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Mystic Worlds:

Battle Home


Welcome to Mystic Worlds' battle system. At first glance, it may appear intimidating, but we have worked very hard to make sure that there is the opportunity both for short versions of instruction, and long versions. This way each person can learn according to their own needs. You'll find after starting to read through it that one thing will flow into the next. 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 as we all do when you start; don't get frustrated. Instead, ask questions and let other players guide you as you get the hang of things. Have fun!

On this page: Styles of Battle: Links, Summary/Comparison of Styles, Extended Battle Tactics List

Also be sure to read over our Battle Rules at some point.

Styles: Learn to Battle

There are different versions of battle depending on whether you are in a duel, or a quest. In most circumstances of the game the 'Dice' system will be used, but some players might find the 'Para' or 'Quick Draw' styles more entertaining for duels.

Click the links to the right for rules and guides on how to battle in each style.

How are the styles different compared to each other?

In addition to the above pages, the following is a short summary that explains how the styles are different and in short, what they do, including the advantages and disadvantages to using each style. If you just want to get into learning each style, then disregard the summary and click on the links above instead.

Quest Battles

Most quest battles are dice based, but sometimes there are quest-specific changes. Generally when something happens in a quest, battles especially, they will be done with the dice. The reason for this is because quests typically take 30 minutes to 2 hours to finish, so the dice system cuts down on time. Quests also have an element of randomness and surprise to them, so dice is natural for the flow. Most decision making during a quest, such as where to go and what action you plan on taking do not use dice. Actions that influence other players or NPC's however use dice for fairness. Each GM will run their quest differently however, so do not be surprised if they do something other than is described here. They will always explain how and when to do something as it progresses.

During a quest, always wait for the GM's instructions if you are not used to the flow of that GM. Typically during a battle, you will first be asked to roll Init (determines who goes first) and then the GM will make their own rolls for the enemy before calling on the first person who won Init to take their action first. Remember that you do NOT have to always attack an enemy. You can make any action you wish, including preparing your defense, getting away from the scene, tending/supporting others, or choosing to not do anything at all.

Para "Free Form" Style

Perhaps one of the more popular styles of battle among players, the 'Para' style is basically a fight that is played out in storyline. Instead of using stats and items to determine who loses, the players will describe their actions in battle, reacting to each other as it commences, and then allow witnesses of the battle to decide who played the fight out better. Some argue that this style allows 'cheating' if one person is more popular than another and gets all the votes regardless of how well they did. While this can be true, generally most players that agree to enter this style of battle know the risk and will do it anyway. There is no way to keep people from voting based on friendship (or lack of), but if you are one of those that thinks this style is unfair, you simply do not have to use it. This style isn't forced on anyone, so going into it you are agreeing to the fact that even if the voting is not in your favor, the reason does not matter. In most cases, witnesses WILL vote according to how well they thought each character performed and not just because of their relationship with each combatant.

This style of battle can be fun, and it's recommended that every player give it a try at least once in a non-death fight. It allows for a lot of creativity and strategy when choosing your own character's actions and reactions, because you wont know what your opponent is going to do next. Since it doesn't use stats or items, there is also very little limitation on what your character can do... though we encourage as much realism as possible because being 'all powerful' is boring and often can and will lose you votes with the judging.

Advantages: Flows like regular RP, complete control over actions, doesn't require anything from your sheet, easiest to use out of the three styles.

Disadvantages: Slow; typically the most time consuming of the styles, win/loss based on other's opinions, not able to utilize acquired stats/items on sheet.

Dice Style

Most of the game's official quests and events use dice. This is to keep an element of randomness and fairness to the system so that everyone has a chance to succeed, even if some have a better chance. Most situations allow someone who has very little chance to win or succeed to still get lucky enough to, even if at a low rate. If some won all the time and others lost all the time, it wouldn't be a very fun system to be in.

This style of fighting uses a script generating program called a 'bot' that is used like rolling dice. You simply type 'd' and then without a space you type the number you want: d100 for example. You'll do this inside the main chat area, and the dice will respond with the randomized result (Ava_Silverbow: 93) like shown. In most cases the GM will guide you on the rolls if you do not know what to roll, and usually you are only allowed one roll.

