Post by Kazura Uzaki on Sept 21, 2021 22:24:33 GMT -5
Welcome to Zanjutsu Online: a unique experience! Through the power of SCIENCE! and technology, Uzaki Enterprises brings to you a virtual reality game like none other, one that can be experienced in person. Lived. By wearing our patented UE-X1.0 Bioscanner, you can connect your consciousness to the secure UE servers of the Internet and explore our digital world full of monsters to slay, players to fight, and Levels to gain. Don’t be afraid to risk it all, for no harm will come to you in the world of ZO. Make friends, form Guilds, raid Bases. Die, respawn, and come back stronger than you were before. Enjoy your time here in our Virtual world, crafted and maintained carefully for you. Zanjutsu Online comes with no Subscription Fee. During the initial Pre-Alpha status, there will be equipment available for rent for free as well.
Input Character Name:
Design Character Appearance:
Input Starting Class:
Design Character Appearance:
Input Starting Class:
Class Options:
Juggernaut (+2 Strength, +2 Constitution)
Assassin (+2 Dexterity, +2 Strength)
Medic (+2 Intelligence, +2 Luck)
Paladin (+2 Constitution, +2 Luck)
Magus (+2 Dexterity, +2 Intelligence)
Warden (+2 Strength, +2 Luck)
Berserker (+2 Constitution, +2 Dexterity)
Trickster (+2 Dexterity, +2 Luck)
Necromancer (+2 Constitution, +2 Intelligence)
Juggernaut (+2 Strength, +2 Constitution)
Assassin (+2 Dexterity, +2 Strength)
Medic (+2 Intelligence, +2 Luck)
Paladin (+2 Constitution, +2 Luck)
Magus (+2 Dexterity, +2 Intelligence)
Warden (+2 Strength, +2 Luck)
Berserker (+2 Constitution, +2 Dexterity)
Trickster (+2 Dexterity, +2 Luck)
Necromancer (+2 Constitution, +2 Intelligence)
Class Special Features
Juggernaut: 5 Armor. 10 Armor starting at level 10. 15 Armor starting at level 25. 20 Armor starting at level 50.
Assassin: Can dual wield light weapons, using the second at half Strength in the same action.
Medic: Can spend any amount of Mana to restore HP to an allied Character target. Rate is 10 HP per 5 Mana. Range: Touch. No other actions can be spent in a round utilizing this Feature.
Paladin: Can consume Stamina to restore Stamina or Mana of an allied target. Rate is 1 restored per 2 consumed. Range: 10 Meters. No other actions can be spent in a round utilizing this Feature
Magus: Mana costs for General Spells are reduced based on Mastery. Level 1: 10% reduction. Level 2: 25% Reduction. Level 3: 50% Reduction. Values are always rounded down to the nearest whole point.
Warden: Enemies that attack allies within 30 meters of the Warden have their damage reduced by 20% before Armor.
Additionally, Wardens can disengage from an enemy and still Regenerate as long as no attacks have been made in that round.
Berserker: Can consume Stamina to restore HP to self. Rate is 5 HP restored per 5 Stamina consumed. No other actions can be taken on a round utilizing this feature.
Trickster: Can utilize any Active Skill or Spell they have seen that requires an action, treating their Mastery as level 0.
Necromancer: Can raise corpses as loyal skeletons/zombies up to 1 corpse per 5 levels. Mobs are raised as Skeletons regardless of mob type, Players are raised as Zombies. Skeletons Stat block: STR: 3 DEX: 3 INT: 0 CON: 2 HP 20. Zombies Stat block: STR: 5 DEX: 2 INT: 0 CON: 5 HP 50
Skills/Spells of each Class are defined later in this page.
Allocate Starting Stat Points:
Allocate 13 Points to the following Stats:
Strength: For each point in Strength, Skill Damage increases by 1. For every 3 points in Strength, Equipped Item Capacity increases by 1 starting at 2 for 0 Strength.
Dexterity: For every 3 points in Dexterity, Critical Hit multiplier increases by 0.5x (minimum 1.5x). For every point in Dexterity, movement per round increases by 5 meters (minimum 0). For every 10 points in Dexterity, increase Actions per round by 1 (minimum 1, maximum 5)
Intelligence: For each point in Intelligence, Spell Damage increases by 1 and Mana increases by 5. For every 3 points in Intelligence, Skill/Spell Points increases by 1. For each 5 points in Intelligence, Mana Regen increases by 5 per rest round, minimum 5
Constitution: For each point in Constitution, HP increases by 10 and Stamina increases by 5. For each 5 points in Constitution, HP and Stamina Regen increases by 5 per rest round, minimum 5.
