Brainstorm Pit (Not Useable)

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Magical Attack

  • Targets: 1, can be modified.
  • Range: Can be Modified
  • Duration: Initial Post, cannot be modified.
  • Effect: None.
  • Prevention: Spirit Die, Magical Defend Technique, Status Effect.



Lv 1 Ability deals 3 damage, but costs 3 mana and 1 action.


Lv 2 Ability deals 6 damage, but costs 6 mana and 2 action.


Lv 3 Ability deals 9 damage, but costs 9 mana and 3 action.


Lv 4 Ability deals 12 damage, but costs 12 mana and 4 action.


Lv 5 ability deals 15 damage, but costs 15 mana and 5 action.


Magical Defend

  • Targets: 1, can be modified.
  • Range: Can be modified.
  • Duration: Initial post, cannot be modified.
  • Effect: See below.
  • Prevention: Status Effect



Lv 1 Ability blocks Lv 1, Half Lv 2 Magical Attack, but costs 3 mana and 1 action.


Lv 2 Ability blocks  Lv 1, Lv 2, Half Lv 3 Magical Attack, but costs 6 mana and 2 action.


Lv 3 Ability blocks Lv 1, Lv 2, Lv 3, Half Lv 4 Magical Attack, but costs 9 mana and 3 action.


Lv 4 Ability blocks Lv 1, Lv 2, Lv 3, Lv 4, Half Lv 5 Magical Attack, but costs 12 mana and 4 action.


Lv 5 ability blocks Lv 1, Lv 2, Lv 3, Lv 4, Lv 5 Magical Attack, but costs 15 mana and 5 action.


Magical Heal

  • Targets: 1, can be modified.
  • Range: Can be modified.
  • Duration: Initial post, cannot be modified.
  • Effect: See below.
  • Prevention: Status Effect.



Lv 1 Ability heals 2 hit points and remove Lv 1 Status Effects/Deducts, but costs 3 mana and 1 action.


Lv 2 Ability heals 3 Hit points and remove Lv 2 Status Effects/Deducts, but costs 6 mana and 2 action.


Lv 3 Ability heals 5 Hit points and remove Lv 3 Status Effects/Deducts, but costs 9 mana and 3 action.


Lv 4 Ability heals 6 Hit points and remove Lv 4 Status Effects/Deducts, but costs 12 mana and 4 action.


Lv 5 ability heals 8 hit points and remove Lv 5 Status Effects/Deducts, but costs 15 mana and 5 action.


Augment

  • Target: 1, can be modified.
  • Range: Can be modified.
  • Duration: 3, can be modified.
  • Effect: See below.
  • Prevention: Status Effects.



Lv 1 Ability provides up to 1 dice for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability provides up to 3 dice for a normal action, but costs 9 mana and 3 action.


Lv 4 Ability provides up to 4 dice for a normal action, but costs 12 mana and 4 action.


Lv 5 ability provides up to 5 dice for a normal action, but costs 15 mana and 5 action.


Bonuses can include additional numbers, dice bonuses, combine die, etc.


Deduct

  • Target: 1, can be modified.
  • Range: Can be modified.
  • Duration: 3, can be modified.
  • Effect: See below.
  • Prevention: Status Restore, Heal.



Lv 1 Ability removes 1 die for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability removes 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability removes 3 dice for a normal action, but costs 9 mana and 3 action.


Lv 4 Ability removes 4 dice for a normal action, but costs 12 mana and 4 action.


Lv 5 ability removes 5 dice for a normal action, but costs 15 mana and 5 action.


Removals can include additional numbers, dice, combine die, etc.


Status Effect

  • Target: 1, can be modified.
  • Range: Can be modified.
  • Duration: 3, can be modified.
  • Effect: See below.
  • Prevention: Status Restore, Heal.



Lv 1 Ability deals 1 damage; and applies Level 1 Status Effect, but costs 3 mana and 1 action.


Lv 2 Ability deals 2 damage; and applies Level 2 Status Effect, but costs 6 mana and 2 action.


Lv 3 Ability deals 3 damage; and applies Level 3 Status Effect, but costs 9 mana and 3 action.


Lv 4 Ability deals 4 damage; and applies Level 4 Status Effect but costs 12 mana and 4 action.


Lv 5 ability deals 5 damage; and applies Level 5 Status Effect, but costs 15 mana and 5 action.


Status Effect = Stun, Charm, Stone, etc.


Status Restore

  • Target: 1, can be modified.
  • Range: Can be modified.
  • Duration: 3 for status immunity, can be modified.
  • Effect: See below.
  • Prevention: Status Effect.



Lv 1 Ability cures a Level 1 Status Effect/Deduct, and provides Lv 1 status immunity, but costs 3 mana and 1 action.


Lv 2 Ability cures a Level 2 Status Effect/Deduct, and provides Lv 2 status immunity, but costs 6 mana and 2 action.


Lv 3 Ability cures a Level 3 Status Effect/Deduct and provides Lv 3 status immunity, but costs 9 mana and 3 action.


Lv 4 Ability cures a Level 4 Status Effect/Deduct and provides Lv 4 status immunity, but costs 12 mana and 4 action.


Lv 5 ability cures a Level 5 Status Effect/Deduct and provides Lv 5 status immunity, but costs 15 mana and 5 action.


Status immunity.


Terrain

  • Target: Manipulates terrain. Can add traps, pitfalls, walls, pavement, etc.
  • Range: Can be modified.
  • Life: Times 2 per level.
  • Duration: Forever
  • Effect: See below.
  • Prevention: Analyze, Attacks.



Lv 1 Ability creates a Level 1 terrain, but costs 3 mana and 1 action.


Lv 2 Ability creates a Level 2 terrain, but costs 6 mana and 2 action.


Lv 3 Ability creates a Level 3 terrain, but costs 9 mana and 3 action.


Lv 4 Ability creates a Level 4 terrain, but costs 12 mana and 4 action.


Lv 5 ability creates a Level 5 terrain, but costs 15 mana and 5 action.
 
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Whenever you roll a die. It costs 1 action, or 1 action/3 mana if it's a special die.
 
Spell Creation Workshop


Targets

  1. 1 Target (Free All Levels).
  2. 2 Targets: Times two mana of skill, or divide power of skill by 2, splitting numbers close to even.
  3. 3 Targets Times three mana of skill, or divide power of skill by 3, splitting numbers close to even.
  4. 4 Targets: Times four mana of skill, or divide power of skill by 4, splitting numbers, close to even.
  5. 5 Targets: Times five mana of skill, or divide power of skill by 5, splitting numbers, close to even.

