Supreme Overlord
52 Posts x Gold
Game Master
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Post by GM LUNA on May 9, 2015 15:14:15 GMT -6
HEALTH Everyone in the world, whether player or NPC, has a set number of health points. At Rank E, everyone has 100 HP. Every rank increases this value by another 100 HP, maxing out at Rank A for 500 HP. Monsters have health points as well, so be mindful of how many they have. They can all be checked on in the bestiary.
When an attack is performed, whether basic or a skill, health points change. It is always in increments of 5, which the game system calculates quickly and shows on the health bar. If too much health is lost, the color of the health bar changes. Once a player reaches 0 HP, they are knocked unconscious, and their revival timer begins to count down. All revival timers last for five minutes.
An unconscious player enters a misty, cold, dark forest, where he or she can wander and search for things. The longer they stay, the more their life feels like a dream, and if they are not revived before the timer is up, they die permanently, in both the game world and the real world.
Monsters, on the other hand, break apart into a shower of colored pixels when they die, and nothing is left of them.
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Supreme Overlord
52 Posts x Gold
Game Master
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Post by GM LUNA on May 10, 2015 22:12:21 GMT -6
TURN Combat in the world of the game is done in real time, but for simplicity's sake with this being a role playing board instead of an awesome spiffy real MMO, things are done in a turn-based formula, to keep everything organized.
All damage, healing, and buffs are done in increments of 5, making it a simple matter of adding and subtracting to figure things out. There are health bars located in the smilies section for you to use if you so desire.
Every player in the world is limited to one action per post, to start with. This means you can do a basic attack, use a skill, or an item, if you have any that you want to use. Because of this initial limit, it is extremely important to focus on team work, or else a battle can go south very fast.
Rumor has it that there are many items programmed into the game that will effect how many moves you can do per post, as well as the strength of skills.
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Supreme Overlord
52 Posts x Gold
Game Master
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Post by GM LUNA on May 10, 2015 22:19:36 GMT -6
OPPONENTS PvP combat is fairly self-explanatory since you are directly facing another player, but how does one go about facing monsters in the world with unknown health points, skills, and what not?
Well, you don't. Go in unknown, at least. Everything you need to know about all available monsters in the game can be found in the Bestiary. Check it whenever you need to, it is there to make fighting monsters a much easier experience.
Most monsters, with some exceptions that will be mentioned when fought, follow the same rules of a turn as players do. They can do one action when it is their turn. Control the monsters in a fight, and when it is necessary, give the die a little roll to see how it goes. Best of luck in your PvE journies!
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Supreme Overlord
52 Posts x Gold
Game Master
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Post by GM LUNA on May 10, 2015 22:34:42 GMT -6
STATUS EFFECTS There a number of status effects that can hinder a player or a monster in game. Some are capable of causing damage, others are not. For player-based skills that deal damage, they are called DOTs. For monster-based skills that cause damage, they are far nastier. Unlike a DOT that a player performs, if a monster inflicts someone with a status effect, it does not necessarily cure automatically. Poison - This internal ailment eats away at a target's health until they visit a healer, use dispel to cure it, drink an antidote, or are knocked out. At Rank E, it does 10 damage per post, increasing with each rank until it reaches 50 damage per post at Rank A ~ S. Bleeding - This ailment decreases a target's health until they visit a healer, use dispel to cure it, use bandages, or are knocked out. It is accompanied by copious bleeding from the wounded area. At Rank E, it does 10 damage per post, increasing with each rank until it reaches 50 damage per post at Rank A ~ S. Burned - The target is hurt by deep burns on their skin. It can be cured with a dispel skill or with an ointment. If it is not cured in two posts, it does 50 damage, after which the effect fades. Frozen - The target is frozen solid and is unable to move, speak, or execute any skills. It can be cured with a dispel skill or an ointment. If it is not cured in two posts, it does 50 damage, after which the effect fades. Sleep - The target falls asleep and is plagued by disturbing dreams. They cannot be woken by physical pain or other status ailments. They can be woken through a dispel skill. The effect wears off after three posts. Confusion - The target is unable to remember where they are or what they were doing. Those with this affliction frequently accidentally hurt themselves or those around them. They can be snapped out of it with a dispel skill. The effect wears off after three posts. Blind - The target's vision goes completely black, leading to loss of accuracy and strength. It can be cured with a dispel skill. The effect wears off after three posts. Silence - The target is unable to speak or make even the slightest sound. It prevents the target from using all mana-based skills, including Magic, AoE, DoT, and Healing. It also prevents the target from using any other skills that require verbalization, such as spoken taunts. It can be cured with a dispel skill. The effect wears off after three posts. Stunned - The target is shocked into inaction, movement and thought sluggish or stopped completely. It is accompanied with a headache and dizziness. It can be cured with a dispel skill. The effect wears off after three posts. Hallucination - The target begins to see things that aren't there. They see danger where there is none, and can even view their comrades as enemies. Hallucinating targets cannot be reasoned with. It can be cured with a dispel skill. The effect wears off after three posts.