Luck: For each point in Luck, Rare Loot drop chance increases by 1% (max 75%) and critical hit chance increases by 1% (max 50%).
Calculate HP/Stamina/Mana using the following formulae:
HP: 100+(10*Con)
Stamina: 100+(5*Con)
Mana: 100+(5*Int)
For Regen: A Rest round is defined as a round in which no actions are taken, including disengaging from an enemy in melee range. Movement can be made, but in order to regenerate any Mana/Stamina/Health, one must avoid being in range of enemies and take no other actions.
Every Level past 1, increase Stat Points by 1.
{Level Guide}
1. 0 XP
2. 20 XP
3. 50 XP
4. 100 XP
5. 175 XP
6. 300 XP
7. 500 XP
8. 800 XP
9. 1200 XP
10. 1700 XP
11. 2300 XP
12. 3000 XP
13. 3800 XP
14. 4700 XP
15. 5700 XP
16. 6800 XP
17. 8000 XP
18. 10000 XP
19. 12000 XP
20-30 Add 3000 XP
30-40 Add 5000 XP
40-50 Add 7000 XP
50+ Add 10000 XP
1. 0 XP
2. 20 XP
3. 50 XP
4. 100 XP
5. 175 XP
6. 300 XP
7. 500 XP
8. 800 XP
9. 1200 XP
10. 1700 XP
11. 2300 XP
12. 3000 XP
13. 3800 XP
14. 4700 XP
15. 5700 XP
16. 6800 XP
17. 8000 XP
18. 10000 XP
19. 12000 XP
20-30 Add 3000 XP
30-40 Add 5000 XP
40-50 Add 7000 XP
50+ Add 10000 XP
Zanjutsu Online features a Prestige function. When you are tired of a class, ready to try something new, or just want a boost of power for the future, you can consume your levels and convert them into Permanent bonuses for your character. Prestige can be done at any time provided you are in a safe location, but only has a benefit if you have reached at least Level 10 in that class. When you Prestige, you essentially return to the Character creation menu and reselect your class. You can pick the same class, or a different class. You then assign your base 13 points again in any order, plus any permanent bonuses you have accrued as a result of your Prestige. You keep all Gold and Items when you Prestige, though you may find some items may sit in your inventory unable to be equipped due to lack of proper stats.
Class Prestige Features:
Juggernaut: For every 10 levels Prestiged, add 1 to Constitution Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Assassin: For every 10 levels Prestiged, add 1 to Dexterity Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Medic: For every 10 levels Prestiged, add 1 to Luck Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Paladin: For every 10 levels Prestiged, add 10 to HP Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Magus: For every 10 levels Prestiged, add 1 to Intelligence Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Warden: For every 10 levels Prestiged, add 10 to Stamina Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Berserker: For every 10 levels Prestiged, add 1 to Strength Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Trickster: For every 10 levels Prestiged, add 1 to Skill/Spell Points Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Necromancer: For every 10 Levels Prestiged, add 10 to Mana Permanently
For every 25 Levels Prestiged, keep 1 Class skill/spell Permanently
Allocate Starting Skill/Spell Points:
(1 per 3 points in Intelligence, minimum 1)
Each Skill/Spell Point you assign increases your Mastery of that Skill/Spell by 1. The maximum Mastery of a Skill/Spell is 3.
Class Spells/Skills
Class Skills/Spells are Automatically unlocked at Mastery 0 when you reach the appropriate level, and if they state they have a Mastery bonus can be increased up to Mastery 3 like General Skills/Spells. If no bonus is listed, then they do not need Skill points and have no benefit to any level of Mastery.
[PTabbedContent]
[PTab=Juggernaut]
Level 1: Bash
Strike a target with a blunt force weapon or a fist. 3 Power +2 per Mastery. 10 Stamina.
Level 2: Endurance
Increase Base Stamina by 10. +10 per Mastery.
Level 5: Battle Fury
Increase Strength by 3. +2 per Mastery. Costs 30 Stamina per round.
Level 10: Fortitude
Increase Armor by 2. +2 per Mastery.
Level 15: Intimidate
Decrease Stamina of 1 Target within 20 meters by 20. +1 Target +10 m range per Mastery. Costs 5 Stamina. Once per Round
Level 25: Reckless Charge
Convert all Armor to Strength, move up to 15 meters, and attack with power 10. +5 meters +5 Power per Mastery. Armor returns at the end of the following round, Strength boost immediately lost.
