Inventory:
- Health potion (2)
- Mana potion (2)
- Recovery potion (2)
----------
Name: Choose your arena nickname Race: Several races and their minor bonuses are available to choose from. The degree of customization is open-ended within the boundaries of those main groups, so you can choose e.g. a particular type of elf (dark elf etc.) or spirit. This will have NO impact on racial bonuses.
- Humans: + chance to block with a shield
- Elves: + ranged damage
- Orcs: + damage with two-handed weapons
- Demons: + magic resistance
- Angels: + magicka regeneration, more susceptible to melee damage
- Spirits: + chance to evade attack
- Elementals: + elemental spell damage
- Undead: + fatigue regeneration, more susceptible to melee and magic damage HP/MP/FP: Attributes. Health Points indicate your health and how much damage you can take before dying. Magicka Points are required to cast spells. Fatigue Points are required for most melee and ranged attacks. The number in brackets indicates points regenerated per turn.
The values above are the base values for each attribute, and are susceptible to change with ability points and equipment. STR/INT/AGI: Skills. Strength has an effect on maximum health, melee damage, and which armor class you can wear. Intelligence has an effect on magicka regeneration, spell damage, and how many spells you can equip. Agility has an effect on fatigue regeneration, chance to land a critical hit, and how many sidearms you can equip.
You start with 5 points in each skill; maximum is 20. You get 20 points to distribute to your skills. Skills are structured in tiers; base or Tier 0 is 5/20, Tier 1 (T1) is 10/20, Tier 2 (T2) is 15/20 and Tier 3 (T3) is 20/20. It is thus recommended to distribute points in bundles of 5 to meet tier levels. Armor, Weapons, Spells and Sidearms: Which equipment you chose, depending on your skills. Each type has slightly different advantages and costs. See below for all available options. Abilities: The available moves for your character. The ones listed above are the base abilities that everyone has, unless you chose not to equip any sidearms or spells. Strong Attack is an attack with your main weapon that does more damage, but also costs more FP. Concentrate reduces the damage you take next turn and restores an additional 20 MP and FP each. Inventory: Each player starts with six potions. Potions restore 20 points of their respective attribute (HP, MP, FP).
Armor
The default state of armor is Unarmored, which offers a bonus of +2 to FP regeneration, but no protection. Light Armor requires Strenth Tier 1 (so a STR of 10), offers 10% protection as well as a +1 bonus to FP regeneration. Medium Armor requires STR T2, and offers 20% protection. Heavy Armor requires STR T3, offers 30% protection, but also decreases your FP regeneration by 1.
If you have an Intelligence of 10 (T1), you can also choose to wear Mage Robes instead of Armor, which gives you a bonus of +3 to MP regeneration but no bonus to FP regeneration.
Weapons
Every character has at least one melee weapon equipped as a main weapon (main hand). A one-handed main weapon deals regular damage based on STR and allows for either a shield or a sidearm to be equipped in the secondary hand. Twohanded weapons use both hands, but deal twice the melee damage of their onehanded equivalent, with the exception of the Staff and the Polearm (which have no 1h variant).
Main weapon types include:
- Sword (1h) or Greatsword (2h). Deals average damage.
- Axe (1h) or Battleaxe (2h). Deals more damage, but also costs a little more FP to use.
- Mace (1h) or Warhammer (2h). Deals heavy damage, but consumes even more FP
- Polearm (2h only). Deals respectable damage (more than any 1h weapons, but less than other 2h weapons), and has a range bonus, meaning it can hit targest even two squares away.
- Staff (2h only). Deals weak melee damage, and requires 10 Intelligence to equip, but boosts the wearer's spell damage.
(Note: You can customize your main weapon, meaning you can chose a particular type of weapon or give it a name. However, if you do, be sure to add the weapon class in brackets. Example: "Excalibur (Sword)", "Claymore (Greatsword)". Adding a type of metal or material in front requires no brackets, e.g. "Adamantium Battleaxe".)
Shields
Shields are equipped to the secondary hand and replace the basic evade chance (5%) with a substantially larger chance to fully block an attack (15%). There are two shield types: Shield and Tower Shield. The Tower Shield is twice as likely to block an attack (30%) and is more effective against 2h weapons, but requires 15 STR and comes with a penalty of -1 to FP regeneration. Blocking a strong attack reduces some of the defender's FP.
Sidearms: to equip a sidearm, you require an Agility of 10 (T1). With T2 and T3 you can equip 2 and 3 sidearms respectively. Only one sidearm (shield, crossbow or longbow) can be active at a time; switching sidearms counts as an action. The exception are throwing weapons; they are equipped separately and can be used whenever.
Melee sidearm: Dagger. Deals mediocre melee damage, but can be dual-wielded with a 1h main weapon (evade, critical and block chances are calculated separately for each weapon).
Ranged sidearms:
- Throwing Weapons. Deals weak damage; most effective at short range (100% damage in melee range). Can be used while moving at no ability cost, but target evade chance increased drastically (only when moving).
- Crossbow. Deals average damage; most effective at medium range (100% damage at 2 squares distance).