Range

  1. 1~5m range: (Free for Lv 1)
  2. 1~10m range: +1 mana
  3. 1~20m range: +2 mana
  4. 1~30m range: +3 mana
  5. 1~40m range: +4 mana
  6. 1~50m range: +5 mana

Duration

  1. +1 Duration: +5 mana
  2. +2 Duration: +10 mana

Terrain Life

  1. +1 life: +2 mana
  2. +2 life: +4 mana
  3. +3 life: +6 mana
  4. +4 life: +8 mana
  5. +5 life: +10 mana
 
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Range (For All Spells, A spell needs a predetermined range to keep things in balance).


Lv 1: 1~5m (Free)


Lv 2: 1~15m (add +1 mana)


Lv 3: 1~25m (add +2 mana)


Lv 4: 1~35m (add +3 mana)


Lv 5: 1~50m (add +4 mana)


Magical Burst Attack (A single enemy)


Lv 1: 3 Damage, 1 Target. Cost: 3 mana, 1 Action.


Lv 2: 6 Damage, 1 Target. Cost: 6 Mana, 2 Action.


Lv 3: 9 Damage, 1 Target. Cost: 9 Mana. 3 Action.


Lv 4: 12 Damage, 1 Target. Cost: 12 Mana. 4 Action.


Lv 5: 15 Damage, 1 Target. Cost: 15 Mana. 5 Action.


Magical Area Attack (Targets multiple enemies)


Lv 1: 2 Damage, All Targets in a close area, 3m radius. Cost: 4 mana, 2 action.


Lv 2: 4 Damage, All Targets in a close area, 5m radius. Cost: 8 mana. 3 action.


Lv 3: 6 Damage, All Targets in a close area, 7m radius. Cost: 12 mana. 4 Action.


Lv 4: 8 Damage, All Targets in a close area, 9m radius. Cost: 16 mana. 5 Action.


Lv 5: 10 Damage, All Targets in a close area, 10m radius. Cost: 20 mana. 6 Action.


Magical Damage Over Time (Duration 3, after initial post. Can break through Status Immunity)


Lv 1: 1 damage, 1 target. Cost: 2 mana, 1 action.


Lv 2: 2 damage, 1 target. Cost: 4 mana, 2 action.


Lv 3: 3 damage, 1 target. Cost: 6 mana, 3 action.


Lv 4: 4 damage, 1 target. Cost: 8 mana, 4 action.


Lv 5: 5 damage, 1 target. Cost: 10 mana, 5 action.


 


Magical Counter (Redirect attack back at opponent)



Lv 1: Redirects a Lv 1 Attack back at an opponent (Cannot be Prevented), 1 target. Cost: 6 mana, 2 action.


Lv 2: Redirects a Lv 2 Attack back at an opponent, 1 target. Cost: 12 mana, 3 action.


Lv 3: Redirects a Lv 3 Attack back at an opponent, 1 target. Cost: 18 mana, 4 action.


Lv 4: Redirects a Lv 4 Attack back at an opponent, 1 target. Cost: 24 mana, 5 action.


Lv 5: Redirects a Lv 5 Attack back at an opponent, 1 target. Cost: 30 mana, 6 action.


 




Magical Defend (Can Cover allies. Can defend against Terrain Attacks).



Lv 1: Blocks a Lv 1 Attack. Cost: 2 mana, 1 action.


Lv 2: Blocks a Lv 2 Attack.Cost: 4 mana, 2 action.


Lv 3: Blocks a Lv 3 Attack. Cost: 6 mana, 3 action.


Lv 4: Blocks a Lv 4 Attack. Cost: 8 mana, 4 action.


Lv 5: Blocks a Lv 5 Attack. Cost: 10 mana, 5 action.


 




Magical Evade/Teleport (Move a certain amount of meters. Can evade/teleport against terrain attacks).



Lv 1: Evades a Lv 1 Attack, move 2m. Cost: 3 mana, 1 action.


Lv 2: Evades a Lv 2 Attack, move 4m. Cost: 6 mana, 2 action.


Lv 3: Evades a Lv 3 Attack, move 6m. Cost: 9 mana, 3 action.


Lv 4: Evades a Lv 4 Attack, move 8m. Cost: 12 mana, 4 action.


Lv 5: Evades a Lv 5 Attack, move 10m. Cost: 15 mana, 5 action.


 


Magical Burst Heal



Lv 1: 3 Heal, 1 Target. Cost: 3 mana, 1 Action.


Lv 2: 6 Heal, 1 Target. Cost: 6 Mana, 2 Action.


Lv 3: 9 Heal, 1 Target. Cost: 9 Mana. 3 Action.


Lv 4: 12 Heal, 1 Target. Cost: 12 Mana. 4 Action.


Lv 5: 15 Heal, 1 Target. Cost: 15 Mana. 5 Action.


Magical Area Heal (Targets multiple allies)


Lv 1: 2 Heal, All Targets in a close area, 3m radius. Cost: 4 mana, 2 action.


Lv 2: 4 Heal, All Targets in a close area, 5m radius. Cost: 8 mana. 3 action.


Lv 3: 6 Heal, All Targets in a close area, 7m radius. Cost: 12 mana. 4 Action.


Lv 4: 8 Heal, All Targets in a close area, 9m radius Cost: 16 mana. 5 Action.


Lv 5: 10 Heal, All Targets in a close area, 10m radius Cost: 20 mana. 6 Action.


Magical Heal Over Time (Duration 3, after initial post)


Lv 1: 1 Heal, 1 target. Cost: 2 mana, 1 action.


Lv 2: 2 Heal, 1 target. Cost: 4 mana, 2 action.


Lv 3: 3 Heal, 1 target. Cost: 6 mana, 3 action.


Lv 4: 4 Heal, 1 target. Cost: 8 mana, 4 action.


Lv 5: 5 Heal, 1 target. Cost: 10 mana, 5 action.


 



Status Effect (A single enemy. Duration is based off level, after initial post. Can break through status immunity.)


Lv 1: Lv 1 Status Effect. Cost: 3 mana, 1 Action.


Lv 2: Lv 2 Status Effect. Cost: 6 Mana, 2 Action.


Lv 3: Lv 3 Status Effect. Cost: 9 Mana. 3 Action.


Lv 4: Lv 4 Status Effect. Cost: 12 Mana. 4 Action.


Lv 5: Lv 5 Status Effect. Cost: 15 Mana. 5 Action.


Status Effects include stuns (preventing movement), silences (preventing spells), taunt (enemies attack only you), berserk (can only attack), etc.


Area Status Effect (Targets multiple enemies. Duration is based off level, after initial post. Cannot break through status immunity.)


Lv 1: Lv 1 Status Effect on All Targets in a close area, 3m radius. Cost: 5 mana, 2 action.


Lv 2: Lv 2 Status Effect on All Targets in a close area, 5m radius. Cost: 10 mana. 3 action.


Lv 3: Lv 3 Status Effect on All Targets in a close area, 7m radius. Cost: 15 mana. 4 Action.