Level 35: Imperviousness
Increase Armor by 5 and Stamina by 5. +2/+5 per Mastery.
Level 50: Crushing Blow
Strike with a blunt force weapon or a fist. Decrease Armor of target by 5 for 3 rounds. Power: 15 +5 per Mastery. Armor debuff +2 per Mastery, +1 round at Mastery 3. 30 Stamina.
[/PTab]
[PTab=Assassin]
Level 1: Sidestep
Increase Dexterity by 1 for 2 rounds. +1 per Mastery. +1 round at Mastery 3. Costs 20 Stamina.
Level 2: Hide
Go unseen by enemies and bystanders. Attacking cancels this effect.
Level 5: Garrotte
Make an attack with Power 2 +1 per Mastery that silences casters for 2 rounds.
Level 10: Perception
See through stealth on enemies
Level 15: Set Snare
Create Trap items
{Traps}Simple: Bear Trap: Special: Decrease Dexterity of target by 5 until Trap is removed with an action. Resources: 50 Gold worth of generic “metal”.
Level 25: Sixth Sense
Detect traps within 15 meters +10 meters per Mastery
Level 35: Roguish Blessing
Increase Luck by 3. +2 per mastery. Lasts for 3 rounds. Costs 30 Mana
Level 50: Venom Shield
Deal poison damage to attacker when damaged. Damage dealt is equal to damage taken minus armor value of attacker. Passive bonus, no mana cost.
[/PTab]
[PTab=Medic]
Level 1: Bandage
Create Bandages items
{Bandages}Bandages: As an Action, consume to heal 20 HP. Can not move on the same round this item is used. Resources: 25 Gold worth of generic “Cloth”
Level 2: Medicine
Create Potion items
{Potions}Simple: As an Action, consume to heal 50 HP. Resources: 50 Gold worth of generic “Herbs” and purified water.
Slime Potion: As an Action, consume to heal 50 HP, 25 Stamina, and 25 Mana. Resources. 50 Gold worth of purified water, generic “Herbs” and 1 Slime Jelly from Slimes of World 1.
Slime Potion: As an Action, consume to heal 50 HP, 25 Stamina, and 25 Mana. Resources. 50 Gold worth of purified water, generic “Herbs” and 1 Slime Jelly from Slimes of World 1.
Level 5: Mend
Heal 5 HP to any target. +5 per Mastery. Range: Touch. Cost: 5 Mana
Level 10: Heal Light Wounds
Heal 30 HP to any target. +5 per Mastery. Range: 5 meters +5 per Mastery. Cost: 10 Mana
Level 15: Heal Moderate Wounds
Heal 60 HP to a target. +10 per Mastery. Range: 5 meters +5 per Mastery. Cost: 20 Mana
Level 25: Anatomical Lore
Increase Physical Damage Dealt by 1/4 Intelligence
Level 35: Heal Serious Wounds
Heal 90 HP to a target. +15 per Mastery
Range:10 meters +10 per Mastery. Cost: 30 Mana
Level 50: Heal Critical Wounds
Heal 120 HP to a target. +20 per Mastery Range: 10 meters +10 per Mastery. Cost: 40 Mana
[/PTabbedContent]
[PTabbedContent]
[PTab=Paladin]
Level 1: Strike
A stronger than average attack. Power: 3 +2 per Mastery. Cost: 10 Stamina.
Level 2: Grip
Spend an action to become immune to disarming for 5 rounds
Level 5: Stun
A strike to the head. Power: 5 +2 per Mastery. Decrease target’s Intelligence by 3+1 per Mastery for 3 rounds. Cost: 10 Stamina
Level 10: Ironskin
Increase Armor by 1/2 Strength for 2 rounds. +1 round per Mastery Cost: 30 Stamina.
Level 15: Uplift
Heal a target for 20 HP from any distance. +5 per Mastery. Cost: 20 Mana
Level 25: Ethereal Shield
Choose up to 4 targets within 20 meters +10 per Mastery. Divide 8 Armor between those targets. Cannot target Self. Cost: 20 Mana per round
Level 35: Beacon
Plant a Beacon that restores 30 HP per round to allied targets within 20 meters +10 per Mastery. Costs 40 Mana per round -10 per Mastery.
Level 50: Divinity
Once per round, ignore all damage taken from a single attack. Passive, no cost.
