Post by Kazura Uzaki on Sept 22, 2021 20:30:25 GMT -5
World 1
The Slime Plains
The Slime Plains
Common Enemies: Colored Slimes, Rock Slimes, Elemental Slimes
Elite Enemies: Metal Slimes
Boss: Queen Slime
{Battle and PvE Mechanics Reminder}
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 Skill 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.
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.
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 Skill 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.
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.
{Enemies}
Red Slimes:
STR: 3 DEX: 2 INT: 1 CON: 2 HP: 20
Special Attacks:
Charge: Move 10 meters and attack (1 per 2 rounds): Power: 3
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Sword: Power 10 Slashing Special: None
Green Slimes:
STR: 2 DEX: 2 INT: 2 CON: 2 HP: 20
Special Attacks:
Restore: Regain 10 HP or restore another Colored Slime’s HP by 10. (1 per 3 Rounds)
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Club: Power 7 Bludgeoning Special: Light
Blue Slimes:
STR: 1 DEX: 2 INT: 3 CON: 2 HP: 20
Special Attacks:
Spit: Launch a wad of slime as a spell attack (1 per 2 rounds): Power 3 Range: 10 meters
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Dagger: Power 6 Slashing Special: Light
Yellow Slimes:
STR: 2 DEX: 3 INT: 1 CON: 2 HP: 20
Special Attacks:
Swift: Make 2 Regular Attacks against the same target (1 per 3 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Axe: Power 12 Slashing Special: Heavy, requiring Two Hands to wield
Rock Slimes:
STR: 4 DEX: 1 INT: 1 CON: 4 HP: 40
Special Attacks:
Defense Curl: Increase Armor by 4 for 2 rounds (1 per 4 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Rock
Rare Item: Slime Shield: Power: 5 Bludgeoning Special: Armor 5
Fire Slimes:
STR: 3 DEX: 3 INT: 5 CON: 3 HP: 30 (Immunity to Fire)
Special Attacks:
Nova: Sacrifice own HP by 10, explode outwards in a 20 meter radius, dealing spell damage to all non-Fire Slime targets. Power: 10 (1 per 4 rounds)
Fire Spit: Launch a wad of flaming slime, dealing spell damage. Power: 5 Range: 10 meters (1 per 2 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Fire
Rare Item: Fire Slime’s Cloak: Armor: 3 Fire Resistance: 5
Water Slimes:
STR: 2 DEX: 3 INT: 7 CON: 3 HP: 30 (Immunity to Water) (5 Resistance to Cold)
Special Attacks:
Rain: In a 20 meter radius around Slime, decrease Dexterity of all non-Water Slime targets by 2 for 2 rounds. (1 per 4 rounds)
Splash: In a 5 meter radius around Slime, deal Water spell damage to all non-Water Slime targets. Power: 5 (1 per 2 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Water
Rare Item: Water Slime’s Hat: Armor: 2, INT +1 Water/Cold Resistance: 3
Wind Slimes:
STR: 2 DEX: 5 INT: 2 CON: 2 HP: 20 (Immunity to Wind)
Special Attacks:
Wind Slicer: In a 20 meter radius around slime, deal physical damage to all non-Wind Slime targets. Power: 5 (1 per 4 Rounds)
Evade: Move up to full round movement away from nearest enemy without provoking an attack (1 per 3 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Wind
Rare Item: Wind Slime’s Boots: Armor: 2, DEX +1 Wind Resistance: 3
Wood Slimes:
STR: 1 DEX: 1 INT: 1 CON: 5 HP: 50
Special Attacks:
Wild Growth: Increase Strength and Dexterity by 1 Permanently (1 per 3 Rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Life
Rare Item: Wood Slime’s Breastplate: Armor: 5, STR +1
Lightning Slimes
STR: 3 DEX 6 INT: 2 CON: 3 HP: 30 (Immunity to Lightning)
Special Attacks:
Overcharge: Sacrifice 5 HP, Switch Strength and Dexterity for 1 regular attack (1 per 2 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Lightning
Rare Item: Lightning Slime’s Greaves: Armor: 3 Lightning Resistance: 5
Metal Slimes:
STR: 4 DEX: 1 INT: 1 CON: 6 HP: 60 (Half damage from Slashing/Piercing)
Special Attacks:
Harden: Increase CON by 1, HP by 10, and Armor by 1 permanently (1 per 2 Rounds)
Slam: Regular Attack (No Cooldown)
Loot: 100 XP 10 Gold
Common Items: 1: Nothing
2-5: Slime Jelly
6-15: Essence of Metal
16-20: 1 out of 5 pieces to Metal Slime’s Spear
Rare Item: Metal Slime’s Spear: Power: 10 Special: Threat Range increased to 10 meters.
Queen Slime:
STR: 6 DEX: 2 INT: 6 CON: 10 HP: 100
Special Attacks:
Summon Slime (1 per 4 rounds): roll 1d10 and Consult following table to see what spawns. These are normal Mobs and award XP, Gold, and Loot as normal
1: Red Slime
2: Blue Slime
3: Green Slime
4: Yellow Slime
5: Rock Slime
6: Fire Slime
7: Water Slime
8: Wood Slime
9: Wind Slime
10: Lightning Slime
Wad: Spit a wad of multicolored slime as a spell attack without Element at a target (1 per 2 rounds) Power: 5 Range: 20 meters.
