Site hosted by Build your free website today!

Battle Links

Click to 'jump' to each section.

At first glance, this system may appear intimidating, but just take your time, and come back to these pages often so that you can learn little by little. No one is an expert to begin with, and you will make mistakes; we all do when first starting. Ask questions and let other players guide you as you get the hang of things.

Simple battle example:
First round: Init (higher roll goes first)
Second round: Player 1's Attack > Player 2's Defend > Player 1's Damage if Applicable
Third round: Player 2's Attack > Player 1's Defend > Player 2's Damage if Applicable
Fourth round: Player 1's Attack > Player 2's Defend > Player 1's Damage if Applicable
Loser is the person who reaches 0 LP.

Your attack should be described IC in detail , with OOC details (the more details the better, especially bonuses or effects) put in parenthesis after. If you don't state something before you roll, you don't get it! GM's might be inclined to give Exp. Bonuses for well described/entertaining duels! It never hurts to entertain the GM.
E.g.: "/me (Johnathan) rushed Marcus with dagger in hand, intending to slice open his face. (Melee Attack, Dagger, Level 6, d8 DMG)"

First, we'll start with the basics. Then we'll venture into more advanced things.


The basic abilities of your character.
*Vigor (Strength/Power)
Agility (Nimbleness/Speed)
Influence (Charisma/Luck)
Aptitude (Mental Ability/Magic Attack)

You can raise these with 'Skill Points' (you get 10 each level) if you spend 10 SP, which will raise a stat by 1.
*Abbr are VIG, AGL, INF, APT

Life/Magic Points:

Life Points (LP) are what keep your character alive.
Magic Points (MP) represent the damage your spells do.

You can raise these by spending 10 SP, getting you 5 additional LP or MP.

Keep track of and list your LP/MP during a battle for the GM; if caught lying you'll automatically lose a duel or receive no XP/prizes for a quest. The GM keeps a general idea of people's LP, but it helps if the player keeps track of it themselves as the GM has so much more to do too! Cheating isn't worth anything.

Who goes first is decided by 'Initiative' which is AGL+INF, highest first.

In quests, the GM will roll to see if the party or the enemy goes first, then have people roll Init, or go by order of the name list to save time. You'll only roll Init the first round of a battle.
An action takes 1 full turn. This includes attacking, defending, using items, switching gear, and more. You will rarely be able to do 2 actions in the same turn. Battle generally goes by rounds, which is 3 turns.

If you are ever lost, ask the GM in private.
Stat + Level = d# Roll

If you have 5 VIG, and you are level 3, your melee attack roll will be d8.

Melee: Roll VIG + Lvl

Ranged: Roll AGL + Lvl

Magic: Roll APT + Lvl

Skill: Roll d100, get higher than your DL.
Melee and Ranged attacks will usually determine their damage based off the weapon you are using.

Skills and Magic will have what damage they do in their description.

A maxed attack roll is an auto-hit and can't be defended (other than 'Absorb') and deals double automatic damage (no need for a roll.)


First you need to know that you only defend after your opponent has made an attack. Sometimes you wont need to defend, in which case the round would simply advance to your attack/action. Below you'll see we've provided 5 options for defending your character. Which one you use depends on the circumstance and your own preference. There is no 'right' or 'perfect' way; practice using each and eventually you'll get the hang of which one to use that goes well with your own battle style.

Quick Summary
(See further down for detailed information on each option.)

Option 1: Dodging (Agility+Level=d# Roll)

Option 2: Blocking (Vigor+Level=d# Roll)

Option 3: Absorb *Usable alongside other options when LP is threatened*
Armor, absorbs LP damage in the form of DP until it reaches 0.

Option 4: Counter Attack. Take full damage, attack in same distance, if you hit, roll half damage rounded down for odd numbers.

Option 5: Magic Shield. Requires unlocked skill. Absorb 1 point of magic damage per 2 points of MP used. Blocks magic damage only.

Tie Breakers: Roll INF, higher wins.
Option 1: Dodging (AGL+Lvl=d#)
You can use your Agility (AGL) to get out of the way of an oncoming attack. This means you will roll your AGL stat and hope you get higher than your opponent's attack roll. If you successfully dodge, you take no damage. If you are not successful in dodging there will be a dmg roll to see how much you suffered. This style of defending is useful if you have a high AGL, because your opponent's character would be likely to cause less damage by landing less hits. Though Dodging can sometimes be a less reliable way of defending, it is the only defense option that results in no damage taken if successful.
Crit Dodge (requires an 8 or higher AGL): If you max your dodge roll, you automatically dodge and get double the chance to hit on your next attack (doubled attack roll) for 'throwing your opponent off-guard' by your quick/graceful movements.

Option 2: Blocking
(VIG+Lvl=d# - Requires shield or 2-handed weapon!)