[PTab=Magus]
Level 1: Meditate
Restore Mana at a rate of 25/round for up to 5 rounds. No movement can be taken while utilizing this skill, but it does not take up an action. Cooldown: 3 rounds.
Level 2: Detect Magic
Open awareness to any Magic being used or cast within 50 meters +20 per Mastery. Cost: 10 Mana
Level 5: Magic Missile
Fire bolts of pure Mana. Power: 1+1 per Mastery. Targets: 2+1 per Mastery. Can have duplicate targets. Range: 20 meters +10 per mastery.
Level 10: Item Lore
Increase Rare loot drop chance by 2% and if a Common loot drop would yield no items, reroll it once.
Level 15: Counterspell
Spend 2x Mana cost of an incoming spell to Counter and nullify it.
Level 25: Mana Surge
Increase maximum mana by 50 +10 per Mastery for 5 rounds
Level 35: Arcane Focus
Create Mana Cost-reducing Focus items
{Foci}Simple: Reduces Mana cost of General Spells of same Element by 10, minimum 5. Resources: 100 Gold worth of metal, wood, or bone, 1 Essence of Element from Elemental Slimes of World 1.
Complex: Reduces Mana cost of any General Spells by 25, minimum 5. Resources: 500 Gold worth of metal, wood, or bone, 2 Essence of Metal from Metal Slimes of World 1
Complex: Reduces Mana cost of any General Spells by 25, minimum 5. Resources: 500 Gold worth of metal, wood, or bone, 2 Essence of Metal from Metal Slimes of World 1
Level 50: Phasing
Become partially Ethereal, reducing incoming Spell damage by 50%. Cost: 50 mana per round -5 per Mastery.
[PTab=Warden]
Level 1: Track
Detect direction and distance to target. Additionally, when making an encounter roll, can increase or decrease the roll by 1-4 after roll is made. 2 requires Mastery 1, 3 requires Mastery 2, 4 requires Mastery 3. Cost for this is 15 Stamina per number changed.
Level 2: Sixth Sense
Detect traps within 15 meters +10 meters per Mastery
Level 5: Fletch
Create Bow items and Arrow items
{Bows/Arrows}Simple Bow: Power 5 Special: Ranged 30 Meters. Resources: 200 Gold worth of Wood. 1 Essence of Element from Elemental Slimes of World 1. Element used in crafting determines damage type.
Arrows: Simple: Power 1 Special: Ammunition. Add Power of Ammunition to Power of Weapon to determine base damage. Resources: 10 Gold worth of wood per 5 Arrows.
Arrows: Simple: Power 1 Special: Ammunition. Add Power of Ammunition to Power of Weapon to determine base damage. Resources: 10 Gold worth of wood per 5 Arrows.
Level 10: Disable Traps
Disarm traps within 5 meters + 5 per Mastery
Level 15: Wildstride
Move at full speed in wild environs. Additionally, increase Elemental resist by 3.
Level 25: Rescue
Move up to full round movement speed in front of ally being attacked by enemy to redirect attack to yourself
Level 35: Infravision
See through stealth, darkness, invisibility
Level 50: Antimagic Shell
Increase Armor by 10. Reduce incoming Spell Damage by an additional 10. Cost: 50 Mana per round -5 per Mastery.
[/PTab]
[/PTabbedContent]
[PTabbedContent]
[PTab=Berserker]
Level 1: Rage
As an Action, enter a Rage state for 3 rounds, +1 per Mastery. While Raging, Stamina costs are halved, but are doubled for twice as long as rage lasted after it ends.
Level 2: Kick
Use a foot to attack. 3 Power +2 per Mastery. Push the target up to 5 meters away, +5 per Mastery. Costs 10 Stamina
Level 5: Adrenaline Rush
As an Action, restore 10% Stamina at the cost of 15 HP. +5% Stamina +10 HP cost per Mastery.
Level 10: Gouge
Attack at the eyes, blinding an opponent. Power 3 + 3 per Mastery, decreases target’s Dexterity by 1/2 the amount of damage dealt for 1 round +1 round at Mastery 3.
Level 15: Frenzy
While raging, increase actions per round by 1. This extra action can only be used for a standard attack with no skill attached.
Level 25: Unravel Defense
Strike at the hands, attempting to disarm. Power 1 + 1 per Mastery. +5 Luck +1 per Mastery. If this attack critically hits, the target’s weapon is unequipped, requiring an action to return it to the hand.