Slam: Regular Attack (No Cooldown)
Loot: 150 XP 50 Gold
Common Items: 1-5: Slime Jelly
6-15: Essence of Royalty
16-20: Choice from Rare Loot drops from any Common Slime
Rare Item: Queen’s Crown: Armor: 3, INT +3
Red Slimes:
STR: 3 DEX: 2 INT: 1 CON: 2 HP: 20
Special Attacks:
Charge: Move 10 meters and attack (1 per 2 rounds): Power: 3
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Sword: Power 10 Slashing Special: None
Green Slimes:
STR: 2 DEX: 2 INT: 2 CON: 2 HP: 20
Special Attacks:
Restore: Regain 10 HP or restore another Colored Slime’s HP by 10. (1 per 3 Rounds)
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Club: Power 7 Bludgeoning Special: Light
Blue Slimes:
STR: 1 DEX: 2 INT: 3 CON: 2 HP: 20
Special Attacks:
Spit: Launch a wad of slime as a spell attack (1 per 2 rounds): Power 3 Range: 10 meters
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Dagger: Power 6 Slashing Special: Light
Yellow Slimes:
STR: 2 DEX: 3 INT: 1 CON: 2 HP: 20
Special Attacks:
Swift: Make 2 Regular Attacks against the same target (1 per 3 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 5 XP 5 Gold
Common Items: 1-10: Nothing:
11-20: Slime Jelly
Rare Item: Slime Axe: Power 12 Slashing Special: Heavy, requiring Two Hands to wield
Rock Slimes:
STR: 4 DEX: 1 INT: 1 CON: 4 HP: 40
Special Attacks:
Defense Curl: Increase Armor by 4 for 2 rounds (1 per 4 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Rock
Rare Item: Slime Shield: Power: 5 Bludgeoning Special: Armor 5
Fire Slimes:
STR: 3 DEX: 3 INT: 5 CON: 3 HP: 30 (Immunity to Fire)
Special Attacks:
Nova: Sacrifice own HP by 10, explode outwards in a 20 meter radius, dealing spell damage to all non-Fire Slime targets. Power: 10 (1 per 4 rounds)
Fire Spit: Launch a wad of flaming slime, dealing spell damage. Power: 5 Range: 10 meters (1 per 2 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Fire
Rare Item: Fire Slime’s Cloak: Armor: 3 Fire Resistance: 5
Water Slimes:
STR: 2 DEX: 3 INT: 7 CON: 3 HP: 30 (Immunity to Water) (5 Resistance to Cold)
Special Attacks:
Rain: In a 20 meter radius around Slime, decrease Dexterity of all non-Water Slime targets by 2 for 2 rounds. (1 per 4 rounds)
Splash: In a 5 meter radius around Slime, deal Water spell damage to all non-Water Slime targets. Power: 5 (1 per 2 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Water
Rare Item: Water Slime’s Hat: Armor: 2, INT +1 Water/Cold Resistance: 3
Wind Slimes:
STR: 2 DEX: 5 INT: 2 CON: 2 HP: 20 (Immunity to Wind)
Special Attacks:
Wind Slicer: In a 20 meter radius around slime, deal physical damage to all non-Wind Slime targets. Power: 5 (1 per 4 Rounds)
Evade: Move up to full round movement away from nearest enemy without provoking an attack (1 per 3 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Wind
Rare Item: Wind Slime’s Boots: Armor: 2, DEX +1 Wind Resistance: 3
Wood Slimes:
STR: 1 DEX: 1 INT: 1 CON: 5 HP: 50
Special Attacks:
Wild Growth: Increase Strength and Dexterity by 1 Permanently (1 per 3 Rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Life
Rare Item: Wood Slime’s Breastplate: Armor: 5, STR +1
Lightning Slimes
STR: 3 DEX 6 INT: 2 CON: 3 HP: 30 (Immunity to Lightning)
Special Attacks:
Overcharge: Sacrifice 5 HP, Switch Strength and Dexterity for 1 regular attack (1 per 2 rounds)
Slam: Regular Attack (No Cooldown)
Loot: 10 XP 10 Gold
Common Items: 1-5: Nothing:
6-15: Slime Jelly
16-20: Essence of Lightning
Rare Item: Lightning Slime’s Greaves: Armor: 3 Lightning Resistance: 5
Metal Slimes:
STR: 4 DEX: 1 INT: 1 CON: 6 HP: 60 (Half damage from Slashing/Piercing)
Special Attacks:
Harden: Increase CON by 1, HP by 10, and Armor by 1 permanently (1 per 2 Rounds)
Slam: Regular Attack (No Cooldown)
Loot: 100 XP 10 Gold
Common Items: 1: Nothing
2-5: Slime Jelly
6-15: Essence of Metal
16-20: 1 out of 5 pieces to Metal Slime’s Spear
Rare Item: Metal Slime’s Spear: Power: 10 Special: Threat Range increased to 10 meters.
