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Stats, Skills , & Battling

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Auphelia
Vice Captain

PostPosted: Fri Jan 29, 2010 3:05 pm


Stats

When you first open your journal, you will see your pet's cert, and then a string of abbreviations followed by numbers. These are your statistics, or stats for short.

The HP (hit point) is not listed as part of the stats because it's a set number: Your pet's HP is determined by the formula: 100*lv. So, if you are a lv. 1 pet you'd have 100 hp... so forth.

Abbreviations un-abbreviated
OFF - Offense
DEF - Defense
INT - Intelligence
LUK - Luck

Offense alone stands for your raw physical power and aggression; defense stands for your ability to ward off attacks. Intelligence adds a magical twist as it gives your pet access to magical skills that are capable of greater damage than physical attacks alone. Luck determines your chance of winning in a battle against a wild soul. For more information, look at the post on the battle system.

Do realize that you only receive 10 stat points to distribute per stage, so you have to figure out what kind of character you want and what kind of skills you want them to develop. Once you finalize the #'s, post them here.

Items will be sold in the in-store shop to allow redistribution of stat points as well as buffering stats.

PostPosted: Fri Jan 29, 2010 3:07 pm


Skills


These are just general guidelines for attacks that you can have - feel free to come up with names for the moves but be sure to label their category, level, and damage # after.

PHYSICAL ATTACKS

Lv. 1 – Un-armed attacks [tackle, claw, etc.]
Available when: ATK > 0
DMG per ATK pt: 5
Lv. 2 – Armed Attack [hack, slash, etc.]
Available when: ATK > 10
DMG per ATK pt: 10
Lv. 3 – Special Move [-insert fancy attack name]
Available when: ATK > 20
DMG per ATK pt: 15

DEFENSE MOVES

lv. 1 – basic protection
Available when DEF> 0
DMG reduced per DEF pt: 5
lv. 2 – Armed Stance
DMG reduced per DEF pt: 10
Available when DEF > 10
lv. 3 – Special Move
Available when DEF > 20
DMG reduced per DEF pt: 15

OFFENSIVE MAGIC

lv. 1 – Basic Spell [fireball, gust, etc.]
Available when: INT > 5, OFF > 5, LV > 1
DMG: 5 pt. per INT
lv. 2 – Int. Spell [Fireball [but bigger? Lol]]
Availabe when: INT> 10, OFF>10
DMG: 10 pt. per INT
lv. 3: Adv. Spell [METEORS]
Available when: INT>20, OFF>10
DMG: 15pt per INT + 2 pt per OFF

DEFENSIVE MAGIC

lv. 1 – basic defense [fire chain]
Available when: INT>5, DEF>5, LV>1
DMG removed: 5 pt/INT [fire wall]
lv. 2 – intermediate defensive spell
Available when: INT>10, DEF > 10
DMG removed: 10pt/INT
lv. 3 – advanced defensive spell [fire cage]
Available when: INT>20, DEF>10
DMG removed: 15pt/INT + 2 pt per DEF

Advanced spells can be only used every other post. Please bear that in mind. Some spells can be used interchangeably, but note that to do so you have to reach the stat requirement. Unless under the effect of a buff potion, lv.3 advanced spells are impossible to use interchangeably as the stat requirement requires you to have at least 21 INT and 11 DEF [leaving only 8 points for OFF].


Auphelia
Vice Captain


Auphelia
Vice Captain

PostPosted: Fri Jan 29, 2010 3:14 pm


Battling - Hunting


"Luck Hunt System"
Due to the number of times you are required to hunt, the hunt-battle system is completely luck based.

A Gaian would pick one of the creatures available for hunting that is within their level range from the Bestiary and form an RP with it. Within the first post they would have to make a list, which could look something like this for each Cor involved in the Hunt -

Cor:
Level:
Hunting:

And then they would roll 1 100-sided die to see if they succeeded or not. The higher the level of the Cor, the greater their chances of success. So, for example for the Cor that is just starting out with a luck of 1 it might look like this:

1-90 Failure
91-100 Success

Multiple Cors hunting in the same party would be able to combine their luck together for the roll.

For example, take the same lv. 1 Cor with a luck of 1 but put him together with a companion who has a lucky of three, we would have a situation that looks like this:

1-60 Failure
61-100 Success

PostPosted: Fri Jan 29, 2010 3:24 pm


Battling - Cors

In the first post, there would be an introductory post where the Cor enters the area where the battle will take place. It can be any sort of entry, simply walking around, etc. Also to be included in this post is their "character profile" which would include the Cor's levels, element type, "hit points" or life, and any other information that is pertinent to the battle. (Such as attacks and how much they cost the Cor/how much damage is dealt by them.)

A sample skeleton is like this:
---
Cor Name: Ciaran
Level: One
Element: Fire
Life: 100/100
Stats: ATK DEF MAG
Inventory: (Would include buffs, healing potions, and etc.)


(After the introductory post you can simply post the HP of your Cor.)

The players will roll 3 100-sided dice for the rolls.
Die 1 - Attack Accuracy
Die 2 - Attack Damage
Die 3 - Defense against next attack

For each level the degrees of accuracy, damage, and defense will be different. So for example the higher your level, the higher your chances of high level accuracy, higher damage, and better defense against the other Cor.

Note: For the sake of simplicity at this point all percentages are for a level one Cor who is just starting out within Thareon.

Die 1 -
1-50: Miss
51-100: Hit

Die 2 -
1-35: 10% Damage
36-55: 25% Damage
56-75: 50% Damage
76-90: 75% Damage
91-100: 100% Damage

Die 3 -
1-35: 10% Defense
36-55: 25% Defense
56-75: 50% Defense
76-90: 75% Defense
91-100: 100% Defense

The % applies to the number that would calculated from your skill level.

For example, if you are a level one Cor with 6 offense, 2 offense, and 2 intelligence. You decide to attack with a physical un-armed attack. The three dies result are Die1: 75, Die2: 40, Die3: 55.

Your attack will hit its mark, but it will only do 1/4 of the damage it should do [6*5/4=7.45] dmg and you are guarded against the next attack but your defense only operate at 50%, sparing you against [2*5/2=5] dmg.

For easy access, list the damages ahead of time in your journal.

Note: If 100 is rolled for any of the three dice, there are special effects [so to speak] that can be triggered.

100 Accuracy = Double attack! Multiply your damage by 2.
100 Offense = K.O. hit! Multiply your damage by 1.5.
100 Defense = Ultimate defense! Multiply your defense by 1.5.

Auphelia
Vice Captain

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