Level 35: Pummel
Hit them where it hurts the most. Power: 6 +3 per Mastery. Reduce Constitution of target by 1+1 per Mastery for 2 rounds, lowering Max HP and Stamina. Excess HP and Stamina is lost. Cost: 20 Stamina.
Level 50: Whirlwind Attack
Make 3 standard attacks at melee range to different targets. Cost: 20 Stamina
[/PTab]
[PTab=Trickster]
Level 1: Lunge
Move a distance up to half the round’s movement speed as an action. Cost 20 Stamina -5 per Mastery.
Level 2: Peek
See items in other characters’ inventories
Level 5: Steal
15% chance to take an item from another character’s inventory, +10% per Mastery
Level 10: Dig
Make holes, bury items, unbury items
Level 15: Pick Lock
Bypass Novice locks on doors, chests. +1 skill level per Mastery.
Level 25: Deride
Decrease target Strength by 3, +1 per Mastery for 3 rounds. Cost: 10 Mana and 10 Stamina
Level 35: Liquidate
Sell an item on the black market from anywhere for 60% of its value + 10% per Mastery. Must defeat 5 mobs to recharge this skill.
Level 50: Feign Death
Eliminate aggro for up to 5 rounds by not moving or acting, +1 round per Mastery
Move a distance up to half the round’s movement speed as an action. Cost 20 Stamina -5 per Mastery.
Level 2: Peek
See items in other characters’ inventories
Level 5: Steal
15% chance to take an item from another character’s inventory, +10% per Mastery
Level 10: Dig
Make holes, bury items, unbury items
Level 15: Pick Lock
Bypass Novice locks on doors, chests. +1 skill level per Mastery.
Level 25: Deride
Decrease target Strength by 3, +1 per Mastery for 3 rounds. Cost: 10 Mana and 10 Stamina
Level 35: Liquidate
Sell an item on the black market from anywhere for 60% of its value + 10% per Mastery. Must defeat 5 mobs to recharge this skill.
Level 50: Feign Death
Eliminate aggro for up to 5 rounds by not moving or acting, +1 round per Mastery
[/PTab]
[PTab=Necromancer]
Level 1: Bind
Decrease target Dexterity by 2, +1 per Mastery for 2 rounds Range: 10 meters +5 per Mastery.
Level 2: Wraithform
Become partially incorporeal for 2 rounds, resisting 20% of physical damage, +5% per Mastery
Level 5: Life Surge
Increase a target’s maximum and current HP by 10%. +5% per Mastery. Costs 30 Mana initial, 10 to sustain. Range: Touch.
Level 10: Necromantic Touch
Deals necromantic spell damage to a target. Power: 10 +2 per Mastery. Range: Touch
Level 15: Vampiric Touch
Drain HP from a target as a spell attack. Power: 10 +2 per Mastery. Range: Touch. 50% of damage dealt restored as HP
Level 25: Death Chant
Deals necromantic spell damage to nearby targets. Power: 10 +2 per Mastery. Range: 20 meters +10 per Mastery. Targets: 2+1 per Mastery
Level 35: Trance
Restore 20% of Mana. No other actions or movements can be taken in a round utilizing this skill
Level 50: Shadow Shield
Summon a Shield of Darkness. Increase Armor by 10 +2 per Mastery. Decrease this value by 2 per round. Cost: 40 Mana Initial, 10 to sustain.