Lv 4: Lv 4 Status Effect on All Targets in a close area, 9m radius. Cost: 20 mana. 5 Action.


Lv 5: Lv 5 Status Effect on All Targets in a close area, 10m radius Cost: 25 mana. 6 Action.


Status Restore (A single target. Status immunity duration is based off level, after initial post.)


Lv 1: Removes Lv 1 Status Effect/Deducts/DOT, and adds Lv 1 Status Immunity. Cost: 3 mana, 1 Action.


Lv 2: Removes Lv 2 Status Effect/Deducts/DOT, and adds Lv 2 Status Immunity. Cost: 6 Mana, 2 Action.


Lv 3: Removes Lv 3 Status Effect/Deducts/DOT, and adds Lv 3 Status Immunity. Cost: 9 Mana. 3 Action.


Lv 4: Removes Lv 4 Status Effect/Deducts/DOT, and adds Lv 4 Status Immunity. Cost: 12 Mana. 4 Action.


Lv 5: Removes Lv 5 Status Effect/Deducts/DOT, and adds Lv 5 Status Immunity. Cost: 15 Mana. 5 Action.


Lv 1 Status Immunity means Lv 1 Status Effects/Lv 1 Deducts/Lv 1 DOTs cannot work on your character. Apply this to every level for each new Status Immunity level.


Area Status Restore (Targets multiple enemies. Doesn't apply Status Immunity.)


Lv 1: Removes all Lv 1 Status Effect/Deducts/DOTs on All Targets in a close area, 3m radius Cost: 5 mana, 2 action.


Lv 2: Removes all Lv 2 Status Effect/Deducts/DOTS on All Targets in a close area, 5m radius Cost: 10 mana. 3 action.


Lv 3: Removes all Lv 3 Status Effect/Deducts/Dots on All Targets in a close area, 7m radius Cost: 15 mana. 4 Action.


Lv 4: Removes all Lv 4 Status Effect/Deducts/DOTS on All Targets in a close area, 9m radius Cost: 20 mana. 5 Action.


Lv 5: Removes Lv 5 Status Effect/Deducts/Dots on All Targets in a close area, 10m radius Cost: 25 mana. 6 Action.


Augment (Targets 1. Duration is based off level, and the effects start after initial post).


Lv 1 Ability provides up to 1 dice for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability provides up to 3 dice for a normal action, but costs 9 mana and 3 action.


Lv 4 Ability provides up to 4 dice for a normal action, but costs 12 mana and 4 action.


Lv 5 ability provides up to 5 dice for a normal action, but costs 15 mana and 5 action.


Area Augment (Targets multiple allies. Duration is based off level, and the effects start after initial post).


Lv 1 Ability provides up to 1 dice for a normal action, but costs 5 mana and 2 action. 3m radius.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 10 mana and 3 action. 5m radius


Lv 3 Ability provides up to 3 dice for a normal action, but costs 15 mana and 4 action. 7m radius


Lv 4 Ability provides up to 4 dice for a normal action, but costs 20 mana and 5 action. 9m radius


Lv 5 ability provides up to 5 dice for a normal action, but costs 25 mana and 6 action. 10m radius


Deduct (Target 1. Duration is based off level, and the effects start after initial post).


Lv 1 Ability removes 1 die for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability removes 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability removes 3 dice for a normal action, but costs 9 mana and 3 action.


Lv 4 Ability removes 4 dice for a normal action, but costs 12 mana and 4 action.


Lv 5 ability removes 5 dice for a normal action, but costs 15 mana and 5 action.


Area Deduct (Targets multiple enemies. Duration is based off level, and the effects start after initial post. Cannot break Status Immunity).


Lv 1 Ability removes up to 1 dice for a normal action, but costs 5 mana and 2 action. 3m radius


Lv 2 Ability removes up to 2 dice for a normal action, but costs 10 mana and 3 action. 5m radius


Lv 3 Ability removes up to 3 dice for a normal action, but costs 15 mana and 4 action. 7m radius


Lv 4 Ability removes up to 4 dice for a normal action, but costs 20 mana and 5 action. 9m radius


Lv 5 ability removes up to 5 dice for a normal action, but costs 25 mana and 6 action. 10m radius


Terrain (Traps. Pitfalls, Etc. Useful against move/evade combatants. Works as delayed damage. Will only end once stepped on).


Lv 1 Ability deals 3 damage, if an enemy steps on the trap, but costs 3 mana and 1 action.


Lv 2 Ability deals 6  damage, if an enemy steps on the trap, but costs 6 mana and 2 action.


Lv 3 Ability deals 9 damage, if an enemy steps on the trap, but costs 9 mana and 3 action.


Lv 4 Ability deals 12 damage, if an enemy steps on the trap, but costs 12 mana and 4 action.


Lv 5 ability deals 15 damage, if an enemy steps on the trap, but costs 15 mana and 5 action.


Terrain Multi (Set up multiple traps. Extremely useful, but traps deal lesser damage).


Lv 1: 2 Damage per trap. Cost: 4 mana, 2 action.


Lv 2: 4 Damage per trap. Cost: 8 mana. 3 action.


Lv 3: 6 Damage per trap. Cost: 12 mana. 4 Action.


Lv 4: 8 Damage per trap. Cost: 16 mana. 5 Action.


Lv 5: 10 Damage per trap. Cost: 20 mana. 6 Action.


Terrain Defend (Can set up the terrain to block against damage. Terrain life is based off level times 3).


Lv 1: Set up a terrain to defend with 3 life. Costs 3 mana and 1 action.


Lv 2: Set up a terrain to defend with 6 life. Costs 6 mana and 2 action.


Lv 3: Set up a terrain to defend with 9 life. Costs 9 mana and 3 action.


Lv 4: Set up a terrain to defend with 12 life. Costs  12 mana and 4 action.


Lv 5: Set up a terrain to defend with 15 life. Costs 15 mana and 5 action.


Terrain Change (Allows you to change the terrain for a particular effect such as Status Effect, Augment, Deduct, works as a trap. Duration is based off level.)


Lv 1: Set up a terrain in a 1m radius. Costs 3 mana and 1 action.


Lv 2: Set up a terrain in a 3m radius. Costs 6 mana and 2 action.


Lv 3: Set up a terrain in a 5m radius. Costs 9 mana and 3 action.


Lv 4: Set up a terrain in a 7m radius. Costs  12 mana and 4 action.


Lv 5: Set up a terrain in a 9m radius. Costs 15 mana and 5 action.
 
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Unique combat system. May be implemented later. (Edit later)


Critical Hit


Skill Activations


Passive Skills


Active Skills


Accuracy


Attack Speed


Damage


Defend


Evade


Movement


Stats


Cells


VIT - Vitality, affects a character's health points.


VIT GR - Vitality Growth Rate.


STR - Strength


STR GR - Strength Growth Rate.