Similar to absorbing (see option 3), you can block some of the damage aimed at you. This means you'll take the hit, but kind of deflect it to reduce the damage you take. You will roll Vigor (VIG) to do this, and if successfully rolled higher, you will only take half damage. This is useful if you have a low chance of dodging. Some shields & weapons have bonuses for Blocking, including damage back at the attacker on impact!
Crit Blocks (requires an 8 or higher VIG): If you max your block roll, you take no damage and your opponent will take damage equal to have your VIG for the impact of the shield/weapon.

Option 3: Absorbing (Armor - Stackable Option!)
(IMPORTANT: Armor can make a duel gruelingly long - decide BEFORE the battle if you want to allow this option or not! Both must agree, or it defaults to armor being allowed.)

If armor is worn, you can use the DP (durability points) of that armor in place of LP until the DP reaches 0. When it reaches 0, you'll begin to take damage to your LP, and the armor will become useless until mended or replaced after the battle. This can be a pricey way to defend (armor isn't cheap) and its suggested you only use it in quests. Your armor can be used as an option on its own (taking full damage) or in addition to other options where you take damage (such as Blocks or Counters); this is the only option that can be used -with- others. If you do use it alongside another option, state/roll the other option FIRST, then after damage is rolled you can choose to absorb it or not.

Don't forget to keep track of and list the remaining amount of DP each time you use Absorb in the duel/quest, just like your LP. Unless you let your armor reach 0 and be destroyed, your armor will be at full DP again each battle w/ the assumption your character mended/polished it between battles.

In the event the damage taken in a single attack is more than half your character's LP and you still choose to Absorb, your character will take no LP damage, but the armor will be destroyed beyond repair (despite it's DP) and no longer be usable; a great option to save your character in a dire situation, but costly.
Option 4: Counter Attack
If you have little regard for taking some damage, you can forfeit defending and do a counter attack instead. This means your character will take the full damage of the attack, but will get to deal some damage to the opponent too.
An attack has to have been made by your character's opponent to counter-attack. If an action (see above) is used in place of an attack round, your character cannot counter attack.

Rules for counters:
-After your opponent attacks, on your defense turn say 'Countering' and then wait for the opponent to roll damage. You take the full damage rolled. Then the GM will tell you to roll your counter attack; if it hits, you roll half damage. This is sort of like getting 2 attacks in a row, except that you took full damage from your opponent to get the extra attack and its not guaranteed to hit! Consider this the 'gamble' of the defend options.

-Your counter attack must be the same distance-type as the attack you took. If the attack came from a distance (ranged or magic) you must counter with something ranged too. If the attack was melee, you must counter with melee.

-If you hit, when you roll the damage for your weapon halve your roll, and list the full damage next to it in parenthesis. If your halved damage is an 'inbetween' odd number, just round down.
E.g.: Half of 7 would be 3, not 3 1/2 or 4. An easy way to remember this, is if you have an odd number for damage, just lower it by 1 THEN cut the damage in half.

-You CANNOT counter a counter attack. The other defense options are allowed however to defend yourself -against- a counter attack.

A new round starts after the counter attack and it's your turn to attack again (because it would have been your turn if you'd used any other defense - its no different with counters! Pay attention to this because its easy to forget in the heat of the battle.) This method of "defense" (or lack of) is perfect for the warriors who can afford to take some hits and want to deal as much damage to their opponent as they can. It also makes for quicker battles.

Option 5: Magic Shields. To defend against intangible magic, you can use any of the above options with the exception of Blocking. However, if you also wield magic, you might have the option to acquire a skill (in Classes) to use your magic to shield you. Using your MP, you can summon a magic shield which will absorb the magic damage. You can absorb 1 point of damage per 2 points of MP used. This will only block against other magical damage, not regular weapons. Keep in mind once you run out of MP, you wont be able to cast anymore magic, so use this option sparingly! This option doesn't count against magically summoned/controlled NPC creatures.
*In quests, you can shield 1 person for every 5 levels you are (meaning only yourself until level 5, then you can shield 1 more other than you, and so on.) If multiple people shield, the MP drain will be split evenly between them. The person being shielded must stay next to the caster, meaning to still attack an enemy must be in melee range or the person must use a ranged attack.

Ties: In the case of a tie between an attack and defense roll, each will roll their INF to see who influences the 'last second decision' over their parry. If tied again, roll INF again. A max attack trumps a max defense, because a max attack is an auto hit meaning the other person wont be able to roll a defense.

Additional Actions
Each of these takes a full turn to do, meaning instead of attacking, you'll do this action.

Switching Equipment: If you switch weapons or armor.
Creating/Closing Distance: If the battle has defined the use of distance, creating or closing distance will take one turn such as going from 1 ring in the arena to another.
Flying/Diving: It'll take 1 turn to fly/dive, and 1 to surface. You wont be able to attack until your character is on ground again.
Item Use: Consuming, preparing, mending something, etc.
Summoning/Shifting: This will take 1 turn unless described otherwise by the skill.
Escape: To try to escape a battle, it'll take one turn. Roll Init after declaring an escape attempt; the opponent can roll theirs to cut you off, or they can choose to let you go. You get no battle rewards if you escape, but retain any serious damage you received (such as lost limbs) the same as if you finished the battle. It also wont count toward your battle points.
Other actions subject to this rule as well; GM Discretion.
Distance (Arena)
This is something OPTIONAL in duels, decided before the duel if allowed or not.