[/PTabbedContent]
General Skills
Name of Skill | Description of Skill | Cost in Stamina | Power | Damage Type | Range | Level Requirement |
Cut | A single one-handed bladed weapon attack at full power | 10 | 2+2 per Mastery | Slashing | Melee | 1 |
Swallow Dart | Attack twice with a one-handed bladed weapon at full power | 15 | 2+2 per Mastery (per attack) | Slashing | Melee | 3 |
Falcon Flash | Attack four times with a one-handed bladed weapon at greater power | 40 | 4+4 per Mastery (per attack) | Slashing | Melee | 7 |
Punch | A skillful attack even when unarmed | 10 | 2+2 per Mastery | Bludgeoning | Melee | 1 |
Uppercut | Attack a weak spot with a free hand. Decrease target’s Strength by 1+1 per Mastery for 2 rounds | 20 | 5+2 per Mastery | Bludgeoning | Melee | 3 |
Double-Crossed Cross | Attack twice with a pair of free hands | 20 | 2+2 per Mastery (per attack) | Bludgeoning | Melee | 3 |
Phoenix Strike | Attack with a free hand with a fist of flames | 20 | 2+2 per Mastery 3+2 per Mastery | Bludgeoning Fire | Melee | 5 |
Shield Bash | A basic attack with a shield | 10 | 2+2 per Mastery | Bludgeoning | Melee | 1 |
Shield Charge | Move up to 30 meters as a Free Movement and make a basic attack with an equipped Shield | 20 | 2+2 per Mastery | Bludgeoning | Movement + Melee | 3 |
Impale | A single spear strike at full power | 10 | 2+2 per Mastery | Piercing | 10 feet | 1 |
Sunder | A deadly spear strike that tears through Armor. Ignore 5+5 per Mastery Armor for this attack | 20 | 4+2 per Mastery | Piercing | 10 feet | 5 |
Javelin | Huck your spear before teleporting it back to your hand after it hits | 30 | 2+2 per Mastery | Piercing | Strength * 5 feet | 5 |
Chop | A simple downward swing of an axe | 10 | 3+3 per Mastery | Slashing | Melee | 1 |
Cleave | A wide sweeping, but reckless, axe attack. Target all within a 5 meter circle around self | 25 | 6+3 per Mastery | Slashing | 5 meter AoE | 5 |
Club | Club a target with a Bludgeoning weapon | 10 | 2+2 per Mastery | Bludgeoning | Melee | 1 |
Skullcrush | Use a Bludgeoning weapon to hit the weak spot of a target really hard | 20 | 6+2 per Mastery | Bludgeoning | Melee | 5 |
Special Skills:
Seek Trouble: Before an encounter roll is made, decide to add 10, 20, or 30 to the value of the roll. 20 requires Mastery 2, 30 requires Mastery 3. Then, roll a die with sides 10, 20, or 30 less than 100 and add two together to obtain your new encounter roll. Start that encounter with 10, 20, or 30 less Stamina and Mana depending on which level of Mastery used. Level Requirement: 1
Tread Lightly: Before an encounter roll is made, decide to subtract 10, 20, or 30 from the value to obtain your new encounter roll. 20 requires Mastery 2, 30 requires Mastery 3. Minimum value is 1. Start that encounter with 10, 20, or 30 less Stamina and Mana depending on which level of Mastery used. Level requirement: 1.
General Spells
Name of Spell | Description of Spell | Cost in Mana | Power | Damage Type | Range | Level Requirement |
Fireball | A flung ball of Fire | 10 | 3+2 per Mastery | Fire | 10 meters | 1 |
Lightning Bolt | A bolt of electricity leaping from the hands | 10 | 3+2 per Mastery | Lightning | 10 meters | 1 |
Acid Arrow | An arrow of acid. No bow required | 10 | 3+2 per Mastery | Acid | 10 meters | 1 |
Winter Blast | A blast of Cold | 10 | 3+2 per Mastery | Cold | 10 meters | 1 |
Aqua splash | A ball of water expelled from the mouth | 10 | 3+2 per Mastery | Water | 10 meters | 1 |
Scorching Surge | Move up to 20 meters in a line as a Free Movement, then make a melee spell attack of fire | 40 | 1 10+3 per Mastery | Bludgeoning Fire | Movement + Melee | 7 |
Chain Lightning | Launch a stream of lightning at your foes. Targets 2+1 per Mastery targets within range of each other | 40 | 10+3 per Mastery | Lightning | 10 meters +10 per mastery | 7 |
Sulfurous Spray | Let forth a blast of acid in a Line, hitting all inside it | 40 | 10+3 per Mastery | Acid | 10 meters + 5 per mastery Line | 7 |
Cone of Cold | Breathe out a mist of Cold in a Cone, hitting all inside it | 40 | 10+3 per Mastery | Cold | 10 meters + 5 per Mastery Cone | 7 |
Aqua Jet | Let loose a hose of water that Knocksback target 10 feet+5 per Mastery | 40 | 10+3 per Mastery | Water | 10 feet + 5 per Mastery | 7 |
Fireshield | Increase Fire Resistance by 10+3 per Mastery until hit with Fire Damage | 10 per round | N/A | Fire | Self | 4 |
Shockshield | Increase Lightning Resistance by 10+3 per Mastery until hit with Lightning Damage | 10 per round | N/A | Lightning | Self | 4 |
Acidshield | Increase Acid Resistance by 10+3 per Mastery until hit with Acid Damage | 10 per round | N/A | Acid | Self | 4 |
Frostshield | Increase Cold Resistance by 10+3 per Mastery until hit with Cold Damage | 10 per round | N/A | Cold | Self | 4 |
Aquashield | Increase Water Resistance by 10+3 per Mastery until hit with Water Damage | 10 per round | N/A | Water | Self | 4 |
Inflict Light Wounds | Deal light Spell damage to a close target | 10 | 10+2 per Mastery | Magic | Touch | 2 |
Inflict Moderate Wounds | Deal moderate Spell damage to a close target | 20 | 20+4 per Mastery | Magic | Touch | 5 |
Inflict Serious Wounds | Deal serious Spell damage to a target at range | 40 | 40+6 per Mastery | Magic | 5 meters | 10 |
Inflict Critical Wounds | Deal critical Spell damage to a target at range | 60 | 60+8 per Mastery | Magic | 5 meters + 5 per mastery | 20 |
Input Starting Weapon/Armor Set:
Choose up to 3 items:
Weapon Options:
Starter’s Sword: Power 4 Slashing Special: Can be wielded in one or two hands. If in two, increase Power to 6.