Though dice are random, if you research the site thoroughly, you can influence and effect your rolls to give yourself a better chance for most circumstances. When something on the site says that it will give a + to a roll, it means to the result. Once you get the result, you or the GM will add the bonus, or +, to it and the new result is what is used. The more bonus you have to a roll, the better chance you have to succeed over someone else... but everyone can fail with a bout of bad luck.

Advantages: Fair, adjustable, speed fluctuates but usually is faster than others, unpredictable, and allows a system of growth for characters.

Disadvantages: Difficult to learn at first for some people, less control over results, interrupts story feel and flow.

Quick Draw Style

This style of battle uses a 'free form' approach in how it works, but allows for the use of items and stats at full strength. The opponents will enter the battle with a GM present to help keep up with the adjusted stats and item use, attacking each other in a storyline manner. Unlike Para however, there is a time limit to how long you have before you need to have something posted. There is no requirement to exactly what action you choose to take on your turn, but you should keep track of your LP which will be the final determining factor of the battle. Once someone's LP hits zero, the match is over.

Items and skills are used indiscriminately and usually at full strength. Because there is no roll, all attacks are automatic hits and will cause damage if the opponent doesn't dodge or use armor. If they don't, the attack will do the max regular damage it is capable of, which is reduced from the opponent's Life Points. While this style isn't as free in creativity as Para, it also isn't as unpredictable or restrictive as dice; instead, being a good medium between the two. Items used are noted by the GM and adjusted on the player's sheet at the next tally. The four attributes (VIG, AGL, APT, INF) are not used during battle, but the Life Points and Magic Points are.

Advantages: As long or short as player's desire, utilizes skills and items with no dice and at full strength, flows like storyline, results by Life Points and not judges.

Disadvantages: Not good for slow typing or players who enjoy really thinking out their character's actions, utilizes quick thinking and spur of the moment decisions, use of items that WILL be removed from a character's inventory after the battle.


Aimed Shots

An Aimed Shot is a special roll you can make in battle (limited to 1 attempt unless you have special items or skills that allow more) that aims for a particular spot on a body or item. General attacks often consist of non-lethal blows that slowly whittle down a characters life until they die; aimed shots instead will do extreme damage in one shot. They're extremely useful, but hard to pull off. To succeed at getting an Aimed Shot, you need to first call that you are making one, then you need to get a Max Roll. A failed Aimed Shot will do double damage to LP (for body) or DP (for items.) A successful Aimed Shot will either get the desired result (such as a lost limb) or do triple damage.

Example: A sword of d6 damage with a successful Aimed Shot will do a full 18 DMG to the opponent/item.

If the hit is successful, you'll damage and disable the area of the body or item you aimed for.

A person hit with the Aimed Shot can Absorb the damage with their armor if it was to a place covered by armor, but the armor will be destroyed and have to be discarded or repaired after the battle.

When attacking items, armor or weapons, you'll destroy them (fragile items) or cause them enough damage to be disabled until repaired (after battle.)

Limbs (arms, legs, wings, tails) attacked by an Aimed Shot with a blunt weapon will become disabled. If attacked with a sharp weapon, the limb will be removed.

If the shot is to the body (blunt or sharp), bones or organs will be damaged and the person will start to take double damage (shields negate double damage if Block is used.)

If the shot is to the head/neck (blunt or sharp), the head is removed or smashed in and causes instant death. Helmets will negate instant death, but will be damaged beyond use until repaired after struck.

*The heart is too hard to find in most creatures for Aimed Shots, but if attempted, will have the same effect as Head shots, and are negated of instant kill by armor.

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Armor is used to help defend your characters against damage. Different armors have varied effects, as well as varied types of protection. Choose your armor wisely, and remember that it CAN be destroyed if not mindful.

