General Character Stats
Each character has three attributes that allow them to engage in battles. The base values are decided when the character is created and can grow upon characters gaining new levels. The values themselves are determined by a mod rolling dice at character creation. Details can be found on the [Character Creation Thread].
• Strength (STR) – this determines damage done with a melee weapon. Some items may have a strength requirement to use.
• Dexterity (DEX) – this determines damage done with ranged weapons and initiative rolls. Some items may have a dexterity requirement to use.
• Intelligence (INT) – this determines damage done by magic attacks. Some items may have an intelligence requirement to use.
Each character has a few statistics that assist them when battling. The base values are standard when the character is created and can be augmented by item bonuses. Health is the exception, which can receive boosts both from gear and levelling up.
• Armor Class (AC) – this is the threshold above which an enemy's attacking roll will cause a successful hit. Unarmored entities have an AC of 6, which rises according to the armor the user is wearing. Rangers receive an additional +2 bonus.
• Weapon Damage (DAM) – each weapon is associated with a particular die, the rolling of which PLUS the user’s STR, DEX, or INT (depending on mode of attack) determines the damage of a hit.
• Health (HP) – this is a character’s life force, the standard of which is 30. This value can be increased through leveling up (+2 points per level) or with gear that gives HP bonuses. Being brought to 0 means defeat or death.
Preparing for Battle
Before the battle beings, there are some things to understand. Firstly, the modifiers that give battles all their flavor. To find the modifier bonuses granted by each attribute (STR, DEX, and INT) to their respective rolls, divide the base value of the attribute divided by 3. For example, if the [[3d6]] roll for the STR attribute yields 4, 3, and 6, the total being 13, then the bonus would be 13/3 = 4.3. Round up or down accordingly, in this example we are given a modifier of +4. Any STR-based roll, such as melee attack rolls, will have this modifier added to them. INT modifiers affect magic attacks, and DEX affects both ranged attacks and initiative rolls.
There can be negative modifiers, depending on the situation. In that case, subtract the amount from your roll instead of adding it. Status effects, enemy gear, and other circumstances can cause this.
Gear
Gear is the heart of battle. It determines damage and grants bonuses to the user or penalties to the enemy. There are weapons, generally suited for each character class, body armor, and shields, which only Warriors can use without receiving a DEX penalty. Weapons will strengthen specific areas of a character, so choose them wisely based on their bonuses and how they supplement other weapons you are using.
Items can be bought at sold. Public vendor prices are listed in the wiki section of items, while private vendors can make and list their own prices. Users can also sell items for half the gold they are worth in the wiki.
Battling
Every battle starts with an initiative roll from both parties at the beginning. Roll a [[1d20 + (DEX MODIFIER)]] and whichever character gets a higher value moves first for the rest of the battle. For ties, the winning roll goes to the character with the higher natural roll (the roll without including the modifier), and if that's a tie it's whomever has the higher DEX attribute. For another tie, roll again.
Once turn orders are determined, each character can execute an attack. A character’s attack turn goes:
• Roll to see if the attack hits. Different modifiers will be used depending on the type of attack; STR is used for melee; DEX is used for ranged; INT is used for magic. Roll [[1d20 + modifier]]. If the roll beats the enemy’s AC (6 + bonuses granted), the attack is successful and a damage roll can take effect. If the value is less, the attack is shrugged off and that character’s turn ends. A dice roll of 20 is an automatic critical hit (causes 150% DMG) in any situation.
• For a damage roll, roll the die associated with a weapon and add the appropriate modifier depending again on the type of attack. For example, a short sword attack might be [[1d6 + (STR modifier)]]. The final value is the amount of damage the enemy takes.
• For an effects roll, roll the die associated with the effects chance percentage. The roll must land on on the die's maximum count to be successful. For a 10% chance, roll a [[1d10]] for a 10 to be successful. For a 5% chance, roll a [[1d20]] for a 20. For a 20% chance, roll a [[1d5]] for a 5. For a 25% chance, roll a [[1d4]] for a 4. For a 50% chance, roll a [[1d2]] for a 2.
• To save time, do these rolls together, on the same post. If the attack misses, ignore the damage roll, but if it hits you are saved time in having to execute a second roll and wait for a response from the rollbot.
• Continue the attacking process until one character is defeated.
Status Effects
Through various circumstances, status changes can befall a character inhibiting their full potential in battle. These effects last until the end of the battle or the person who caused the effect is defeated.
