Post by Heater ~Ultimate~ on Nov 8, 2016 22:58:06 GMT
Game Introduction: Each character will have one element, and also a Entity to fight, the entity will have the same element as the master, only one entity allowed, the Entity can be anything, when the master falls the Entity will become half as strong as it was before, health will be reduced by 50% .
Oh, have I mentioned this is a Combination of Medieval, Futuristic AND Modern?!
Class Explanations:
Classes:
Assaulter: An Assaulter Class, easily assaults enemies with heavy power, great when fighting groups of enemies. ( Bonus: All attacks can do splash damage hitting every enemy member. Disadvantage: Scouts are not effected by Splash Damage. Advantage: Their Splash damage is helpful when fighters are there, fighters are always front liners so they get hit by splash easily taking 2X damage. HP: 150)
Scout: Scouts are fast and can dodge a lot, and also not effected to any splash damage, great if you want to deal heavy Damage. ( Bonus: Extreme Speed, and also high damage. Disadvantage: Tacticians can easily defeat Scouts, Tacticians are reflexive and quick enough to counter attack. Advantage: Distracts enemies while high damage can be dealt easy by other scouts or fighters. HP: 125 )
Tactician: Quick and Reflexive, the Tactician can easily defeat enemies with low health, and also dodge attacks and get style points in attacking, and is pretty much an all rounder. [ Bonus: Better than Average Attacks, receives experience by defeating an enemy, instead of waiting for the battle to be finished. Disadvantage: Tanks, they pretty much destroy tacticians, as tanks have good armor automatically, and also High health. Advantage: Easily counters Every other classes(Except Tank) also quite reflexive but less than scout. HP: 150]
Tank: You all know, High HP, medium Damage, and low speed, what else?. [ Advantage: Tacticians are easily defeated by tanks, because Tacticians wear weak armor so they are not resistant to Hammers And Axes, and or rocket launchers. Bonus: High HP and also, attacks sometimes gets reflected back. Disadvantage: Takes double damage from fighters because of their armor piercing weapons. HP: 220.]
Fighter: Being a good class on the battlefield, he can easily take down anyone in melee, but really weak to Splash damage.( Bonus: Better than average damage just like the tactician. Disadvantage: Assaulters, they deal splash damage which deals 2X damage to fighters. HP: 185. Advantage: Can defeat tanks easily because of their weapons. )
All Rounder: Default class, immune to nothing, good at defeating nothing. no bonuses, HP: 160 along with medium damaging attacks.
Elements:
Elements:
Elements Introduction:
Fire: Can Burn Enemy's, enemy's walk faster, but attacks are weaker.
Poison: This Element is well, Venom, it has a chance of poisoning your enemy, and also corroding metal.
Chemical: This element can also Corrode metal, and always has Different Effects on hits. (Can Only be obtained from Wizards)
Water: Slows down Enemy's, But its a weak element.
Earth: You can make Earthquakes and Control Earth with it.
Grass: You can control Plants to attack your enemy, and even grow plants instantly.
Air: You can control the force of air to attack your enemy, and walk on clouds.
Lightning: You can control electricity, and shock your enemy's, shocking enemy's will stun them.
Dark: You can control the Darkness, and also you have the power of weakening your enemies to half of their strength and also, blind them. (Forgot to mention Darkness is very powerful, but the attacks are a bit slow ). Learning This will make Light Harder to learn.
Light: You can control the Light, Light Attacks are very fast but low damaging, also you become very fast while using this element, you can rush to your enemy in a blink of an eye, you have the power of strengthening your ally's and Healing them, also blind enemies by light. Learning This will make Dark Harder to learn.
Arcane - Element for those who don't want the other elements, makes elements easier to learn, but you are unable to fuse them.
Admin Added Element Info's:
Sulfur - A yellow, crystalline, completely opaque, and brittle element. The main power-part of it, is that it burns. In oxygen, releasing a hot blue flame, steadily. As it burns, it turns into a blood-red liquid. AND GUESS WHAT! When sulfur combusts, the SO2 created from the combustion can oxidize further to create SO3, whiiiich..turns into Sulfuric Acid. ( Sulfur added by Noone )
Trusted Player Added Element Info's:
Future - You have a chance to see the future events, you can make your abilities not be used right at the turn you use it, instead, they will be used in a later turn, allowing you to do two attacks at once in that turn.
