Post by Ibur on May 30, 2010 20:57:35 GMT -5
There are several parts of combat that members are expected to know and understand. As this can get confusing, contact a staff member if you have questions.
Levels and Strength in Battle
Characters, monsters, items and spells/skills gain levels. Your character will "level", so to speak, as he or she travels around planets and enters battles or does quests. Levels determine a few things, such as what kind of spells, abilities and equipment your character can use -- some quests even ask for a level minimum to prevent inexperienced people from trying to take it on. Characters and monsters cannot exceed level 20. Equipment, items and abilities, however, can level for as long as they're used. In theory, you could level an ability into the hundreds or even thousands if you had enough patience. Make sure you keep track of your levels!
Your character does not level up directly from battles, however; your character's level is dictated by their experience points. Your character will gain an amount of experience points after defeating a Kylian or a monster enemy. The amount depends on the level of the enemy as well as the enemy's species, if the enemy was a monster, and is based on a specific formula for determining experience points obtained, so anyone beating the same monster or Kylian would get the same amount of experience points.
Remember that you gain less experience points and levels for defeating foes of a lower level than you and that you gain more for beating foes who are of a higher level.
The amount of experience points required to reach a particular level are as follows:
2: 45 exp
3: 75 exp
4: 105 exp
5: 140 exp
6: 185 exp
7: 235 exp
8: 295 exp
9: 365 exp
10: 440 exp
11: 525 exp
12: 615 exp
13: 715 exp
14: 825 exp
15: 940 exp
16: 1065 exp
17: 1185 exp
18: 1335 exp
19: 1485 exp
20: 1640 exp
When your character reaches or passes that certain experience point mark, you level them up. You do not need to contact a mod for this level. Just keep track of your experience points on your own.
If you battle a monster and capture it before the battle's end (i.e. before either you or the monster has been defeated), then you forfeit any levels and experience points gained. The benefit of doing this is moving a thread along faster, but the cons, obviously, are missing out on experience points and levels. You may capture a monster after defeating it and getting your levels and experience points.
Your character's strength in battle is based on three factors:
Monsters' strength is based on how high leveled they are and their age, but some monsters are inherently stronger than others. Not all is equal in the monster world, after all. Similarly, characters' strength is somewhat proportional to their level, but again, a level five character may have superior equipment and abilities than a level seven one, and thus the level five character may be able to beat the higher leveled one.
Mods award levels (to abilities, monsters and items) and experience points (to characters) once a battle is complete. If your character and another character battled one another (and thus there wasn't a mod present in the thread initially), then contact a mod to award the appropriate amount of levels and experience points.
Elements
There are four main elements in the Ailnyk Galaxy. They are fire, water, earth, and air. They go in a cycle of sorts:
Fire burns earth; earth stands strong against air; air cuts through water; water quenches fire.
These elements are used by Chrono as a form of magic. For more information on the elements, see this thread.
Say Karma's character Allegro fights against another person's character. They fight, and Allegro loses. A mod would come in and award the level-ups and experience points to both participants of the battle.
Chrono Rings are small devices that allow the manipulation of Chrono, the lifeforce of the galaxy. Without them, regular every-day people would not be able to utilize magic spells. There are large-scale machines and technologies that are composed of materials similar to Chrono Rings, but these are expensive and mostly only used in situations where there is no alternative.
The rings generate a "force field" that coats the wearer's body when activated in battle, but these force fields will shatter if enough damage is taken. Keeping up your force field's strength is a key to any battle. This can be done through the usage of certain spells/skills or items. It's like a hit point system, in a sense. When a force field is shattered, the person may wish to continue fighting, though it's extremely risky to continue doing so. Someone can't really survive being stabbed in the chest if their force field is gone. It's customary to give up when your force field is shattered, but, again, someone may choose to keep fighting for whatever reason.