- Longbow. Deals high damage; most effective at long range (100% damage at 3 squares distance and beyond).
Spells
Spells work at any range and can be cast without a staff, but use up MP. Base spell damage is defined by your INT. Much like sidearms, you require T1, T2 or T3 to equip 1, 2 or 3 spells respectively. Here is a list of available spells:
- Fire spell: +5HP burn damage
- Frost spell: +5FP damage
- Shock spell: +5MP damage
- Shield: reduces damage taken for the next 3 turns
- Summon Familiar for 3 turns. The familiar will attack the opponent. The higher the caster's INT, the higher the familiar level and melee damage it deals.
- Teleport: instantly move up to 3 squares distance to your opponent.
Abilities
You can choose 1 passive and 2 active abilities from the list below, to add to your standard abilities.
Active Abilities:
- Holy Strike (deals x1.5 melee dmg at any range, hit rate = 100%)(cost: 50 MP, 10 FP)
- Leap (walk a second field, take x1.2 dmg next attack)(cost: 10 FP)
- Rage (dmg x2 for next attack, +10% crit rate)(cost: 40 FP)
- Wrath (4 offensive spell bolts that do x0.4 dmg each)(cost:30 MP, requires INT 10)
- Blastwave (dmg x0.5, 50% stun rate (1 turn))(cost: 40 MP, requires INT 10)
- Targeted Attack (doubles crit rate)(cost:20 FP)
- Assassin (poison: -5HP each turn for 3 turns)(cost: 15 FP)
- Combo (6 attacks with dagger, each has 50% chance to hit)(cost: 30 FP, requires AGI 10)
- Headshot (bows only (long/cross): 3x damage, 70% to hit)(cost: 80 FP, requires AGI 15)
- Flame Mantle (5 turns; opponent takes +5 fire dmg (cumulative) for each consecutive turn spent in melee reach)(cost: 80 MP, requires Fire spell)
- Ice Breath (max range 2, 150% frost damage, 60% chance to encase opponent in ice for 1 turn)(cost: 80 MP, requires Frost spell)
- Mana Lightning (discharge all your magicka points into this attack, drain 0.5 HP as well as 0.25 FP and MP for each MP spent)(cost: all remaining MP, requires Shock spell)
- Shield Bash (5 melee dmg, drain 10 FP, next attack +10% crit chance)(cost: 15 FP, requires Shield)
- Taunt (base melee attack, prevents opponent from moving next round; does not work twice in a row)(cost: 10 FP, requires STR 10)
I don't know if that will work out at any degree, but let's give it a try! ಠ_ಠ If I understand the rules right and the number of weapons doesn't give any ballast/penalty then any melee weapon will be worse than throwing knives with 5 STR and 20 AGI. Blood Scepter is just a decoration xD
Actually, with your stats, a regular mace hit would deal 9 damage (melee only), and a throwing knife 8 at range 2, 4 at range 3 and 2 at range 4. The advantage of the throwing weapon is that you can use it and move in the same turn, which is the only exception. The disadvantage is that switching sidearms counts as an action.
Oh, concerning this: you can switch sidearms and move once, or drink a potion, in the same turn. Just not attack.
edit: Actually, now that I think of it, maybe I should exempt throwing weapons from that switching rule. They're not doing a lot of damage, plus using them while moving decreases their accuracy, so I think it wouldn't be unfair if throwing weapons could be used anytime, even with another sidearm equipped. Any thought?
editedit: I meant 8 damage in melee range for throwing weapons, not range 2.
OK - noted! And what with the usage of FP? Would melee be still worth it in this case?
Switching side weapons and attacking sounds great I have many of them so it's very situational which to use in a turn. But moving and shooting? Hmm... maybe with a penalty? Like +10% to miss.
Regular attack with a mace uses 7 FP; 20 FP for a Strong Attack. Ranged attacks all cost 5 FP.
But moving and shooting? Hmm... maybe with a penalty? Like +10% to miss.
That's already taken into account. Using a throwing weapon while moving in the same turn increases enemy evade rate to 25%, as opposed to the base value of 5%. The problem is that right now you still have to first use a turn switching to throwing knives before you can use them, like with the other sidearms. Given that they don't do a lot of damage, and considering the high miss chance when moving, I'm afraid they are too unattractive to use in the middle of a fight. What I propose is that throwing weapons can be used anytime, without switching to them first. You will still have to switch between your other sidearms, naturally. The idea is that throwing knives are weak but versatile. I want to see how that works, and if they appear too powerful I can still change back.
+20% to evade sounds even more fair. I'm more than ready to test throwing knives... along with other weapons on the arena xD I probably won't use them in fight against The Archfiend unless he teleports near me.
Armor: Chains Of Torment (Magic. Wrapped with magical lightning chains. Counts as mage robes, they empower the character but also don't give any bonus to FP regen)
Weapon: Staff
Spell: Lightning Spell, Summon Familiar, Teleport
Sidearm/Shield: Necrotic Missiles (Magical piercing missiles. Count as Throwing Knives for all intents and purposes)