Combined Element Info's:
Blaze - A mixture of Fire and Lightning, makes a really powerful and burning element. The Blaze Flame cannot be put out by water, it is a strong element when used right.
Boil - Boil your enemies with heavy steam, this element tends to be mostly an Area of Effect element.
Smoke - Smokescreen! Make yourself invisible within a cloud of smoke and attack your enemies from behind! Good for people that like to be fast and accurate while making others less accurate, huaeuhua.
Metal - Ah, metal. A strong element, it attracts electricity, easily is heated up or cooled down. Great for people that want to increase the damage dealt by their allies!
Wood - Err, well, Its not bad to be honest, Fire easily attracts to it, making it good when combined with Fire. It has a low damage output, but has a great combo range.
Lava - I LAVA IT. WHY? Because its hot. Heh, but seriously, the heat this produces is incredible. Combined with Metal, this could be devastating.
Dust - Pffft, enemies are too accurate? Knock some dust into their eyes and their accuracy will fall down like no one cares.
Storm - Oh look, its a storm. Area of Effect element and heavy damage. Ehhhhhh, its slow though. ( Auto 1 turn cooldown added )
Ice - Nice, its ice. Its so cold it burns, yeah. Single Target Element, but you can easily switch targets by freezing your target ;) .
Pure Elements:
Pure Elements are stronger than non-pure, but includes no special feature.
Earth/Earth, Water/Water, Fire/Fire, Grass/Grass, Lightning/Lightning, Dark/Dark, Light/Light, Air/Air, Poison/Poison.
Angelic Elements:
Angelic Elements are faster and their support moves powers are increased.
Light/Earth, Light/Fire, Light/Lightning, Light/Grass, Light/Water, Light/Air, Light/Poison.
Demonic Elements:
Demonic ones are stronger and their dark moves power is increased.
Dark/Earth, Dark/Fire, Dark/Lightning, Dark/Grass, Dark/Water, Dark/Air, Dark/Poison.
Combined Elements:
Combined ones include a mixture of 2 elements, Example Fire is first, Lightning is second, and the last one is combined, like Fire/Lightning/Blaze, Blaze is the Combination of those 2, that means stronger than Fire and Lightning.
Fire/Lightning/Blaze, Water/Fire/Boil, Grass/Fire/Smoke, Earth/Lightning/Metal, Earth/Water/Wood, Earth/Fire/Lava, Earth/Air/Dust, Water/Lightning/Storm, Water/Air/Ice.
Element of CHAOS:
Not recommended to use, your attacks have a chance of hitting your own team mates, and also auto casting dreadful not-in-your-list spells sometimes, also might take your health to half and warning, IT CAN kill you, also choosing this will make it EXTREMELY FREAKING HARD TO LEARN ANY OTHER ELEMENTS ESPECIALLY LIGHT AND DARK, Also THIS IS NOT AN ELEMENT THAT CAN HAVE HEALING MOVES! CAPS BECAUSE SOME PEOPLE DON'T HAVE EYES.
Chaos: 0/1
Admin Added Elements:
Sulfur/Sulfur.
Trusted Player Added Elements:
Future/Future.
Character Sheet:
Character Sheet:
This one is for your Human Character, You may make an Anime Char, however, no matter how strong they are IAL ( In Anime Life ), They will always be over 9000% Weaker here.
Name: [Name of your character]
Race: [Race of your character]
Gender: [Gender of your character]
Age: [Age of your character]
Personality: [How they act and react to others]
Element: [The Element of your character, can only choose one]
Class: [New! Add a class to your char for Bonuses]
Description: [Not important, but can be added]
Active Moves: [Up to 4 Active Moves]
Passive Moves: [Up to 4 Passive Moves]
Disadvantages/Advantages: [Add up to 2 disadvantages and 2 advantages your character has]
Weapons: [Any Weapon, your choice, btw no bonuses]
---------------------------------------------------------------
This one is for your Entity:
Name: [Name of your Entity]
Gender: [Gender of your Entity]
Class: [New! Add a class to your char for Bonuses]
Base Form: [What kind of Thing they are, Example: Golem/Fox/Bear/Tiger/Dragon, okay? Also you CAN make a Human Entity]
Personality: [How they acts and reacts to others]
Element: [Write same one you chose for your Human Character]
Active Moves: [Up to 4 Active Moves]
Passive Moves: [Up to 4 Passive Moves]
Disadvantages/Advantages: [Add up to 2 disadvantages and 2 advantages your entity has]
Weapons: [Give yo entity a weapon! Or not, your choice]
Stat Explanations:
AP: Attribute point
HP: Hit point
MP: Mana point
Strength: Strength increases physical damage and close range damage. ( 1 AP to this increases close range and physical damage )
Agility: Increases your chance of dodging, making you more evasive.
