able to distribute 3 stat points between the two stats of Attack and Defense. Each level you gain, you have 1 point to place in one of those two stats. Abbreviated Stats - Full Stat NameLVL - Level EXP - Experience LP - Life Points ENG - Energy ATK - Attack DEF - Defense LUK - Luck Now that you have the abbreviated name of each, here is a little description on what each do. ≫ level (lvl)Leveling is a very important task within Magesc for anyone who wishes to increase their strength and battling prowess. Everyone starts out at level 1 and must work their way up from there. To level your character you can battle or spar other characters or buy our special "Potion of Strength" in the Main Caravan. ≫ experience (exp)Experience are points you gain when winning or losing battles against other characters. Whenever the end of a battle has come and the winner is chosen, there will be a certain number of experience points you will gain. Once your character has gained enough exp, they will level up. ≫ life points (lp)Life points determine how much damage a character can take before they fall unconscious. Each magescian character starts with 10 life points as an apprentice, and it will grow by 10 every time your character grows to the next stage. Feral orakovan characters start with 30 life points and boost 10 more once they grow into a khehorian. Every level earned, for everyone, is another life point earned as well. For temporary healing in a battle, you can purchase potions in the shop or make them yourself through alchemy. ≫ energy (eng)Energy starts at 10 for every character and grows by 1 for every level. Energy determines how long a character can last in battle. The battle is over one of two ways, either you or your opponent are out of life points or someone runs out of energy. You can't battle any longer if you are too tired to go on. Everything you do costs energy. Don't forget, you can always drink a potion that will restore your lost energy. ≫ attack (atk)Attack determines your physical and magical damage output. The higher the attack stat, the more damage your attacks will do. ≫ defense (def)The defense stat is the ability to ward off attacks made by others. A higher defense means less damage will come to your character. ≫ luck (luk)Luck will determine your accuracy in battles. Luck only increases through winning battles with other characters and when defeating dragons or creatures. When you deal a killing blow to a dragon or creature, you receive 1 point to add to any of your character's luck. Better run over to the Den of Dragons or The Lair and fight some dragons and creatures as they're posted! ≫ luck experience (luk exp)Luck experience is gained when one loses a battle or when you are apart of dragon and creature encounters. Every 3 losses or 3 non-dragon/creature kills equates to 1 luck point.
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Post by World of Magesc on Aug 18, 2019 7:56:08 GMT -8
Whenever you win or lose a battle, you gain experience points. To reiterate, every character starts at level 1 and works their way up through battling their peers. There is a simple and easy explanation for how many points constitute a level up. Whatever level your character is currently at determines how many experience points you will need to earn in order to level up. For example, if your character is level 6, it will require 6 experience points to level up to level 7 and so on and so forth. Any experience left over after a level up will be put towards the next level. Experience is always rounded to the nearest whole number (ie: Say exp gained is 1.49 » 1 OR 1.5 » 2). Calculating experience for a win is quite easy. It's simply your opponent's level = EXP gained. Calculating experience for a loss is simply your opponent's level / 2 = EXP gained. Battling Rule!