MAG - Magic


MAG GR - Magic Growth Rate.


SKL - Skill


SKL GR - Skill growth rate.


SPD - Speed/Movement


SPD GR - Speed growth rate.


LCK - Luck


LCK GR - Luck Growth Rate


DEF - Defense


DEF GR - Defense Growth Rate


RES - Resistance


RES GR - Resistance growth rate.






Weapon System


Swords


Greatswords


Axes


Greataxes


Spears


Greatspears


Bows


Tomes


Stones


Staves


Wands


Armor/Apparel System


Cloth


Leather


Chainmail


Plate


Trinket/Accessories System


Mount System






JRPG TURN BASED COMBAT


[A1][A2][A3] X [A4][A5][A6]


[B1][B2][B3] X [B4][B5][B6]


[C1][C2[C3] X [C4][C5][C6]


Front (Increased Offense Damage. Decreased Defense. Affects Physical Only).


Middle (No increase, or decrease. Affects Physical Only).


Back (Decrease Offense Damage. Increased Defense. Affects Physical Only).


Physical Stats


Vitality - Affects Health Points.


Mystic - Affects Mana Points.


Strength - Affects Physical Damage.


Physique - Affects Physical Defense.


Dexterity - Affects Dodge.


Magic - Affects Magical Damage.


Resistance - Affects magical defense.


Finesse - Affects Critical.


Luck - Affects Critical Defense.


Skill - Affects Skill Activation.


Speed - Affects turn order.


Weapon Accuracy - Affects hit rate.


Weapon Strength - Affects damage.


Weapon Magic - Affects Damage.


Weapon Finesse - Affects Critical.


Weapon Speed - Affects multiple hits.


Weapon Skill - Affects skill activation.


What you can do in a turn.


Move to a different cell. Costs 1 turn.


Attack an enemy. Costs 1 turn.


Brace for an attack. Costs 1 turn, but Gain an additional turn point on your next turn.


Use an item Costs 1 turn.


Skill. Costs 1~4 turns.






freeform style maybe (turns into rock, paper, scissors)


Physical Actions


Magical Actions


Other Actions


Percent Style


(health) Vitality


(Mana) Mystic


(Action) Stamina


(Physical Damage) Strength: 20%, ability to deal damage.


higher strength growth rate, means more damage/strength perks. Each level grants you 40 percent str boost.


(Defense) Physique: 5%, ability to defend, and resist against attacks.


(Evade) Evasion: 7%, ability to dodge, agility actions.


(Accuracy) Dexterity: 8%, ability to land hits, hit from farther away. Works on magical skills and physical skills.


(Movement/Initiative) Speed: 3%, ability to move, attack first.


(Attack Speed) Attack Speed: 3%, ability to attack multiple times. Work on normal attacks and physical only.


(Magical Damage) Magic: 3%, ability to deal damage.


(Magical Heal) Wisdom: 1%, ability to heal and status restore.


(Magical Defense) Spirit: 10%, ability to defend against magical attacks.


(Magical Resistance) Resistance: 7%, ability to resist status effects.


(Magical Empower) Empower: 3%, ability to resist deducts.


(Cast Speed) Cast Speed: 10%, ability to use magic multiple times. works on magical skills only.


(Critical) Finesse: 10%, ability to land critical.


(Critical Defense) Luck: 3%, ability to avoid critical.


(Social) Charisma: Ability to buy items more cheaply


(Smarts) Intelligence: Ability to gain XP more quickly.


(analyze) Perception: 3%, ability to steal and perceive surroundings.


(Hidden) Stealth: 1%, ability to avoid steals, and to hide things and yourself in surroundings.


At 20 percent for dexterity gain +1 meter in range. At 50 percent in dexterity, gain never miss. Attack always hits.


100 percent for all stats. You must put at least 1 percent per stat.


(Social ability) Charisma: Ability to buy items more cheaply.


Example: Once you hit 90 percent in strength and 50 percent in physique, you get a skill that relates to that ability. Example: Counter. Counter attacks within your melee range.


Each time you get a percent, you get a choice of entities, skills, etc.
 
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New system in progress (Max: 80 percent for one stat; however, this isn't recommended, as you'll be weak in other areas.)


(health) Vitality


(Mana) Mystic


(Action) Stamina


(Physical Damage) Strength: 20%, ability to deal damage.


higher strength growth rate, means more damage/strength perks. Each level grants you 40 percent str boost.


(Defense) Physique: 5%, ability to defend, and resist against attacks.


(Evade) Evasion: 7%, ability to dodge, agility actions.


(Accuracy) Dexterity: 8%, ability to land hits, hit from farther away. Works on magical skills and physical skills.


(Movement/Initiative) Speed: 3%, ability to move, attack first.


(Magical Damage) Magic: 3%, ability to deal damage.


(Magical Heal) Wisdom: 1%, ability to heal and status restore.


(Magical Defense) Spirit: 10%, ability to defend against magical attacks.


(Magical Resistance) Resistance: 7%, ability to resist status effects.


(Magical Empower) Empower: 3%, ability to resist deducts.


(Critical) Finesse: 10%, ability to land critical.


(Critical Defense) Luck: 3%, ability to avoid critical.


(Social) Charisma: Ability to buy items more cheaply


(analyze) Perception: 3%, ability to steal and perceive surroundings.


(Hidden) Stealth: 1%, ability to avoid steals, and to hide things and yourself in surroundings.


Gain Active/Passive skills according to percent.


We'll be rolling a d100 in rolz room.


Strength: Every 10 percent grants +1 Damage.


Phsique: Every 10 Percent grants +1 Defend.


Evasion: Every 10 percent grants +1 Evade.


Dexterity: Every 10 percent grants +1 Accuracy.


Speed: Every 10 percent grants +1 Intiative.


Magic: Every 10 percent grants +1 Damage.


Wisdom: Every 10 percent grants +1 Heal.


Spirit: Every 10 percent grants +1 Defend.


Resistence: Every 10 percent grants +1 Defend to Status Effects.


Empower: Every 10 percent grants +1 Defend to Deducts.


Finess:  Every 10 percent grants +1 Critical. Criticals deal double damage.


Luck: Every 10 percent grants +1 Critical Evade.


Charisma: Every 10 percent grants +1 Barter.


Pereption: Every 10 percent grants +1 Steal.


Stealth: every 10 percent grants +1 Avoid steal.


Physique prevents Strength Skills and Hits.


Evade prevents Accuracy.


I
 
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Interesting Grandia combat system for JRPG. May think about it.