Characters with flight ability may take flight, taking 1 turn to take off and 1 turn to land where they cannot attack or do additional actions, and cannot be attacked on those two turns. While in flight, melee rolls are cut in half for both parties. Ranged attacks retain full rolls. An 'Aimed Shot' can be attempted to disable a person's wing to stop/prevent flight if successful as well as deal double automatic damage from the weapon/magic used due to the impact both from the weapon and the fall.
There are water channels in the arena for the aquatic races to use in each ring of the arena. If chosen to do so, someone with a max swim/dive ability can go underwater. Diving and surfacing each take 1 turn where no actions by either party can be taken, just like flying. While under water, all attacks/damage by either party will be cut in half due to visibility and depth reach. No fire attacks/magic can be performed either.
Arena Rings
If this option is allowed in a duel, each person will roll Init, and the person who loses the Init chooses their position in the arena first, then the person who WON init will choose second. This gives an advantage to the Init winner to decide if they want to start 2 rings away from their opponent, making them take 2 turns to have to close the distance for a melee attack (or just use a ranged weapon), or start in the same ring as the opponent for melee battle. Normally it takes 1 turn to close the distance of 1 ring; so the Init stage is VERY important in this instance.

Distance in quests is different but more basic. Flying is the most common form of distance in quests and will be recognized. Diving will only work if in an area with deep water. Arena Rings don't apply, but there ARE 'Rows'. See 'Questing' above for details on rows.



All magic that deals just damage will be done rolling APT + Level to attack.
Magic effects will be treated the same as skills, and can be obtained through your class.
What type of magic you can do also depends on your class; each allowing certain types but not others. You can only wield what you've unlocked!
How much damage your magic can inflict is a bit trickier. You'll deal two times your level (2 x Lvl) and for each point of damage you do, you drain your MP. When you hit 0 MP you can no longer use magic. If you Master Class, you'll deal 3 x Lvl instead of 2. Certain weapons or items can increase your magic damage, so keep an eye out for them.

When you attack with magic, you MUST state if its a melee or ranged attack since magic can be either. Describe your attack in detail, which can be anything of your imagination related to the element used, within reason; just remember the damage will be as stated above no matter how 'epic' you make the attack sound. Keep OOC details in parenthesis -after- the IC attack is described, but in the same paragraph.
E.g.: "Johnathan planted his hand upon the ground and summoned forth a rolling hill to be sent at Marcus. (Earth Magic; Ranged; Level 5, d10 DMG)"

There are certain magical 'immunities' you should be mindful of. Some races have an elemental immunity, meaning they'll take no damage from certain types of magic. Also, if someone shields themselves with a certain magic that is stronger than yours, you'll only deal half your damage. That means it is a good idea to have more than one type magic so you can switch it up if you come across this scenario.

Use of a magic your race is weak against (e.g.: fire for Angels) will cause damage equal to half your level (rounded down) to yourself as you cast it. Some races have 'creature' elemental weaknesses and immunities.

For more on magic effects, see Classes.

*Elements weak against others will do half the damage VS a magical shield. Fire would do 1/2 dmg against a Water shield for example.
*If someone possesses an elemental immunity, it means they are of that element (such as 'Water' for a Water Elf) and take no damage from the element they are immune to, but doubled damage from the element they are weak against.
E.g.: A water elf would take 1/2 damage from a fire attack, but double damage from air magic. They would take zero damage from water magic, and normal damage from all other magic.

Magic 'Strenghs & Weaknesses' Explained

Fire > Earth:
Due to fire being destructive against earth's properties.

Water > Fire:
Fire rarely survives against a good dose of water.

Air > Water:
Air has a strong ability to manipulate & disrupt water.

Earth > Air:
Typically earth can stand up against wind.

Light > Dark:
Darkness withdraws when light approaches it.

Dark > Ice:
Despite how it tries, Ice can never fully rid itself of the shadows of darkness due to prism-like reflections.

Ice > Lightning:
Ice neutralizes the electrical heat/travel of Lightning.

Lightning > Light:
Lightning outshines the brightness of Light, and is much hotter.

(The above are fantasy statements and not necessarily true or logical... just go with it.)

All skills start with a difficulty level (DL) of 100, meaning unable to be used. When the first point is invested into a skill, the difficulty drops by 10, making it 90. Roll d100 and get higher than 90 (the DL) to succeed. Each point invested reduces the DL by 10 (see chart.)

Rolling 100 is a perfect roll and will do double the damage/effect.
Rolling 1 is auto fail, and you get no re-roll.
Re-rolls cut the roll in half but let you try again if the first roll failed.
You get a skill re-roll with a high INF. (15 and up)