Battling Scenarios One vs OneMany vs OneMany vs Many
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Post by World of Magesc on Aug 18, 2019 8:35:55 GMT -8
Whenever you decide to pit your character against another, it should go a little something like this: First, every character involved will have to create an introduction post, wherein you will post your character's inventory and gear at the time of battle start as well as their basic statistics (LP, ENG, ATK, DEF, LUK). You may also wish to include their forum cert or a photo of the character to add some flavor to the post. You will also need to include two default dice rolls for initiative, which is determined by the the sum of both dice together, determining your number, and the character with the highest number goes first, second highest goes second and so on (for multiple character battles). Anyone with the same sum will then go based on whoever had the higher first die roll. Once initiative is determined via the introduction posts, each character will always roll 2 default dice (1-100) by clicking the 'roll' function twice -- this can be found in the post styles bar above, when creating a new post -- for each of their turns. Both of these die correspond to the following: Die 1 :: Accuracy and Attack Die 2 :: Defense ≫ luck and accuracyLuck and accuracy go hand in hand. The accuracy brackets below are important, as some special abilities will allow you to increase your accuracy to the next bracket. Again, accuracy goes off of the first die in the set of rolls every post. Accuracy Brackets: 1 :: 1-20 LUK = 50% Accuracy (die 1 must be 51 or higher to successfully hit) 2 :: 21-50 LUK= 75% Accuracy (die 1 must be 26 or higher to successfully hit) 3 :: 51+ LUK = 95% Accuracy (die 1 must be 6 or higher to successfully hit) ≫ standard attacksThis is the basic attack and is based on your character's attack stat. All standard attacks cost 4 ENG to use. Looking at die 1's roll number, refer to the following chart: Rolling 1-25 will deal 50% of your attack stat as damage. Rolling 26-75 will deal 75% of your attack stat as damage. Rolling 76-95 will deal 100% of your attack stat as damage. Rolling 96-100 will be a critical hit, dealing 200% of your attack stat as damage.
Lets say your character's attack is 12, your damage at 200% would be 24, at 100% would be 12, at 75% would be 9, and at 50% would be 6 (always rounded to the nearest whole number). ≫ weak attacksFor a longer battle, those nearing 0 energy, or for those interested in turning the tides in your opponent’s favor, issuing a weak attack will automatically cut the damage you deal in half for the turn. Some special abilities force the opponent to use weak attacks for a specified number of turns. Weak attacks do not have an ENG cost.≫ standard defenseThe basic defense, for all characters, is based on your defense stat. All standard defensive maneuvers cost 2 ENG to use.Looking at die 2's roll number, refer to the following chart: Rolling 1-25 will protect you for 50% of your defense stat. Rolling 26-75 will protect you for 75% of your defense stat. Rolling 76-95 will protect you for 100% of your of your defense stat. Rolling 96-100 will not only parry your opponents attack, but riposte for 25% of what incoming damage you would have been dealt.
For example, your character's defense stat is 15. At 100%, you would ward 15 damage. At 75%, you'd ward 11 damage. At 50%, you'd ward 8 damage (always rounded to the nearest whole number). ≫ zero blockYour character may also choose not to defend at all. You will take all damage dealt to you this turn. Some special abilities force the opponent not to defend. Zero block does not have an ENG cost.≫ special abilitiesEvery character has a set of three special abilities that they may use during a battle. Each special may only be used once. The specials for all characters can be found in the Special Abilities thread. Hybrids have access to all of their chosen class/clan's special abilities. However, when going into battle, they may only take three abilities of their choosing in any combination with them. For example, a hybrid warrior/peisio has access to all special abilities that a normal warrior and peisio dovaa has. Out of those six abilities, they may choose any three they want to take with them into battle. This is the wonderful thing about hybrids, as they have access to double the special abilities to choose from. You must decide which attacks you're taking into the battle in the opening post. ≫ dragon tears and battlingIf you have dragon tears in your universal inventory, one thing you may do during a battle is crush one to give you an edge. Having a character crush a dragon tear will allow them to utilize one special ability of your choosing from that the list of that dragon's clan abilities. No matter what class or clan your character is from, crushing a dragon tear during battle is a great way to turn the tides in your favor, as you can, for instance, utilize a ysali dragon tear to take advantage of the heals over time, or crush a diabi dragon tear in order to regain energy. You may only crush one tear per battle as the excess power may be too great for your character to control otherwise (plus it's too OP in some cases).