Unarmed (Fists, Gauntlets, Etc.):


Slash (Sword, Daggers, Dirks, Axe, Scythe, Etc.):


Bludgeon (Maces, Clubs, Hammer, Etc.):


Pierce (Spears, Javelins, Lance, etc.):


Projectile (Bows, Guns, Throwing Knives, Etc.):


Water: Water-based Spells. Causes Slip (Clumsy)


Wind: Wind-based spells. Cause drowsiness (Sleep)


Nature: Nature (Wood/Grass) -based spells. Causes


Fire: Fire-based spells. Cause burn (Damage-over-time)


Earth: Earth-based spells. Causes Stone (Prevention)


Lightning: Lightning-based spells. Causes Stun (prevention)


Ice: Ice-based spells. Causes Freeze (Slow)


Dark: Dark-based spells.


Light: Light-based spells.


HP - Life/Survivability.


MP - Ability to execute mana.


AP - Ability to execute moves.


STR (Strength) (Attack Value) = STR, deal damage.


PHY (Physique) (Defense value) = VIT, reduce damage.


AGI (Agility) (evade/movement value) = AGI, move and/or evade damage.


Status Effects: Invisible - Avoid being targeted by attacks.


Invulnerable - Grants immunity to everything.


Haste - Move faster.


Confusion - Attack uncontrollably.


Unconscious - Unable to take action.


Magic Block - Cannot cast magic.


Move Block - Cannot use skills.


Paralysis - Target cannot do actions.


Plague - Stat decreases and other status effects.


Poison - Character receives damage each turn.


Sleep - Target cannot do actions.


Stop - Target cannot move, or do actions.


Slow - Move slower.


Eastern Fantasy Roleplay Ideas - Wuxia, soon!
 
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VIT: Vitality


STR: Strength Attacks, damage from weapons. (Calculation STR + Weapon Strength)


PHY: Physique, reduces damage from weapons (Calculation PHY + Armor Strength)


MAG: Magic Attacks, damage from magic. (Calculation MAG + Magic Strength)


WIS: Healing.


RES: Magic Defense. reduces damage from tomes. (Calculation RES + Magic Armor Strength)


ACC: Accuracy; affects Hit, and Crit.


LCK: Luck; Affects Hit, Avoid, and Crit Avoid.


SPD: Speed; Affects Avoid, if you have 5 more SPD than your target, you can hit twice.


MOV: Movement


In battle,


Whenever you attack an enemy, the enemy will attack back, unless something prevents the enemy.


Whenever an enemy attacks you, you will attack back, unless something prevents you.


Hit = [(Accuracy x 3 + Luck)/2] + Weapon Hit Rate.


Crit = (Accuracy/2) + Weapon's Critical


Avoid = (Speed x 3 + Luck)/2


ATK = (STR + Weapon Strength), or (MAG + Weapon Strength)


Crit Avoid = Luck


DEF = Physique


RES = Resistance


Heal = (WIS + Weapon strength)


Physical Weapon Types


Pierce (Bow, Spears, Spiked Gloves, Etc.)


Bludgeon (Staffs, Clubs, Maces, Fists, Etc.)


Slash (Swords, Axes, Etc.)


Bludgeon > Pierce


Pierce > Slash


Slash > Bludgeon


Elemental Weapon Types


Water - Liquid/Water actions


Wind - Air/Gas Actions


Earth - Rock/Stone/Solid Actions


Fire - Flame/Lava/A mix Actions


(Lightning)


Metal (Steel)


Frost (Ice)


Wood/Grass (Nature)


Water > Fire and Earth


Wind >  Fire and Lightning


Earth > Wind and Lightning


Fire > Nature and Ice


Lightning > Metal and Water


Steel > Ice and Wind


Nature > Water and Earth


Ice > Metal and Nature


Dark > Light during Night


Light > Dark During day


When you have a bonus over the weapon +5 ATK. When you have a detriment over the weapon -5 ATK.


F (-3), E (-2), D (-1), C (+1), B (+2), A (+3), S (+4)


Vitality Bonuses. Every +1 grants +1 Health.


STR: Every +1 grants +1 ATK.


PHY: Every +1 grants +1 DEF.


MAG: Every +1 grants +1 M.ATK.


RES: Every +1 grants +1 M.DEF


WIS: Every +1 grants +1 Heal.


ACC: Every +1 Grants something for Critical Rate and Hit Rate. Also acts as a trigger for active skills.


LCK: Every +1 grants something for Hit Rate, Avoid Rate, and Critical Avoid Rate. Also acts as a trigger for active skills.


SPD: Every +1 grants something for avoid. Having 5 more SPD than your opponent lets you attack twice.


MOV: Every +1 grants movement speed.


INT: Every +1 grants additional skills.


Example Skills.


Counter: Deal another attack that's the same damage as opponent's attack.
 
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Hit = [(Accuracy x 3 + Luck)/2] + Weapon Hit Rate - Avoid. Roll a d100 to determine Hit.


Crit = (Accuracy/2) + Weapon's Critical - Critical Avoid. Roll a d100 to determine Crit.


Avoid = (Speed x 3 + Luck)/2. Hit Rate - Avoid Rate.


ATK = (STR + Weapon Strength - DEF), or (MAG + Weapon Strength - RES). No roll.


Crit Avoid = Luck. Critical Rate - Critical Avoid.


DEF = Physique. Reduces ATK.


RES = Resistance. Reduces M.ATK.


Heal = (WIS + Weapon strength). No roll.


Skill Trigger = (ACC + LUCK)/2. Roll a d100 to determine skill. You make a separate roll for each skill.


Note: You can only have as many skills that fit the numbers. A skill that requires 20, or less, will only occupy twenty numbers. A skill that requires 40, or less will only occupy forty numbers.


Weapon Types and there respective bonuses. Note: Weapons can be upgraded!


Physical


1 Weapon Strength = 3 Weapon Hit Rate = 1 Weapon Critical Rate = 1 Point


Starter Weapons: I'll check out fire emblem for stats. This is a placeholder.


Example Weapons


Weapon Strength: 1


Weapon Hit Rate: 12


Weapon Critical Rate: 0


Weapon Strength: 2


Weapon Hit Rate: 6


Weapon Critical Rate: 1
 
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LCK + ACC = Skill Chance Activation


Stat Growth Rates


S (+1), A (+0.9), B (+0.7), C (+0.6), D (+0.4), F (+0.3) per level up.


Note: An S-Rank skill at max level gets 20 points. An A-rank skill at max level gets 18 points. A B-rank skill at max level gets you 14 points. A c-rank skill at max level gets you 12 points. A d-rank skill at max level gets you 8 points. An F-rank skill at max level gets you 6 points.


A level up costs 100 XP.


You can have a maximum of 1 S-Stat, 1 A-Stat,  2 B-Stat, 3 C-Stat, 2 D-Stat, 1 F-Stat


Example:


VIT: C Every +1 VIT grants +3 Health points. Helps with survivability.


STR: B Every +1 STR grants +1 ATK


MAG: F Every +1 MAG grants +1 M.ATK


PHY: D Every +1 PHY grants +1 DEF


RES: C Every +1 RES grants +1 M.DEF


WIS: A Every +1 WIS grants +1 Heal.