Dexterity: Increases your chance of hitting, and also increases ranged damage. ( 1 AP to this, increases 1 Ranged Damage. )
Intellect: Increases your MP, and also Magic Damage. ( 1 AP to this, increases 5 MP, and 1 Magic Damage )
Defense: Increases your HP, and also decreases how much damage you take.( 1 AP to this, and get 10 HP, and 3 AP decreases damage reduced from all attacks by 1 )
Class Starter Stats:
Assaulter:
Strength: 30
Agility: 20
Dexterity: 24
Intellect: 22
Defense: 15
MP: 75
Scout:
Strength: 30
Agility: 35
Dexterity: 22
Intellect: 18
Defense: 9
MP: 75
Tactician:
Strength: 23
Agility: 23
Dexterity: 34
Intellect: 20
Defense: 15
MP: 55
Tank:
Strength: 34
Agility: 12
Dexterity: 17
Intellect: 10
Defense: 30
MP: 50
All Rounder:
Strength: 26
Agility: 26
Dexterity: 26
Intellect: 26
Defense: 18
MP: 90
Fighter:
Strength: 37
Agility: 19
Dexterity: 21
Intellect: 13
Defense: 15
MP: 65
RP Rules:
1. Do not make over powered moves, look at others chars and make a balanced character. And only one character per player
2. Please Choose a Class, or just Type N/A to use Default All Rounder.
3. Do not Argue with others, this is also a Discussion thread, and not only Register + Rp thread.
4. If you break Rule 1 or 3 You will be given a warning for the first two times, break it again, your character dies and you won't be making a new one for a week.
Class Upgrades
Fighter to Paladin or Warrior at level 10
Tank to Protector at level 10
Assaulter to Sniper or Blaster at level 15
All rounder to All rounder x2 at level 10
Class Stat Upgrades:
Paladins inflict double damage to the Undead.
Warriors get 12+ Strength and 4+ Dexterity.
Protectors get 100 more hp and have a special effect, example is shown below.
Protector Defense = 30, Damage taken is reduced by 10.
Enemy hits Ally for 20 damage, Ally takes 10 damage ( Only Counting the Protector's defense, not the ally's defense ).
Protector takes 10 damage. Protector take damage equal to what his defense absorbed.
Snipers are powerful long rangers, who fight from a far away range, they get 20 more Dex, but health is reduced by 40.
Blasters use powerful guns, like Laser pistols, and Blasters which shoot 3 bullet at once, they get 5+ Agi,Dex,Int and Str.
All rounder X2 just receives 5+ to all stats, and 6+ to defense.
also note, except all of that, the New Class Transformation classes don't have any base stats.
Hiring Fighters:
You can hire some Fighters for 1000 gold, Why 1000 some may ask, is because the Fighter is the same level as the Character than hired, for the starters though, it will be 250, 1 -10, then 500 11 - 25 then 1000 26 - Infinite.
Registered:
Mytra
Nooneboone
Vhaalke Vulcan Inferlight
Raven
GENIH WAT
Thriller Otaku Beat
Item Specials:
Orange: Set Item
Green: Special Item
Light Blue(Sky Blue): Elemental Item
Yellow: Normal Item
Red: Rare Item
Inventory:
- 6x Petrified Wood: Iron Level. "Wood as hard as Iron and as powerful as Iron."
Other Important Things to Note:
#Text of this color means, 'Hasn't Joined Battle Yet but is nearby and can be seen'.
#Text of this color means, "Unknown Character" and the character will be marked with "???". Also means that the character is nearby but can't be seen, but you are aware of the character.
#Text of this color means, "Character is not nearby and can't be seen". Only for characters that are in your party.
#Text of this color means, "Character has been incapacitated". Works for both the characters in your party and or enemy party.
#Text of this color means, "Character has died". Works for both the characters in your party and or enemy party.