Starter’s Dagger: Power 3 Slashing Special: Light
Starter’s Staff: Power 4 Bludgeoning Special: Casting a spell through the staff decreases movement by 10 meters instead of using up all movement. Heavy, requiring Two Hands to wield.
Starter’s Spear: Power 5 Piercing Special: Threat Range increases to 10 meters. At 5 meters range, Critical hit chance decreases by 5%.
Starter’s Axe: Power 7 Slashing Special: Heavy, requiring Two Hands to wield.
Starter’s Club: Power 4 Bludgeoning Special: Light
Starter’s Shield: Power 2 Bludgeoning Special: Armor 2
Armor Options:
Starter’s Cloth: 1 Armor
Starter’s Leather: 3 Armor -1 Dexterity
Starter’s Chain: 5 Armor -3 Dexterity Minimum Strength: 3
Starter’s Plate: 7 Armor -5 Dexterity Minimum Strength: 5
{Battle and PvE Mechanics}
Battle Mechanics:
For every point in Dexterity, one can move 5 meters in a round without spending an action. This can be broken up over the course of the round or made all at once in increments of 5 meters at a time. Casting a spell uses up all remaining movement. Entering a hostile target’s threat range (5 meters for most player characters and most mobs) for a melee attack does not use up remaining movement, but to leave the threat range requires an action. For every 10 points in Dexterity, actions per round increases by 1, minimum 1 at 0 Dexterity, 2 at 10 Dexterity, etc. Physical Damage is equivalent to the Weapon’s Power + Strength + Skill Power (if using a skill) - Armor. This is for each attack separately. Spell Damage is equivalent to Spell Power + Intelligence - ½ Armor. That is to say, spells bypass half a target’s Armor value. At the end of a round, roll a d100 for each attack made that round. If the number is less than or equal to your Critical Hit chance, that attack critically hits and has its base damage increased by a factor based on your Dexterity. For every 3 points in Dexterity, the Critical hit multiplier increases by 0.5x, minimum 1.5x.
PvE Mechanics:
When searching for enemies to fight for experience, gold, and loot, roll a d100 and consult the table for that world’s enemy list to see what opponents you come across. Mobs can be fought solo, though each round needs to be a separate post to check for critical hits. Mobs will then attack you based on their specified parameters, but since they cannot critically hit, you can incorporate their movements, attacks, and your loss of health into your next post and seamlessly move through the rounds. Mobs will always use Special Abilities that are not on cooldown first, with priority going to moves higher on the list. When on cooldown, skip that ability and move to the next highest until you find an attack that is not on cooldown. That is the attack that will be used that round.
Mobs will pursue and attack the player target that has dealt them the most damage in the last 2 rolling rounds. This is defined as the “aggro value”. For example, if in Round 1 Player 1 deals 5 damage and Player 2 deals 4 damage, Player 1 has the higher aggro value against that target and it will pursue and attack them. If in Round 2 Player 1 deals 0 damage and Player 2 deals 2 damage, Player 2 now has the higher Aggro value (5 vs 6) and it will pursue and attack Player 2. If in Round 3 Player 1 deals 5 damage and Player 2 deals 2 damage, Player 1 will once again have the higher Aggro value (5 vs 4) and it will switch its attention back to Player 1.