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Post by World of Magesc on Aug 18, 2019 8:54:22 GMT -8
Here at Magesc, regardless of what type of character you have, all characters have an in-character inventory and gear slots used for battling statistics (this differs from the out-of-character growth equipment slots that are only for art). The gear slots are as follows: main-hand, off-hand, head, chest, back, hand, wrist, waist, leg, foot, neck, finger, and trinket. These gear slots are used with different items from the different professions that one can take up. Being able to create different items for the different slots will increase stats when the items are equipped. Different items have different weights. These weights will also affect battles. We have three classes of armor: Light, Medium, and Heavy. Whenever you see an equippable item, you will notice that it will have additional information regarding the class of the item (weight) and to alert you as to which gear slot it requires. As a note: the main hand, neck, finger, and trinket do not count towards a weight class but all others do.Light armor does not provide the best defense, but it is easily mobile and does not affect accuracy whatsoever. Medium armor provides moderate defense, but does slow a person down when worn. This decreases accuracy by 3 points per item. Heavy armor provides great defense, but really slows a person down when worn. Decreasing accuracy by 5 points per item.
As an example, if your character's accuracy bracket is the first (50%; 51+ = Successful Hit), and you're wearing a full set (8 items) of heavy armor, your accuracy goes down by 40 points, meaning now you must roll an 91+ in order to have a successful hit. With a full set of medium armor, your accuracy goes down 24 points, requiring a roll of 75+ in order to have a successful hit. Whereas a full set of light armor does nothing to one's accuracy whatsoever.
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Post by World of Magesc on Aug 22, 2019 11:46:33 GMT -8
Throughout the forum you may see items and spells that induce status ailments to your characters. These ailments are curable using an antidote crafted by alchemists or bought from the Main Caravan. The status ailments and their descriptions are as follows: [/b] Causes loss of accuracy for specified number of turns. Afflicted must utilize one lower accuracy bracket for attacks. Burn: Deals damage each turn for a specified number of turns. Disable: Can only utilize weak attacks for a specified number of turns. Freeze: Immobilizes character for specified number of turns, they may not attack. Anyone attacking a frozen target will utilize one higher accuracy bracket. Paralysis: Immobilizes character 25% of the time. Requires an extra 1d4 roll by afflicted character. If 1 is rolled, afflicted is paralyzed and may not make any moves this turn. If 4 is rolled, afflicted is cured. Lasts until end of battle or until cured. Poison: Deals damage each turn until the end of battle or until cured. Stagger: Defense is lowered by 10% for a specified number of turns. Vampiric: Deals damage to an opponent and returns a portion of life and/or energy to the original user.[/ul]
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Post by World of Magesc on Oct 8, 2019 15:41:31 GMT -8
Companions, as stated on the lore page, are familiars and magical extensions of a master raguati or asarei. They also offer a special bonus during a battle. There are two types of companions that you can choose from when you pick up the Companion Coin. An offensive or defensive type of familiar. The familiar can only be one or the other and your character may only have 1 familiar during their lifetime. So this is a very important decision. Choosing an offensive type will grant the character an additional permanent 10 attack damage while choosing the defensive type will grant a permanent 10 defense to the character. On top of offering the additional attack or defense, each familiar will come equipped with a special ability only that companion will have. This ability, depending on the type of companion chosen, could offer a plethora of powers beyond what your character can do already. An offensive companion may have the power to add an "ailment" to your opponent or an additional boost in attack power for a short time whereas a defensive companion may have the ability to heal a character, bolster their defenses for a time, increase their overall health, or even shield the character from oncoming damage. A dovaa's true form, as stated in the lore, is their innate magical self. When a dovaa has gathered enough magical power, they are able to ascend and take their dragon form. In order to acquire this form, you must possess a True