Note: If you don't want to roll for yourself its fine, I will roll for you.
Current Party:
EXP:
Mytra = 115/500 | Erasma = 100/500
Raven Branwen = 235/500 | Quoth = 35/1000
Vhaalke Vulcan Inferlight = 80/1000 | Crimson Spear = 35/1000
Nooneboone = 35/1000 | Io = 35/1000
Xae = 65/1000 | Merlin = 35/1000
Thriller D. Beat = 300/500 | Dreaz = 300/500
Level:
Mytra = 1 | Erasma = 1
Raven Branwen = 1 | Quoth = 2
Vhaalke Vulcan Inferlight = 2 | Crimson Spear = 2
Nooneboone = 2 | Io = 2
Xae = 2 | Merlin = 2
Thriller D. Beat = 1 | Dreaz = 1
Pecking Order:
Mr. Popo: Now listen up fools, nobody will take you seriously if you don't follow these rules.
Mr. Popo: Roll your Dexterity to see if you hit them. ( Example: You rolling 16/34 dexterity )
Mr. Popo: Roll their Agility to see if they dodge you. ( Example: You rolling 12/30 agility, if we follow the previous roll, you take the hit, if the previous roll was smaller, you would have had dodged, [i.e: Agi Roll = 12, Dex Roll = 11] )
Mr. Popo: If both of you happen to have the same roll, you deal half the damage, which is still lowered by the defense of the defender. (Example: Agility and Dexterity rolls are both 20)
Mr. Popo: Special attacks fully base on the raw number, normal attacks are half. Better explained:
Strength, Intellect and Dex = 20
If a special Melee/Magic/Ranged ( respectively ) attack is made, Damage = 20
If a normal Melee/Magic/Ranged ( respectively ) attack is made, Damage = 10.
Mr. Popo: You can do at most two regular hits once every 4 phases, including at the start of a new game.
Mr. Popo: If your dexterity roll is above your opponent's overall agility, you have 100% hit chance, deal 50% more damage and ignore 50% armor.
Mr. Popo: If your agility roll is above your opponent's overall dexterity, you deal back half the damage your opponent was going to deal with point-blank accuracy and no side-effects.
Official Discord and New Rollroom: discord.gg/mM5v8gA Command = .rolldie {number} / .trolldie {number} / .trolling {number}
Oh, have I mentioned this is a Combination of Medieval, Futuristic AND Modern?!
Class Explanations:
Classes:
Assaulter: An Assaulter Class, easily assaults enemies with heavy power, great when fighting groups of enemies. ( Bonus: All attacks can do splash damage hitting every enemy member. Disadvantage: Scouts are not effected by Splash Damage. Advantage: Their Splash damage is helpful when fighters are there, fighters are always front liners so they get hit by splash easily taking 2X damage. HP: 150)
Scout: Scouts are fast and can dodge a lot, and also not effected to any splash damage, great if you want to deal heavy Damage. ( Bonus: Extreme Speed, and also high damage. Disadvantage: Tacticians can easily defeat Scouts, Tacticians are reflexive and quick enough to counter attack. Advantage: Distracts enemies while high damage can be dealt easy by other scouts or fighters. HP: 125 )
Tactician: Quick and Reflexive, the Tactician can easily defeat enemies with low health, and also dodge attacks and get style points in attacking, and is pretty much an all rounder. [ Bonus: Better than Average Attacks, receives experience by defeating an enemy, instead of waiting for the battle to be finished. Disadvantage: Tanks, they pretty much destroy tacticians, as tanks have good armor automatically, and also High health. Advantage: Easily counters Every other classes(Except Tank) also quite reflexive but less than scout. HP: 150]
Tank: You all know, High HP, medium Damage, and low speed, what else?. [ Advantage: Tacticians are easily defeated by tanks, because Tacticians wear weak armor so they are not resistant to Hammers And Axes, and or rocket launchers. Bonus: High HP and also, attacks sometimes gets reflected back. Disadvantage: Takes double damage from fighters because of their armor piercing weapons. HP: 220.]
Fighter: Being a good class on the battlefield, he can easily take down anyone in melee, but really weak to Splash damage.( Bonus: Better than average damage just like the tactician. Disadvantage: Assaulters, they deal splash damage which deals 2X damage to fighters. HP: 185. Advantage: Can defeat tanks easily because of their weapons. )
All Rounder: Default class, immune to nothing, good at defeating nothing. no bonuses, HP: 160 along with medium damaging attacks.