Queen Slime:
STR: 6 DEX: 2 INT: 6 CON: 10 HP: 100
Special Attacks:
Summon Slime (1 per 4 rounds): roll 1d10 and Consult following table to see what spawns. These are normal Mobs and award XP, Gold, and Loot as normal
1: Red Slime
2: Blue Slime
3: Green Slime
4: Yellow Slime
5: Rock Slime
6: Fire Slime
7: Water Slime
8: Wood Slime
9: Wind Slime
10: Lightning Slime
Wad: Spit a wad of multicolored slime as a spell attack without Element at a target (1 per 2 rounds) Power: 5 Range: 20 meters.
Slam: Regular Attack (No Cooldown)
Loot: 150 XP 50 Gold
Common Items: 1-5: Slime Jelly
6-15: Essence of Royalty
16-20: Choice from Rare Loot drops from any Common Slime
Rare Item: Queen’s Crown: Armor: 3, INT +3
{d100 Encounter Roll Table}
1-4: 1 Red Slime
5: 2 Red Slimes
6-9: 1 Blue Slime
10: 2 Blue Slimes
11-14: 1 Green Slime
15: 2 Green Slimes
16-19: 1 Yellow Slime
20: 2 Yellow Slimes
21-24: 1 Rock Slime
25: 2 Rock Slimes
26-29: 1 Fire Slime
30: 2 Fire Slimes
31-34: 1 Water Slime
35: 2 Water Slimes
36-39: 1 Wind Slime
40: 2 Wind Slimes
41-44: 1 Wood Slime
45: 2 Wood Slimes
46-49: 1 Lightning Slime
50: 2 Lightning Slimes
51-54: 1 Green Slime 1 Red Slime
55: 1 Green Slime 2 Red Slimes
56-59: 1 Blue Slime 1 Yellow Slime
60: 1 Blue Slime 2 Yellow Slimes
61-64: 1 Rock Slime 1 Green Slime
65: 1 Rock Slime 1 Green Slime 1 Blue Slime
66-69: 1 Fire Slime 1 Water Slime
70: 1 Fire Slime 1 Water Slime 1 Wood Slime
71-74: 1 Wind Slime 1 Lightning Slime
75: 1 Metal Slime
76-79: 1 Wind Slime 1 Wood Slime
80: 1 Wind Slime 1 Wood Slimes 1 Metal Slime
81-84: 1 Red Slime 1 Green Slime 1 Blue Slime 1 Yellow Slime
85: 1 Red Slime 1 Green Slime 1 Blue Slime 1 Yellow Slime 1 Metal Slime
86-89: 1 Fire Slime 1 Water Slime 1 Wood Slime 1 Wind Slime 1 Lightning Slime 1 Rock Slime
90: 1 Lightning Slime 1 Water Slime 1 Fire Slime 1 Metal Slime
91-94: 2 Red Slimes 2 Fire Slimes 1 Rock Slime
95: 1 Fire Slime 1 Rock Slime 1 Water Slime 1 Wind Slime 1 Metal Slime
96-100: Queen Slime
1-4: 1 Red Slime
5: 2 Red Slimes
6-9: 1 Blue Slime
10: 2 Blue Slimes
11-14: 1 Green Slime
15: 2 Green Slimes
16-19: 1 Yellow Slime
20: 2 Yellow Slimes
21-24: 1 Rock Slime
25: 2 Rock Slimes
26-29: 1 Fire Slime
30: 2 Fire Slimes
31-34: 1 Water Slime
35: 2 Water Slimes
36-39: 1 Wind Slime
40: 2 Wind Slimes
41-44: 1 Wood Slime
45: 2 Wood Slimes
46-49: 1 Lightning Slime
50: 2 Lightning Slimes
51-54: 1 Green Slime 1 Red Slime
55: 1 Green Slime 2 Red Slimes
56-59: 1 Blue Slime 1 Yellow Slime
60: 1 Blue Slime 2 Yellow Slimes
61-64: 1 Rock Slime 1 Green Slime
65: 1 Rock Slime 1 Green Slime 1 Blue Slime
66-69: 1 Fire Slime 1 Water Slime
70: 1 Fire Slime 1 Water Slime 1 Wood Slime
71-74: 1 Wind Slime 1 Lightning Slime
75: 1 Metal Slime
76-79: 1 Wind Slime 1 Wood Slime
80: 1 Wind Slime 1 Wood Slimes 1 Metal Slime
81-84: 1 Red Slime 1 Green Slime 1 Blue Slime 1 Yellow Slime
85: 1 Red Slime 1 Green Slime 1 Blue Slime 1 Yellow Slime 1 Metal Slime
86-89: 1 Fire Slime 1 Water Slime 1 Wood Slime 1 Wind Slime 1 Lightning Slime 1 Rock Slime
90: 1 Lightning Slime 1 Water Slime 1 Fire Slime 1 Metal Slime
91-94: 2 Red Slimes 2 Fire Slimes 1 Rock Slime
95: 1 Fire Slime 1 Rock Slime 1 Water Slime 1 Wind Slime 1 Metal Slime
96-100: Queen Slime