ACC: C Every +1 ACC helps with hit, critical hit calculation. Helps to trigger some skills.


LCK: B Every +1 LCK helps with Avoid, Hit, Critical Avoid calculation. Helps to trigger some skills.


SPD: D Every +1 SPD helps with avoid calculation. 5 SPD or above your opponent, let's you do double attack.


MOV: S  works differently. S MOV lets you move 20, (40 with mount) meters in a post. A MOV lets you move 18 (36 with mount) meters in a post. B MOV lets you move 16 (32 with mount) meters in a post. C MOV lets you move 15 (30 with mount) meters in a post. D MOV lets you move 14 (28 with mount) meters in a post. F MOV lets you move 12 (24 with mount) meters in a post.


Mounts have their separate HP. When your character hits a third of their health, they lose their mount.


Starting Stats 15 Points to spend.


VIT: 5 (Capped at 10)


STR: 0 (Capped at 5)


MAG: 0 (Capped at 5)


PHY: 0 (Capped at 5)


RES: 0 (Capped at 5)


WIS: 0 (Capped at 5)


ACC: 5 (Capped at 10)


LCK: 0 (Capped at 5)


SPD: 0 (Capped at 5)


Max Stats, not including equipment.


VIT: 30 Points, if you chose S-Rank VIT, and started at 10 VIT.


ACC: 30 Points, if you chose S-Rank ACC, and started at 10 ACC.


STR: 25 Points, if you chose S-Rank STR, and started at 5 STR.


MAG: 25 Points, if you chose S-Rank MAG, and started at 5 MAG.


PHY: 25 Points, if you chose S-Rank PHY, and started at 5 PHY.


RES: 25 Points, if you chose S-Rank RES, and started at 5 RES.


WIS: 25 Points, if you chose S-Rank WIS, and started at 5 WIS.


LCK: 25 Points, if you chose S-Rank LCK, and started at 5 LCK.


SPD: 25 Points, if you chose S-Rank SPD, and started at 5 SPD.

  1. First Skill (Level 2) Get at Lv 3.
  2. Second Skill (Level 2) Get at Lv 6.
  3. Third Skill (Level 2) Get at Lv 9.
  4. Fourth Skill (Level 3) Get at Lv 12.
  5. Fifth Skill (Level 3) Get at Lv 15.
  6. Sixth Skill (Level 3) Get at Lv 18.
  7. Unique skill (Level 4) Get at Lv 20.



Max Level is 20.


Note: You can only have a max of 4 Passive Skills, and 4 Active Skills. This is to prevent too many dice rolls.


Everyone starts out with three skills (Level 1)
 
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Skill Types (You can incorporate Steal/Analyze/Etc. into this, but they're separate).


Augments (Boost Stats) (Keep)


Deducts (Lower Stats) (Keep)


Skills, but with different stuff, maybe.


Analyze (Weapon/Item ability now)


Steal (Weapon/item ability now)


Status Effect


Status Restore


Attack


Defend


Terrain (Becomes a different thingy)


Example Skills:


Swordflaire (Passive): Increases +5 dmg, when using a sword weapon.


Counter (Active): Prevent 1 attack from hitting you, and add the damage of opponent to your counter-attack.


Guard Defense (Passive): When allies are in 5m distance from you, they gain +1 Physique.
 
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For physical weapons you can choose a type. A type that has an advantage gets +5, a type that has a disadvantage gets -5. For types we'll refer to Red, Blue, Green, and Gray.


Red beats Green


Green beats Blue


Blue beats red


Gray doesn't gain an advantage.


For Magical Weapons, you can choose an elemental type. There are only 4 elements, but under each element is a variety of other moves. If you have a question about an element, let me know, and I'll help locate what it best represents.


Ignore elemental types, follow red, blue, green, and gray.


Fire

  • Flame
  • Lava
  • +5 against Earth . -5 against water.

Water

  • Blood
  • Water
  • Ice
  • +5 against fire. -5 against Wind.

Wind

  • Air
  • Lightning
  • +5 against water. -5 against Earth.



Earth

  • Wood
  • Rock
  • Grass
  • +5 against Wind. -5 against Fire.



Dark

  • Strong at Night. -5 against Light, when Day. +5 against Light, when Night.

Light

  • Strong During Day. +5 against Dark, when Day. -5 against Dark, when Night.







Weapons have different values. Weapons will be grouped according to Melee and Range for STR related. For MAG, will be grouped according to Melee and Range. Other weapons besides MAG and STR act differently.


Weapon Level: Level needed to equip weapon.


Weapon Strength: Determines attack of weapon.


Weapon Hit Rate: Determines weapon's hit rate.


Weapon Critical Rate: Determines weapon's critical rate.


Weapon Range: 1~7m (Melee) 5m~30m (Range)


Bonuses: (Some weapons grant bonuses to stats)


Penalties: (Some weapons grant penalties to stats)


Skill: (Some weapons allow for skill additions)


Type: (Green, Blue, Red, or Gray?)


Example: Bronze Lance


Weapon Level: 1


Weapon Strength: 3


Weapon Hit Rate: 10


Weapon Critical Rate: 2


Weapon Range: 7m


Bonuses: None


Penalties: -1 Physique


Skill: None


Type: Red


For MAG weapons


Weapon Level:


Weapon Magic: Determines attack of weapon.


Weapon Hit Rate: Determines weapon's hit rate.


Weapon Critical Rate: Determines weapon's critical rate.


Weapon Range: 1~7m (Melee) 5m~30m (Range)


Bonuses: (Some weapons grant bonuses to stats)


Penalties: (Some weapons grant penalties to stats)


Skill: (Some weapons allow for skill additions)


Elemental Type: (Green, Blue, Red, or Gray?)


For WIS Weapons


Weapon Level:


Weapon Heal: Determines heal of weapon.


Weapon Range: 1~7m (Melee) 5m~30m (Range)


Bonuses: (Some weapons grant bonuses to stats)


Penalties: (Some weapons grant penalties to stats)


Skill: (Some weapons allow for skill additions)


For OTHER Weapons.


Weapon Level:


Weapon Range:


Bonuses:


Penalties:


Skill:


Skills will require a singular die roll, if they're used on an enemy target.


Armor (Affects stats besides weapon) Helmet, Chest, Pants, Boots, Gloves, Cloak, Accessory 1, Accessory 2, Accessory 3


Bonuses:


Penalties:


Note: For types, you can only have two weapon types. Example: Gray and Red. Red and Blue, etc.
 
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Lv 1~7: Can carry two weapons.


Lv 8~14: Can carry three weapons.


Lv 15~20: Can carry four weapons.


Lv 1~7: Can carry three items.


Lv 8~14: Can carry four items.


Lv 15~20: Can carry five items.
 