Elements:
Elements:
Elements Introduction:
Fire: Can Burn Enemy's, enemy's walk faster, but attacks are weaker.
Poison: This Element is well, Venom, it has a chance of poisoning your enemy, and also corroding metal.
Chemical: This element can also Corrode metal, and always has Different Effects on hits. (Can Only be obtained from Wizards)
Water: Slows down Enemy's, But its a weak element.
Earth: You can make Earthquakes and Control Earth with it.
Grass: You can control Plants to attack your enemy, and even grow plants instantly.
Air: You can control the force of air to attack your enemy, and walk on clouds.
Lightning: You can control electricity, and shock your enemy's, shocking enemy's will stun them.
Dark: You can control the Darkness, and also you have the power of weakening your enemies to half of their strength and also, blind them. (Forgot to mention Darkness is very powerful, but the attacks are a bit slow ). Learning This will make Light Harder to learn.
Light: You can control the Light, Light Attacks are very fast but low damaging, also you become very fast while using this element, you can rush to your enemy in a blink of an eye, you have the power of strengthening your ally's and Healing them, also blind enemies by light. Learning This will make Dark Harder to learn.
Arcane - Element for those who don't want the other elements, makes elements easier to learn, but you are unable to fuse them.
Admin Added Element Info's:
Sulfur - A yellow, crystalline, completely opaque, and brittle element. The main power-part of it, is that it burns. In oxygen, releasing a hot blue flame, steadily. As it burns, it turns into a blood-red liquid. AND GUESS WHAT! When sulfur combusts, the SO2 created from the combustion can oxidize further to create SO3, whiiiich..turns into Sulfuric Acid. ( Sulfur added by Noone )
Trusted Player Added Element Info's:
Future - You have a chance to see the future events, you can make your abilities not be used right at the turn you use it, instead, they will be used in a later turn, allowing you to do two attacks at once in that turn.
Combined Element Info's:
Blaze - A mixture of Fire and Lightning, makes a really powerful and burning element. The Blaze Flame cannot be put out by water, it is a strong element when used right.
Boil - Boil your enemies with heavy steam, this element tends to be mostly an Area of Effect element.
Smoke - Smokescreen! Make yourself invisible within a cloud of smoke and attack your enemies from behind! Good for people that like to be fast and accurate while making others less accurate, huaeuhua.
Metal - Ah, metal. A strong element, it attracts electricity, easily is heated up or cooled down. Great for people that want to increase the damage dealt by their allies!
Wood - Err, well, Its not bad to be honest, Fire easily attracts to it, making it good when combined with Fire. It has a low damage output, but has a great combo range.
Lava - I LAVA IT. WHY? Because its hot. Heh, but seriously, the heat this produces is incredible. Combined with Metal, this could be devastating.
Dust - Pffft, enemies are too accurate? Knock some dust into their eyes and their accuracy will fall down like no one cares.
Storm - Oh look, its a storm. Area of Effect element and heavy damage. Ehhhhhh, its slow though. ( Auto 1 turn cooldown added )
Ice - Nice, its ice. Its so cold it burns, yeah. Single Target Element, but you can easily switch targets by freezing your target ;) .
Pure Elements:
Pure Elements are stronger than non-pure, but includes no special feature.
Earth/Earth, Water/Water, Fire/Fire, Grass/Grass, Lightning/Lightning, Dark/Dark, Light/Light, Air/Air, Poison/Poison.
Angelic Elements:
Angelic Elements are faster and their support moves powers are increased.
Light/Earth, Light/Fire, Light/Lightning, Light/Grass, Light/Water, Light/Air, Light/Poison.
Demonic Elements:
Demonic ones are stronger and their dark moves power is increased.
Dark/Earth, Dark/Fire, Dark/Lightning, Dark/Grass, Dark/Water, Dark/Air, Dark/Poison.
Combined Elements:
Combined ones include a mixture of 2 elements, Example Fire is first, Lightning is second, and the last one is combined, like Fire/Lightning/Blaze, Blaze is the Combination of those 2, that means stronger than Fire and Lightning.