A strong blow would not actually damage a person, but it would still push them around. For example, a giant rock is hurled at Bob. Bob's force field, if it held, would protect him from any bone-breaking damage, but he can still be knocked back or even could end up trapped underneath the rock. He wouldn't be hurt in a lasting sense, but would still be at risk of any further attacks from his opponent. They may even take a bruise from the force of knock back from the force field depending on the attack. If the force field broke while he was underneath the rock, he would definitely get physically hurt. From that point, his opponent could decide to beat him up even more, end the battle and help Bob, or just leave.
Turns
You can perform a maximum of three skills or spells in one post, which includes using default attacks (such as slashing with a sword or punching with a fist). Using any more would exhaust the Chrono in the wearer's Chrono Ring and effectively deplete it before the battle ended. With monsters, it's a bit different. They can use two skills or spells per post, which is their primary instinct. If they used anymore constantly, they'll tire out rapidly and be useless for the rest of the battle.
You can use spells in creative ways, if you wish. Let's say Karma's character Allegro has a weak monster that can hardly do anything out of the water. Allegro could use a Water spell to propel his little monster forward and allow it to attack. Just make sure that it makes sense and isn't a huge stretch; saying that same Water spell weakened the ground underneath the opponent and thus opens up a massive fissure in the ground isn't fair.
Some abilities take up an entire post to use because they are so powerful and would deplete the Chrono Ring's Chrono source (or, in the case of monsters, wear out their energy) if used in conjunction with another ability. Furthermore, switching equipment takes up an entire turn unless the person switching equipment has a special ability or item that lets them bypass this penalty.
Think of it this way: you have a set amount of "magic points" to use per post, and monsters do, too. A character gets three; a monster gets two.
An ability will always make mention if it cannot be used with other abilities in the same turn. If there is no such mention in an ability's description, you may assume it is a typical one-point ability.
Levels and Strength in Battle
Characters, monsters, items and spells/skills gain levels. Your character will "level", so to speak, as he or she travels around planets and enters battles or does quests. Levels determine a few things, such as what kind of spells, abilities and equipment your character can use -- some quests even ask for a level minimum to prevent inexperienced people from trying to take it on. Characters and monsters cannot exceed level 20. Equipment, items and abilities, however, can level for as long as they're used. In theory, you could level an ability into the hundreds or even thousands if you had enough patience. Make sure you keep track of your levels!
Your character does not level up directly from battles, however; your character's level is dictated by their experience points. Your character will gain an amount of experience points after defeating a Kylian or a monster enemy. The amount depends on the level of the enemy as well as the enemy's species, if the enemy was a monster, and is based on a specific formula for determining experience points obtained, so anyone beating the same monster or Kylian would get the same amount of experience points.
Remember that you gain less experience points and levels for defeating foes of a lower level than you and that you gain more for beating foes who are of a higher level.
The amount of experience points required to reach a particular level are as follows:
2: 45 exp
3: 75 exp
4: 105 exp
5: 140 exp
6: 185 exp
7: 235 exp
8: 295 exp
9: 365 exp
10: 440 exp
11: 525 exp
12: 615 exp
13: 715 exp
14: 825 exp
15: 940 exp
16: 1065 exp
17: 1185 exp
18: 1335 exp
19: 1485 exp
20: 1640 exp
When your character reaches or passes that certain experience point mark, you level them up. You do not need to contact a mod for this level. Just keep track of your experience points on your own.
If you battle a monster and capture it before the battle's end (i.e. before either you or the monster has been defeated), then you forfeit any levels and experience points gained. The benefit of doing this is moving a thread along faster, but the cons, obviously, are missing out on experience points and levels. You may capture a monster after defeating it and getting your levels and experience points.
Your character's strength in battle is based on three factors:
- Their level.
- Their equipment.
- Their health.
- The spells/skills they know.
Monsters' strength is based on how high leveled they are and their age, but some monsters are inherently stronger than others. Not all is equal in the monster world, after all. Similarly, characters' strength is somewhat proportional to their level, but again, a level five character may have superior equipment and abilities than a level seven one, and thus the level five character may be able to beat the higher leveled one.