Form Token. This is a special state that is also accessible during battle for a short time. When a dovaa is in a battle and they decide to ascend into their true form they are healed for 30 life points (or over-healed and gaining that additional life as a shield if they decide to do this during the first few turns), 15 attack, and 15 defense for the duration of the form. The true form utilizes one turn to transform and lasts a total of 4 turns after transformation. During these 4 turns, it is crucial to enact one of their special abilities. Every true form comes equipped with two abilities; one offensive and one defensive. These are the same for each person of the clan, but you must choose to use one or the other during the battle, as you cannot use both. These can turn the tide of battle quite easily and many offensive spells cause specific ailments to your opponents. Please see the list of abilities, both offensive and defensive, for each clan below. [/b][/font] [/i] Wrath: Shoots a large ball of nature energy towards the opponent that saps energy and poisons. Saps 10% of the opponent's ENG [opponent's remaining ENG x .1 = energy sapped] and poisons opponent, dealing 3% of the opponents total LP as damage each turn until the end of battle or until cured. [opponent's MAX LP x .03 = additional damage done each turn] Defensive: Lifebloom: Heals an allied character for 15% of their total LP each turn for 3 turns [ally’s MAX LP x .15 = life healed] and also cures any status ailments.[/ul] Ayrala:[/i] Ayroblast: Blast the strongest wind you've ever been able to muster at the opponent. Deals 15% of opponent’s total LP as damage. [opponent’s MAX LP x .15 = damage dealt], it also staggers the opponent for 3 turns. Defensive: Wyndwall: Keeps a barrier of wind between you and the target. The next successful standard attack done to you will be blasted back at the opponent instead for full damage, negating defense. This wall lasts until an attack hits -- persists through transformation back into a dovaa's humanoid form.[/ul] Kiandri:[/i] Thunder: Sends thousands of lightning shock waves towards the opponent, dealing 20% of opponent’s total LP as damage [opponent’s MAX LP x .2 = damage dealt] and paralyzes them. Defensive: Magnet: Charge yourself with electricity. The next successful standard attack that hits you, instead of damaging, will be converted into ENG for your use.[/ul] Firani:[/i] Inferno Blast: Shoots a strong fireball from your mouth that deals 20% of opponents total LP as damage [opponent’s MAX LP x .2 = damage dealt] and burns them for 5% of their total LP each turn for 4 turns. Defensive: Flare Up: Increases your ATK by 15 for 5 turns -- persists through transformation back into a dovaa's humanoid form.[/ul] Peisio:[/i] Hydroblast: A strong burst of water from the mouth of your dragon form. Deals 15% of opponents total LP as damage [opponents MAX LP x .15 = damage dealt per turn] and disables them for 5 turns. Defensive: Deep Sea Healing: Heals an ally for 35% of their total LP. [ally’s MAX LP x .35 = life healed][/ul] Aiskala:[/i] Frost Breath: Breathe a cold, frigid frost from your mouth, dealing 15% of opponent’s total LP as damage [opponent’s MAX LP x .15 = damage dealt] and freezes them for 3 turns. Defensive: Haze: A heavy, icy mist fills the air around you and your opponent. Forces all opponents accuracy to be lowered one bracket. Also forces them to use 'Weak Attacks' for 3 turns.[/ul] Gaili:[/i] Earthquake: Stomp on the ground with extreme might, causing the earth to shake and crumble beneath the opponents feet. Deals 20% of opponents total LP as damage [opponents MAX LP x .2 = damage dealt per turn] and staggers them for 3 turns. Defensive: Earthen Guard: Increase your DEF by 15 for 5 turns -- persists through transformation back into a dovaa's humanoid form.[/ul][/ul]
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Post by World of Magesc on Jan 23, 2020 15:58:23 GMT -8
A character may also take one bonded into battle with them at a time for their stat bonus. Although a character can obtain and be bonded to as many khehora as they wish, only one bonded may accompany a character into battle. A bonded khehora gives their bonded partner an increased stat. Each clan of khehora increase a certain stat as listed below. As you can see, there are also different stat bonuses depending on which stage of life your bonded khehora is at. This also refers to khehorians who have their own pack of khehora. The same rules apply. ≫ stage bonusOrakoi: +3 LP, ATK or DEF points Orakoir: +5 LP, ATK or DEF points Orakovan: +10 LP, ATK or DEF points ≫ khehora clanLP: Ysali, Peisio, Aedaun ATK: Firani, Kiandri, Diabi DEF: Ayrala, Aiskala, Gaili
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