Fire/Lightning/Blaze, Water/Fire/Boil, Grass/Fire/Smoke, Earth/Lightning/Metal, Earth/Water/Wood, Earth/Fire/Lava, Earth/Air/Dust, Water/Lightning/Storm, Water/Air/Ice.
Element of CHAOS:
Not recommended to use, your attacks have a chance of hitting your own team mates, and also auto casting dreadful not-in-your-list spells sometimes, also might take your health to half and warning, IT CAN kill you, also choosing this will make it EXTREMELY FREAKING HARD TO LEARN ANY OTHER ELEMENTS ESPECIALLY LIGHT AND DARK, Also THIS IS NOT AN ELEMENT THAT CAN HAVE HEALING MOVES! CAPS BECAUSE SOME PEOPLE DON'T HAVE EYES.
Chaos: 0/1
Admin Added Elements:
Sulfur/Sulfur.
Trusted Player Added Elements:
Future/Future.
Character Sheet:
Character Sheet:
This one is for your Human Character, You may make an Anime Char, however, no matter how strong they are IAL ( In Anime Life ), They will always be over 9000% Weaker here.
Name: [Name of your character]
Race: [Race of your character]
Gender: [Gender of your character]
Age: [Age of your character]
Personality: [How they act and react to others]
Element: [The Element of your character, can only choose one]
Class: [New! Add a class to your char for Bonuses]
Description: [Not important, but can be added]
Active Moves: [Up to 4 Active Moves]
Passive Moves: [Up to 4 Passive Moves]
Disadvantages/Advantages: [Add up to 2 disadvantages and 2 advantages your character has]
Weapons: [Any Weapon, your choice, btw no bonuses]
---------------------------------------------------------------
This one is for your Entity:
Name: [Name of your Entity]
Gender: [Gender of your Entity]
Class: [New! Add a class to your char for Bonuses]
Base Form: [What kind of Thing they are, Example: Golem/Fox/Bear/Tiger/Dragon, okay? Also you CAN make a Human Entity]
Personality: [How they acts and reacts to others]
Element: [Write same one you chose for your Human Character]
Active Moves: [Up to 4 Active Moves]
Passive Moves: [Up to 4 Passive Moves]
Disadvantages/Advantages: [Add up to 2 disadvantages and 2 advantages your entity has]
Weapons: [Give yo entity a weapon! Or not, your choice]
Stat Explanations:
AP: Attribute point
HP: Hit point
MP: Mana point
Strength: Strength increases physical damage and close range damage. ( 1 AP to this increases close range and physical damage )
Agility: Increases your chance of dodging, making you more evasive.
Dexterity: Increases your chance of hitting, and also increases ranged damage. ( 1 AP to this, increases 1 Ranged Damage. )
Intellect: Increases your MP, and also Magic Damage. ( 1 AP to this, increases 5 MP, and 1 Magic Damage )
Defense: Increases your HP, and also decreases how much damage you take.( 1 AP to this, and get 10 HP, and 3 AP decreases damage reduced from all attacks by 1 )
Class Starter Stats:
Assaulter:
Strength: 30
Agility: 20
Dexterity: 24
Intellect: 22
Defense: 15
MP: 75
Scout:
Strength: 30
Agility: 35
Dexterity: 22
Intellect: 18
Defense: 9
MP: 75
Tactician:
Strength: 23
Agility: 23
Dexterity: 34
Intellect: 20
Defense: 15
MP: 55
Tank:
Strength: 34
Agility: 12
Dexterity: 17
Intellect: 10
Defense: 30
MP: 50
All Rounder:
Strength: 26
Agility: 26
Dexterity: 26
Intellect: 26
Defense: 18
MP: 90
Fighter:
Strength: 37
Agility: 19
Dexterity: 21
Intellect: 13
Defense: 15
MP: 65
RP Rules:
1. Do not make over powered moves, look at others chars and make a balanced character. And only one character per player
2. Please Choose a Class, or just Type N/A to use Default All Rounder.
3. Do not Argue with others, this is also a Discussion thread, and not only Register + Rp thread.
4. If you break Rule 1 or 3 You will be given a warning for the first two times, break it again, your character dies and you won't be making a new one for a week.
Class Upgrades
Fighter to Paladin or Warrior at level 10
Tank to Protector at level 10
Assaulter to Sniper or Blaster at level 15
All rounder to All rounder x2 at level 10
Class Stat Upgrades:
Paladins inflict double damage to the Undead.