Mods award levels (to abilities, monsters and items) and experience points (to characters) once a battle is complete. If your character and another character battled one another (and thus there wasn't a mod present in the thread initially), then contact a mod to award the appropriate amount of levels and experience points.
Elements
There are four main elements in the Ailnyk Galaxy. They are fire, water, earth, and air. They go in a cycle of sorts:
Fire burns earth; earth stands strong against air; air cuts through water; water quenches fire.
These elements are used by Chrono as a form of magic. For more information on the elements, see this thread.
When you win a battle...
- ...against an NPC monster or NPC opponent, you'll be rewarded with an amount of Chrono, appropriate level-ups, in the case of your monsters, items and skills/spells, and experience points in the case of your character. You only get levels for items/spells/skills that you used during the battle and monsters that actually fought!
- ...against another player's character, you get level-ups for skills/spells and items, experience points for your character, and levels your monster(s) if they fought, and Chrono. You'll have to notify a mod about the fight to get your Chrono and levels, however.
Say Karma's character Allegro fights against another person's character. They fight, and Allegro loses. A mod would come in and award the level-ups and experience points to both participants of the battle.
How Chrono Rings factor into battles...
Chrono Rings are small devices that allow the manipulation of Chrono, the lifeforce of the galaxy. Without them, regular every-day people would not be able to utilize magic spells. There are large-scale machines and technologies that are composed of materials similar to Chrono Rings, but these are expensive and mostly only used in situations where there is no alternative.
The rings generate a "force field" that coats the wearer's body when activated in battle, but these force fields will shatter if enough damage is taken. Keeping up your force field's strength is a key to any battle. This can be done through the usage of certain spells/skills or items. It's like a hit point system, in a sense. When a force field is shattered, the person may wish to continue fighting, though it's extremely risky to continue doing so. Someone can't really survive being stabbed in the chest if their force field is gone. It's customary to give up when your force field is shattered, but, again, someone may choose to keep fighting for whatever reason.
A strong blow would not actually damage a person, but it would still push them around. For example, a giant rock is hurled at Bob. Bob's force field, if it held, would protect him from any bone-breaking damage, but he can still be knocked back or even could end up trapped underneath the rock. He wouldn't be hurt in a lasting sense, but would still be at risk of any further attacks from his opponent. They may even take a bruise from the force of knock back from the force field depending on the attack. If the force field broke while he was underneath the rock, he would definitely get physically hurt. From that point, his opponent could decide to beat him up even more, end the battle and help Bob, or just leave.
Turns
You can perform a maximum of three skills or spells in one post, which includes using default attacks (such as slashing with a sword or punching with a fist). Using any more would exhaust the Chrono in the wearer's Chrono Ring and effectively deplete it before the battle ended. With monsters, it's a bit different. They can use two skills or spells per post, which is their primary instinct. If they used anymore constantly, they'll tire out rapidly and be useless for the rest of the battle.
You can use spells in creative ways, if you wish. Let's say Karma's character Allegro has a weak monster that can hardly do anything out of the water. Allegro could use a Water spell to propel his little monster forward and allow it to attack. Just make sure that it makes sense and isn't a huge stretch; saying that same Water spell weakened the ground underneath the opponent and thus opens up a massive fissure in the ground isn't fair.
Some abilities take up an entire post to use because they are so powerful and would deplete the Chrono Ring's Chrono source (or, in the case of monsters, wear out their energy) if used in conjunction with another ability. Furthermore, switching equipment takes up an entire turn unless the person switching equipment has a special ability or item that lets them bypass this penalty.
Think of it this way: you have a set amount of "magic points" to use per post, and monsters do, too. A character gets three; a monster gets two.
- Using most abilities would cost one magic point.
- Using a regular attack, such as using a weapon, would cost one magic point.
- Using an item would cost one magic point.
- Dodging an attack would cost one magic point.
- Switching equipment would cost three magic points.
- Some abilities cost two or three magic points.
An ability will always make mention if it cannot be used with other abilities in the same turn. If there is no such mention in an ability's description, you may assume it is a typical one-point ability.