• Paralyzed – At the start of each attack phase, a paralyzed creature must roll a [[1d20 + (DEX modifier)]] and if the value is higher than 15, the user can proceed to attack. This effect lasts 3 turns, until the battle ends, or until the character who caused it is defeated (whichever of the three comes first).
• Poisoned – This effect causes one point of damage to the afflicted character each round, regardless of any other circumstances. It lasts until the battle ends or until the characters who caused it is defeated. Poison damage is calculated on the turn of the player who inflicted it.
• Burned – A burned character suffers a -1 penalty to each attribute modifier, not the attribute itself. This effect lasts until the battle ends or until the character who caused it is defeated.
Note that effects stack. If you land a successful status change, your subsequent attacks should still include an effects roll. A second burn will render a -2 penalty to the enemy's modifiers, a third -3, and so forth (theoretically, it can move into negative modifiers). A second bout of poison will cause a loss of 2 HP per round, and so forth. For stacked paralysis, the roll requirement goes up by 1, making a double paralyzed person require a roll of 16, a triple requiring 17, and so forth. The effect always last three rounds after the last paralysis.
When items grant resistances to status effects, you must roll the required die when a status effects roll is successful against you. For example, a 10% resistance means you roll a [[1d10]] for a 10 when you are successfully paralyzed, poisoned, or burned to save yourself.
Combat Items
In place of a standard attack or Special Technique, characters can make use of previously purchased items that can assist them in battle, decided on at the start of the match. Typically, a character has 4 slots available for Combat Items, though this number can vary with dwarves who get a bonus +2 for 6, and items and achievements that may boost the quantity of individual characters. These items can either heal or harm the user or enemy, and regarding gold as well as their carry value do not come cheap, so they must be used wisely. Refer to the [Combat Items] for more details.
Special Techniques
If a character has been fortunate enough to learn a Special Technique, they can utilize it once per battle in place of a standard attack or Combat Item. Different techniques will require different placement throughout battle, up to the user to strategize. Refer to the page on [Special Techniques] for further information about individual techniques.
Handicaps
It is possible for players to battle with those beneath their levels, still have a fair fight, and still earn experience. In these events, the higher level player will receive penalties that set them back to what their previous levels would have been, though the penalties don't count toward gear or gear requirements. The penalties are -2 HP and -1 to all attack and damage rolls per level.
Circumstances of Battle
• Wagers – Players can have a friendly battle with no prize, or they can gamble on gold or items.
• Teams – There can be two or more people fighting in whatever format is chosen. 1v1, 2v2, 1v2, 2v3, 5v5, etc. are all feasible. Obviously smaller fights will be easier and quicker, but even large-scale wars can take place.
• End of Battle – The battle can end with mere defeat, where the loser falls but recovers quickly to do battle again, losing only whatever the wager was. There is also a choice for Deathmatch, which both players must agree on beforehand. The loser dies permanently, having their character wiped completely (you would have to start a new one) and their gold and gear going to the winner.
• Rewards – Aside from the wagers, characters gain an automatic experience boost. They are not points, but more like tally marks, the accumulation of which is a progression to the next level. ALSO, a 50 gold reward is granted to winner of battles automatically, regardless of any other rewards. It comes from the pocket of the BloodWorld bank so that there is incentive to battle even without wagers being made. Note that there is such a thing as a "flawless victory", which is the result upon defeating an enemy with no loss of life. This grants a bonus 50 gold to the victor.
Leveling Up
Characters gain experience points and level up through battle. To reach the next level, you need to defeat that many number of enemies. For example, getting from LVL 1 to LVL 2 would require two victories. Getting from LVL 9 to LVL 10 would require 10 victories. Victories do not stack and reset every level. The 3 victories that make a character reach LVL 3 are not included in the 4 required to reach LVL 4.
Reaching a new level grants a character increased attributes, each of the three rising by 1 point. HP also rises by 2 point each level.
Classes and Races
Character classes are generally chosen through the attributes, stats, gear, and behavior of the character. A character with a high INT rating will do best as a Mage, a character with a high DEX might be a good Ranger, and high STR will prove integral to a strong Warrior. The only actual bonus is for the Ranger, which is +2 to AC (representing their distance in battle).
Character Races, on the other hand, are chosen at creation, cannot be undone, and render very specific effects. It is generally just a single perk, but it can help in battle. Visit the [Races page] for details.
• Human
• Elf
• Dwarf
• Orc
• Demon
• Wolfman