Warriors get 12+ Strength and 4+ Dexterity.
Protectors get 100 more hp and have a special effect, example is shown below.
Protector Defense = 30, Damage taken is reduced by 10.
Enemy hits Ally for 20 damage, Ally takes 10 damage ( Only Counting the Protector's defense, not the ally's defense ).
Protector takes 10 damage. Protector take damage equal to what his defense absorbed.
Snipers are powerful long rangers, who fight from a far away range, they get 20 more Dex, but health is reduced by 40.
Blasters use powerful guns, like Laser pistols, and Blasters which shoot 3 bullet at once, they get 5+ Agi,Dex,Int and Str.
All rounder X2 just receives 5+ to all stats, and 6+ to defense.
also note, except all of that, the New Class Transformation classes don't have any base stats.
Hiring Fighters:
You can hire some Fighters for 1000 gold, Why 1000 some may ask, is because the Fighter is the same level as the Character than hired, for the starters though, it will be 250, 1 -10, then 500 11 - 25 then 1000 26 - Infinite.
Registered:
Mytra
Nooneboone
Vhaalke Vulcan Inferlight
Raven
GENIH WAT
Thriller Otaku Beat
Item Specials:
Orange: Set Item
Green: Special Item
Light Blue(Sky Blue): Elemental Item
Yellow: Normal Item
Red: Rare Item
Inventory:
- 6x Petrified Wood: Iron Level. "Wood as hard as Iron and as powerful as Iron."
Other Important Things to Note:
#Text of this color means, 'Hasn't Joined Battle Yet but is nearby and can be seen'.
#Text of this color means, "Unknown Character" and the character will be marked with "???". Also means that the character is nearby but can't be seen, but you are aware of the character.
#Text of this color means, "Character is not nearby and can't be seen". Only for characters that are in your party.
#Text of this color means, "Character has been incapacitated". Works for both the characters in your party and or enemy party.
#Text of this color means, "Character has died". Works for both the characters in your party and or enemy party.
Note: If you don't want to roll for yourself its fine, I will roll for you.
Current Party:
EXP:
Mytra = 115/500 | Erasma = 100/500
Raven Branwen = 235/500 | Quoth = 35/1000
Vhaalke Vulcan Inferlight = 80/1000 | Crimson Spear = 35/1000
Nooneboone = 35/1000 | Io = 35/1000
Xae = 65/1000 | Merlin = 35/1000
Thriller D. Beat = 300/500 | Dreaz = 300/500
Level:
Mytra = 1 | Erasma = 1
Raven Branwen = 1 | Quoth = 2
Vhaalke Vulcan Inferlight = 2 | Crimson Spear = 2
Nooneboone = 2 | Io = 2
Xae = 2 | Merlin = 2
Thriller D. Beat = 1 | Dreaz = 1
Pecking Order:
Mr. Popo: Now listen up fools, nobody will take you seriously if you don't follow these rules.
Mr. Popo: Roll your Dexterity to see if you hit them. ( Example: You rolling 16/34 dexterity )
Mr. Popo: Roll their Agility to see if they dodge you. ( Example: You rolling 12/30 agility, if we follow the previous roll, you take the hit, if the previous roll was smaller, you would have had dodged, [i.e: Agi Roll = 12, Dex Roll = 11] )
Mr. Popo: If both of you happen to have the same roll, you deal half the damage, which is still lowered by the defense of the defender. (Example: Agility and Dexterity rolls are both 20)
Mr. Popo: Special attacks fully base on the raw number, normal attacks are half. Better explained:
Strength, Intellect and Dex = 20
If a special Melee/Magic/Ranged ( respectively ) attack is made, Damage = 20
If a normal Melee/Magic/Ranged ( respectively ) attack is made, Damage = 10.
Mr. Popo: You can do at most two regular hits once every 4 phases, including at the start of a new game.
Mr. Popo: If your dexterity roll is above your opponent's overall agility, you have 100% hit chance, deal 50% more damage and ignore 50% armor.
Mr. Popo: If your agility roll is above your opponent's overall dexterity, you deal back half the damage your opponent was going to deal with point-blank accuracy and no side-effects.
Official Discord and New Rollroom: discord.gg/mM5v8gA Command = .rolldie {number} / .trolldie {number} / .trolling {number}