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The reason we use red, blue, green, and gray is to make it more simple, and easier to comprehend. Elements will be present, but they won't hold weight in combat. Unless we categorize weapons.


Example: STR Weapons


Swords, Axes -> Slashing


Spears, Bows -> Piercing


Hammers, Fists -> Bludgeoning


Example: MAG Weapons (Due to elements, you can only choose a particular bonus)


Fire


Water


Wind


Earth


Dark


Light


OTHER WEAPONS/WIS WEAPONS don't have types. They do other things.
 
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Weapon Stats. You need a particular weapon stat in order to equip a weapon. You get to level up stats every 3 levels. You can have 1 weapon with Weapon Stat C, 2 Weapons with Weapon Stat D. The rest of your weapons are F. Max level of weapon stat is S. It goes from F, D, C, B, A, S.


Weapon stats apply for MAG, STR, and WIS weapons only. Other weapons can be used by all.


Weapon Stat F means you cannot use weapon.


Weapon Stat D means you can use a Lv. 1 Weapon.


Weapon Stat C means you can use a Lv. 2 Weapon.


Weapon Stat B means you can use a Lv. 3 Weapon.


Weapon Stat A means you can use a Lv. 4 Weapon.


Weapon Stat S means you can use a Lv. 5 Weapon.


Lv 3: 1 Weapon Stat Boost.


Lv 6: 1 Weapon Stat Boost.


Lv 9: 1 Weapon Stat Boost.


Lv 12: 1 Weapon Stat Boost.


Lv 15: 1 Weapon Stat Boost.


Lv 18: 1 Weapon Stat Boost.


Lv 20: 1 Weapon Stat Boost.


Swords


Katanas


Raipers


Greatswords


Lances


Spears


Etc.


Each STR weapon is determined by Bludgeon, Pierce, Slash.


Each MAG weapon is determined by Fire, Earth, Wind, Dark, Light, Water


Fire Spell


Earth Spell


Wind Spell


Water Spell


Dark Spell


Light Spell


Each WIS Weapon isn't determined by element, but you can add elemental aesthetics to them.
 
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Passive Skill Examples


May require condition, or not. If it requires a condition add +1 to the bonus. Condition could be half less health, or being equipped with a sword.


Note: You'll have the same weapon on you, if you end your post with that weapon. Example: I use sword, so I keep sword. I cannot change until it's next post.


Level 1 = +1 Bonus to a stat, if condition  add +1 bonus.


Level 2 = +2 Bonus, if condition add +2 bonus.


Level 3 = +3 Bonus, if condition add +3 bonus.


Level 4 = +4 Bonus, if condition add +4 bonus


Note: There's other skills. Feel free to create any. I, the GM, will oversee balance/accept your skill.


Active Skill Examples


Level 1


Level 2


Level 3


Level 4


Feel free to create any. I, the GM, will oversee balance/accept your skill. I will provide ways to make your skill work.
 
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Some weapons may grant Area effects, or DOT effects. Here's how it works.


Area effects damage in a meter radius, but enemies can counter, if they're in range. However, each additional counter does half less damage. This only applies to enemies, and not for our party members.


Example: First counter = 20 DMG, Second Counter = 10 DMG, Third Counter = 5 DMG.


DOTS damage a foe every single turn.


Or better yet, no counter attacks.


Actually new system seems suck, and too limiting. yay for old system. I will see if I can add old system to new one.
 
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Max Levels per Skill 10. A (1), B (2), C (3), D (2), F (1)


A allows you to gain +1 skill point per level up.


B allows you to gain +0.8 skill point per level up.


C allows you to gain +0.6 skill point per level up.


D allows you to gain +0.4 Skill point per level up.


F allows you to gain +0.2 skill point per level up.


 STR: Add +1 Damage per rank up.


MAG: Add +1 Damage per rank up.


PHY: Block +1 damage per rank up.


RES: Block +1 damage per rank up.


WIS: Heal +1 per rank up.


ACC: Ability to land hits, and hit critical.


SPD: Ability to land multiples hits, avoid hits.


LCK: Ability to avoid critical hits, avoid hits, and hit rate.


MOV: Ability to move.


STR

  1. +1 Damage, +1m range, or +1 bonus to specific weapon type.
  2. +1 Damage
  3. +1 Damage
  4. +1 Damage, can wield rank D Weapons.
  5. +1 Damage
  6. +1 Damage
  7. +1 Damage, Can wield rank C Weapons.
  8. +1 Damage
  9. +1 Damage
  10. +1 Damage, can wield Rank B Weapons.
  11. +1 Damage
  12. +1 Damage
  13. +1 Damage, Can wield Rank A Weapons.
  14. +1 Damage
  15. +1 Damage
  16. +1 Damage
  17. +1 Damage
  18. +1 Damage
  19. +1 Damage
  20. +1 Damage



MAG

  1. +1 Damage, can wield rank F Weapons.
  2. +1 Damage
  3. +1 Damage
  4. +1 Damage, can wield rank D Weapons.
  5. +1 Damage
  6. +1 Damage
  7. +1 Damage, Can wield rank C Weapons.
  8. +1 Damage
  9. +1 Damage
  10. +1 Damage, can wield Rank B Weapons.
  11. +1 Damage
  12. +1 Damage
  13. +1 Damage, Can wield Rank A Weapons.
  14. +1 Damage
  15. +1 Damage
  16. +1 Damage
  17. +1 Damage
  18. +1 Damage
  19. +1 Damage
  20. +1 Damage



WIS

  1. +1 Damage, can wield rank F Weapons.
  2. +1 Damage
  3. +1 Damage
  4. +1 Damage, can wield rank D Weapons.
  5. +1 Damage
  6. +1 Damage
  7. +1 Damage, Can wield rank C Weapons.
  8. +1 Damage
  9. +1 Damage
  10. +1 Damage, can wield Rank B Weapons.
  11. +1 Damage
  12. +1 Damage
  13. +1 Damage, Can wield Rank A Weapons.
  14. +1 Damage
  15. +1 Damage
  16. +1 Damage
  17. +1 Damage
  18. +1 Damage
  19. +1 Damage
  20. +1 Damage
 
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All stats cap at 20. Each rank in VIT increases health x 3. Each rank in MYS increases mana x 2. Each rank in STA increases stamina x 1.


VIT: Vitality. Each rank up increases health.


MYS: Mystic. Each rank up increases mana.


STA: Stamina. Each rank up increases stamina.


STR: Each dice acts as 1 damage. You rank up STR for additional dice. Higher ranks are necessary for melee weapons. Higher ranks allow new skills.


MAG: Each dice acts as 1 damage. You rank up MAG for additional dice. Higher ranks are necessary for magical weapons. Higher ranks allow new skills.


PER: Each dices as 1 damage. You rank up PER for additional dice. Higher ranks are necessary for ranged weapons. Higher ranks allow new skills.