Armor Parts

Shields - Blocks/Deflects. They improve a character's ability to Block (Defense Option 2) by helping to deflect the damage away from them. A shield can only be destroyed with 3 Aimed Shots, and does not have durability points. A single Aimed Shot (that isn't attempting to destroy the shield) can disarm your character of their shield, which will take a full turn to retrieve again.

Gloves/Boots - Protects: Hands/Feet. A pair of gloves or boots will protect the wearer from effects such as cold, heat, slippery ground, mild poisons or toxins, and can (depending on the boots/gloves) give added effects such as silent movement or bonuses to thievery. It's always good to have even the cheapest pair of gloves on your character just in case you have to grab something during a quest that could be poisoned!

Helmet - Protects: Head. Though sometimes helmets can be a hindrance, they provide many protections to the head. These protections range from protecting against weather effects (like the sun), to protecting identity, to saving the very life of your character. Aimed Shots toward the head cause instant death, unless your character is wearing a helmet!

Full Body - Protects: Thorax, Abdomen, Back, Legs & Arms. This armor is the best for protecting your character's LP, but can be costly. Unlike the other parts of armor, Full Body does have DP (durability) that can run out and leave the armor useless. Defense Option 3 (Absorb) is what uses armor... very handy in quests, but in duels can easily get destroyed since the purpose of a duel is to get your opponent to 0 LP. You might outlast the other person in the duel though if you have armor and they do not.

Armor Pieces - Belts, knee guards, chest plates, and other parts of armor have varying effects and protections. When wearing Full Body armor however, you cannot wear extra 'Pieces' so you'll need to decide with your own battle frequency and style if Full Body is better for you compared to Pieces.

Armor Material

Cloth - Primarily for magic users due to it's light fabric, cloth armor is the cheapest but offers the least protection. Having at least cloth armor on your character can protect them from weather effects, and toxins however, which could be a wise investment. Cloth armor also has no movement restrictions, but wont stop piercing or blunt damage.

Wooden - Uncomfortable, clunky, and burnable... this is one of the least preferred types of armor available. Though it does have certain protections that other armors don't, which is what makes up it's lack of appeal in other aspects. Wooden armor has a higher resistance to weather effects than any other armor (cloth is too fragile, and metal intensifies heat and cold), and blocks as well as collects arrows that hit your character (letting you keep them!)

Chain - This armor can be loud, heavy, and difficult to manage but it also has strong piercing protection.

Plate - This armor is very restrictive for movement and quite heavy. It is the most effective against blunt weapon attacks.

Dwarven - The weapon and armor crafting of the Dwarves is rivaled only by the Elves, and is sought after by many warriors. Unfortunately the rare metals Dwarves use is a secret technology and can only be forged by them, making it hard to come by and expensive. Their armor is more durable than any other.

Elven - Similar to the Dwarven technology, Elves also have their own methods of making armor. While Dwarves build durable armor pieces that can take more damage than most pieces, Elves build armor that does not hinder movement at all and still gives adequate protection. Armor that moves like cloth but protects like plate or chain is rare indeed.

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Battle Games

Coming Soon: Tournaments, Jousting, Creature Battles, and more.

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Creatures & NPCs

Coming Soon: How to use pets, creatures, and NPCs in battle.
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Items used in a battle will take up your attack/action turn, or your defend turn (if a defending item.) If it is a one-use item, it will be consumed and removed from your sheet after the battle/quest, noted by the GM who witnessed the event. If it is a limited use item, one use will be deducted from your sheet. Not all items can be used in battle, and if this is the case the GM will let you know.


There is the chance to heal in battle, but it will take your attack/action round to do so. How you heal is up to you, but if you use an item, that item is then consumed (if one-use item.) Magical healing uses up MP just like any other spell and requires a spell/skill listed on your sheet to do.

At the end of a battle, if it wasn't a death duel (see Death & Resurrections in the rules), the NPC Arena staff will heal your wounds for free. Any excessive damage (lost limbs) will need to be tended to by a more professional healer (another player with that skill), but life threatening bleeding will be stopped by the NPCs. Disabled or removed limbs are unusable until repaired, which includes flying if a wing is missing.
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