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Post by GM HIERO on May 11, 2015 9:30:07 GMT -6
DUNGEONS Scattered across the world outside of towns and in the countryside are different dungeons available for exploration. These are special PvE environments, with unique monsters not found in the overworld and special equipment that you can't find anywhere else. Dungeons, being unique, function under special rules. Each dungeon has five separate versions: Normal, Basic, Intermediate, Advanced, and Hardcore. Each version is harder than the last, but they have better rewards including more gold and rare loot or equipment. - Normal dungeons may be run as many times as a player likes. They require a minimum party of two, and allow a maximum party of six; there is no other requirement. However, in order to enter the dungeon, players must make a sacrifice from an item in their inventory. If you wish to run a Normal dungeon, contact a GM and they'll set up a thread for you. You must defeat all mobs and the boss in combat in order to receive the reward for completion.
- Basic dungeons require a Basic dungeon pass to enter, and are only available to Rank D+ players. They require a minimum party of three, and allow a maximum party of six. If you wish to run a Basic dungeon, contact a GM to set up the thread for you. You must defeat all mobs and the boss in combat in order to receive the reward for completion.
- Intermediate dungeons require an Intermediate pass to enter, and are only available to Rank C+ players. They require a minimum party of four, and allow a maximum party of six. If you wish to run an Intermediate dungeon, contact a GM to set up the thread for you. You must defeat all mobs to trigger the boss; the boss and boss mob will be GM-controlled.
- Advanced dungeons require an Advanced pass to enter, and are only available to Rank B+ players. They require a minimum party of five, and allow a maximum party of six. If you wish to run an Advanced dungeon, contact a GM to set up the thread for you. You must defeat all mobs to trigger the boss; the boss and boss mob will be GM-controlled.
- Hardcore dungeons require a Hardcore pass to enter, and are only available to Rank A+ players. They require a party of six. If you wish to run a Hardcore dungeon, contact a GM. All mobs, bosses, and boss mobs will be GM-controlled.
Normal dungeons function under different rules of death, as well. If you are knocked out in a Normal dungeon, your revival timer will not start unless your entire party is knocked out. In that event, the party will be transported out of the dungeon and into the center of the nearest town, at which point their revival timers will begin. Dungeons that require passes do not have this safety net, so be warned. If you would like to run a Basic or harder dungeon, you must acquire a pass. Passes are specific to difficulty levels: an Intermediate pass will trigger an Intermediate dungeon, nothing higher or lower. However, any pass can be used at any dungeon. Passes can be found in random loot drops, during events, by NPCs, and many other ways. Passes cannot be sold or traded, but they don't expire, and only one pass is required for an entire party.
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Post by GM HIERO on May 15, 2015 21:56:51 GMT -6
WORLD BOSSES Occasionally, high-leveled mobs appear in Runis. These bosses are rare, random, and much harder than dungeon bosses or regular mobs. They possess special skills, and often summon special creatures that only exist in boss mobs. While they are difficult to beat, they also provide much better rewards than you can find in quests or regular dungeons. Each world boss functions the same way: - A thread for the world boss will be created, advising players that a boss will be spawning in that area. Keep an eye out for these on the boards and in the CBox, because they will be random and there will be no warning about when they're going to come up.
- Each world boss has a party limit. For example, if the party limit is nine, only the first nine posters will be able to participate, and the boss will not spawn until nine people have responded. The lowest party limit is six; the highest is twenty. Keep an eye on the party limit, because it will be an indication of how difficult the boss will be. The more difficult the boss, the better the rewards.
- Party limits are per player, not per character. Example: a boss has a party limit of eight, but allows multiple characters. If everyone brings two characters, that's sixteen against the boss. This is to prevent people from jumping in right before the boss dies and reaping the same rewards as those who fought from the very beginning.
- Unless stated otherwise, people are only allowed to have one character in a boss fight. In instances where players are allowed to have multiple characters, they must post for all characters on a single account, and only the account used for posting will receive loot, so choose wisely.
- The boss will be a mystery until it actually spawns, so take a chance on it! Some rewards you get from world bosses can't be bought in shops or received anywhere else, and you never know what you'll get.
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