WIS: Each dice heals 1. Higher ranks allow new skills.


PHY: Each dice blocks 1 damage. You rank up PHY for additional dice. Higher ranks are necessary to wear more armor. Higher ranks allows you to ignore STR/PER effects. Higher ranks allow new skills.


RES: Each dice blocks 1 magical damage. You rank up RES for additional dice. Higher ranks increase your resistance to spells. Higher ranks allow you to ignore MAG effects. Higher ranks allow new skills.


ACC: Ability to land hits. Each 1 increases your accuracy. Higher ranks are necessary to increase critical chance. Higher ranks allow new skills.


SPD: Ability to avoid hits. Each one increases your speed. Higher speed, allows you to attack multiple times. Higher ranks allow new skills.


LCK: Ability to avoid critical hits, land hits, avoid hits. Higher ranks are necessary to allow new skills. Higher ranks allow new skills.


MOV: Movement speed per meters. Higher ranks allow new skills.


Crit Avoid = Luck. Critical Rate - Critical Avoid.


DEF = Physique. Reduces ATK.


RES = Resistance. Reduces M.ATK.


Heal = (WIS + Weapon strength). No roll.


Calculations.


STR Damage: (Your STR + Your Weapon Stats - Enemy PHY - Enemy Armor)


PER Damage: (Your PER + Your Weapon Stats - Enemy PHY - Enemy Armor)


MAG Damage: (Your MAG + Your Weapon Stats - Enemy RES - Enemy Armor)


WIS Heal (Your wis + Your weapon Stats + Other Bonuses)


Hit Rate: Hit = [(Accuracy x 3 + Luck)/2] + Weapon Hit Rate - Avoid.


Crit = (Accuracy/2) + Weapon's Critical - Critical Avoid.


Avoid = (Speed x 3 + Luck)/2.


Critical Avoid = Luck.


Skill Activation = STR, PER, MAG, WIS, PHY, RES, ACC, SPD, LCK, or MOV depending on skill.
 
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Weapon Level: Level needed to equip weapon.


Weapon Strength: Determines attack of weapon.


Weapon Hit Rate: Determines weapon's hit rate.


Weapon Critical Rate: Determines weapon's critical rate.


Weapon Range: 1~7m (Melee) 5m~30m (Range)


Bonuses: (Some weapons grant bonuses to stats)


Penalties: (Some weapons grant penalties to stats)


Skill: (Some weapons allow for skill additions)


Type: Bludgeon, Pierce, Slash, Magic, or Heal.
 
Bludgeon > Pierce


Pierce > Slash


Slash > Bludgeon


Magic depends on elemental weakness, and elemental energy. Example: A water spell deals more damage to a fire enemy, but a water spell is less effective against a Lighting enemy.


Heal depends on elemental energy. Example: In a high water elemental area, water spells heals more.
 
Separate Stat Stuff.


Vitality Each Rank

  1. Rank 1 allows you +3 Health.
  2. Rank 2 allows you +3 Health.
  3. Rank 3 allows you +3 Health, +1 PHY
  4. Rank 4 allows you +3 Health.
  5. Rank 5 Allows you +3 Health, Gain a Defend Skill.
  6. Rank 6 allows you +3 Health, +1 RES
  7. Rank 5 Allows you +3 Health.
  8. Rank 5 Allows you +3 Health.
  9. Rank 5 Allows you +3 Health, +2 PHY
  10. Rank 5 Allows you +3 Health, Gain a Resist Skill.
  11. Rank 5 Allows you +3 Health,
  12. Rank 5 Allows you +3 Health, +2 RES
  13. Rank 5 Allows you +3 Health.
  14. Rank 5 Allows you +3 Health.
  15. Rank 5 Allows you +3 Health, +3 PHY, Gain a Defend Skill.
  16. Rank 5 Allows you +3 Health.
  17. Rank 5 Allows you +3 Health.
  18. Rank 5 Allows you +3 Health, +3 RES
  19. Rank 5 Allows you +3 Health
  20. Rank 5 Allows you +3 Health, Gain a Resist Skill.



Mystic Each Rank

  1. Rank 1 allows you +2 Mana
  2. Rank 1 allows you +2 Mana
  3. Rank 1 allows you +2 Mana, +1 RES
  4. Rank 1 allows you +2 Mana
  5. Rank 1 allows you +2 Mana, Gain a resist Skill
  6. Rank 1 allows you +2 Mana, +1 Mana Recovery
  7. Rank 1 allows you +2 Mana
  8. Rank 1 allows you +2 Mana
  9. Rank 1 allows you +2 Mana, +2 RES
  10. Rank 1 allows you +2 Mana, gain a Magic skill.
  11. Rank 1 allows you +2 Mana
  12. Rank 1 allows you +2 Mana, +2 Mana Recovery
  13. Rank 1 allows you +2 Mana
  14. Rank 1 allows you +2 Mana
  15. Rank 1 allows you +2 Mana, +3 RES, gain a Resist skill.
  16. Rank 1 allows you +2 Mana
  17. Rank 1 allows you +2 Mana
  18. Rank 1 allows you +2 Mana, +3 Mana Recovery
  19. Rank 1 allows you +2 Mana
  20. Rank 1 allows you +2 Mana, gain a magic skill.



Stamina Each Rank

  1. Rank 1 allows you +1 Action.
 
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VIT: Vitality. Each rank up increases health.


MYS: Mystic. Each rank up increases mana.


STR: Each dice acts as 1 damage. You rank up STR for additional dice. Higher ranks are necessary for melee weapons. Higher ranks allow new skills.


MAG: Each dice acts as 1 damage. You rank up MAG for additional dice. Higher ranks are necessary for magical weapons. Higher ranks allow new skills.


PER: Each dices as 1 damage. You rank up PER for additional dice. Higher ranks are necessary for ranged weapons. Higher ranks allow new skills.


WIS: Each dice heals 1. Higher ranks allow new skills.


PHY: Each dice blocks 1 damage. You rank up PHY for additional dice. Higher ranks are necessary to wear more armor. Higher ranks allows you to ignore STR/PER effects. Higher ranks allow new skills.


RES: Each dice blocks 1 magical damage. You rank up RES for additional dice. Higher ranks increase your resistance to spells. Higher ranks allow you to ignore MAG effects. Higher ranks allow new skills.


ACC: Ability to land hits. Each 1 increases your accuracy. Higher ranks are necessary to increase critical chance. Higher ranks allow new skills.


SPD: Ability to avoid hits. Each one increases your speed. Higher speed, allows you to preform multiple actions. Higher ranks allow new skills.


LCK: Ability to avoid critical hits, land hits, avoid hits. Higher ranks are necessary to allow new skills. Higher ranks allow new skills.


MOV: Movement speed per meters. Higher ranks allow new skills.
 
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