When you are in a Party of more than one player character, the character with the highest Dexterity goes first in a round, ties broken by Luck, ties again broken by player decision. Mobs always go last in a round. Once a mob has been defeated, immediately award experience and gold, but not loot. Once the entire encounter has been resolved, loot may be collected. Experience and gold are based on the mob’s parameters, loot is based on the random roll table. Roll a d100 for each mob defeated then compare that to your Rare loot chance, equivalent to your points in Luck. For each success, choose either to loot the Rare item for that mob or roll a d20 on the standard loot table. For each failure, roll a d20 on the standard loot table for that mob. Each member of a party involved in defeating a mob gets loot.
In a party, each member rolls for encounters. Travelling with more than just yourself attracts more attention from monsters, and thus encounters are bigger for each member you add to your group. Once an encounter has been resolved, each member again rolls for the next series of monsters to appear.
PvP Mechanics:
EXP gained from defeating a player is their Level x 5
Battle Mechanics:
For every point in Dexterity, one can move 5 meters in a round without spending an action. This can be broken up over the course of the round or made all at once in increments of 5 meters at a time. Casting a spell uses up all remaining movement. Entering a hostile target’s threat range (5 meters for most player characters and most mobs) for a melee attack does not use up remaining movement, but to leave the threat range requires an action. For every 10 points in Dexterity, actions per round increases by 1, minimum 1 at 0 Dexterity, 2 at 10 Dexterity, etc. Physical Damage is equivalent to the Weapon’s Power + Strength + Skill Power (if using a skill) - Armor. This is for each attack separately. Spell Damage is equivalent to Spell Power + Intelligence - ½ Armor. That is to say, spells bypass half a target’s Armor value. At the end of a round, roll a d100 for each attack made that round. If the number is less than or equal to your Critical Hit chance, that attack critically hits and has its base damage increased by a factor based on your Dexterity. For every 3 points in Dexterity, the Critical hit multiplier increases by 0.5x, minimum 1.5x.
PvE Mechanics:
When searching for enemies to fight for experience, gold, and loot, roll a d100 and consult the table for that world’s enemy list to see what opponents you come across. Mobs can be fought solo, though each round needs to be a separate post to check for critical hits. Mobs will then attack you based on their specified parameters, but since they cannot critically hit, you can incorporate their movements, attacks, and your loss of health into your next post and seamlessly move through the rounds. Mobs will always use Special Abilities that are not on cooldown first, with priority going to moves higher on the list. When on cooldown, skip that ability and move to the next highest until you find an attack that is not on cooldown. That is the attack that will be used that round.
Mobs will pursue and attack the player target that has dealt them the most damage in the last 2 rolling rounds. This is defined as the “aggro value”. For example, if in Round 1 Player 1 deals 5 damage and Player 2 deals 4 damage, Player 1 has the higher aggro value against that target and it will pursue and attack them. If in Round 2 Player 1 deals 0 damage and Player 2 deals 2 damage, Player 2 now has the higher Aggro value (5 vs 6) and it will pursue and attack Player 2. If in Round 3 Player 1 deals 5 damage and Player 2 deals 2 damage, Player 1 will once again have the higher Aggro value (5 vs 4) and it will switch its attention back to Player 1.
When you are in a Party of more than one player character, the character with the highest Dexterity goes first in a round, ties broken by Luck, ties again broken by player decision. Mobs always go last in a round. Once a mob has been defeated, immediately award experience and gold, but not loot. Once the entire encounter has been resolved, loot may be collected. Experience and gold are based on the mob’s parameters, loot is based on the random roll table. Roll a d100 for each mob defeated then compare that to your Rare loot chance, equivalent to your points in Luck. For each success, choose either to loot the Rare item for that mob or roll a d20 on the standard loot table. For each failure, roll a d20 on the standard loot table for that mob. Each member of a party involved in defeating a mob gets loot.
In a party, each member rolls for encounters. Travelling with more than just yourself attracts more attention from monsters, and thus encounters are bigger for each member you add to your group. Once an encounter has been resolved, each member again rolls for the next series of monsters to appear.
PvP Mechanics:
EXP gained from defeating a player is their Level x 5
Here's the Template. Fill it out in this thread to begin your journey!
[u][b]Input Character Name:[/u]
[u][b]Design Character Appearance:[/u]
[u][b]Input Starting Class:[/u]
[u][b]Class Starting Feature:[/u]
[u][b]Allocate Starting Stat Points:[/u]
[b]Strength:[/b]
[b]Dexterity:[/b]
[b]Intelligence:[/b]
[b]Constitution:[/b]
[b]Luck:[/b]
[u][b]Allocate Starting Skill Points:[/u]
[u][b]Input Starting Weapon/Armor Set:[/u]
Many thanks to Drammor for his indispensable help in creating this all!