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Non-Attack Action Turns
Each round of battle, the typical turns go: Attack/Defend/Damage if Applicable
Attacks take 1 turn, Defends take 1 turn, Actions take 1 turn.
More often in Quests than Duels, characters will use up their Attack round to do an Action instead. Actions can be several different things. We'll list a few of the more common ones here so that you are prepared when you see or encounter it yourself.
Healing: A character can heal themselves (or others) with spells, items, and skills. An attack round can be forfeited in order to heal, in which case no attack will be made. How they heal themselves depends on the spell, item or skill they are using. If an attack is not made in a duel, there is no need for a defense round.
Item Use: Sometimes characters will wish to use an item on their attack round. If this item is something used to cause damage, it'll be treated the same as a weapon. If it doesn't cause immediate damage, then the item will simply be used according to what it is (if you do not know how to proceed, ask the GM.)
Charging/Distance/Etc: If a character wishes to take certain actions such as creating distance, it requires a full turn to do so. This means they cannot attack on the same turn they do this action. Instances of this are spells that require more than one turn to prepare, creating distance between your enemy and yourself, applying items or substances to weapons, armor or body (such as poison) and some skills.
Switching Gear: Weapons and Armor take a full turn to switch while in battle, forfeiting the attack round. This sometimes happens when armor is destroyed and needs replacing; when melee combat switches to ranged or magic combat; or when the preference of the items used is changed by the user. This does not apply to spells, which can be switched every round as desired.
Betting on Duels
At the beginning of a duel (excluding Para) a person in the crowd may make a Bet on the match. If their bet is on the winner, their payment is as follows:
-If the duel is 1 on 1, they'll get double their bet for winning.
-If the duel is "even against even" pairs (like 2 on 2), they'll get double their bet for picking the winning duo.
-If the duel is "less against more" teams (like 2 vs 3) and they bet on the "less" team they'll get triple their bet, if they vote on the "more" team, they'll get double their bet.
-If the duel is a free-for-all involving 3 or more people, and the person you bet on wins, you'll get your bet multiplied by how many participants there are. (If you bet 100gp and there were 10 participants in the duel, you will win 1000gp)
Death & Resurrections
In a fantasy world, there is still the chance of death to your character. Mystic Worlds approaches death in a particular way which we will describe in detail below. Keep in mind this advice though: All good things come to an end. Eventually, your character will probably die and you need to decide at that time if you want to keep that character going, or if it's time to put that one to rest and start anew. That is the beautiful thing about a fantasy world... even death isn't that permanent, and we always have the chance to start again.
In duels or harder leveled quests, or sometimes even an assassination... your character may die. In most cases, your character is determined dead when the Life Points (LP) reach zero. There are a couple exceptions to this, but you'll need to discover those elsewhere on the site (the vampire race for example.)
Flight in Battle
If you intend to have flight in your battle, first you'll need the ability to fly (race, skill, magic, etc.) on your sheet. You can stay in flight 3 consecutive turns of a battle, then need to rest (be on foot) for 2 turns. While in flight, melee attacks/actions will not touch you, but you also cannot do melee attacks/actions. Melee type weapons used in flight will be deemed Ranged weapons during the time you're in flight since you are most likely to attack and leave.
If someone does an Aimed Shot at your wings and succeeds in the hit, you'll not be able to fly the rest of the battle and will need to visit a professional healer (similar to lost limbs) to have your wing fixed after the battle.
Turns: It takes an action (1 turn) to fly up and be out of range of Melee attacks.
You'll then have 2 more turns in air to fight.
Then you'll lose another turn as you come down to land.
Then you'll be stuck on the ground 2 turns, before you can use a turn to fly upward again.
The position of your character in the Arena can affect how they attack, and how they are attacked. Using the rings is optional and decided before a match between the players. For Death Matches, a disagreement will result in a "flip of the coin" (d2) to decide if rings will be used or not.
The map and key (readily available on the Arena start page) explain the different areas of the Arena and how they are utilized. The rolls will be done as follows:
-At the start of battle, each person will roll Init. The loser (lower roll) of Init will choose which ring they start in. The winner of Init will then decide where they wish to start in response to what the first person chose. For example, a mage would want as much distance as possible and if they lost the roll, they'd probably start at the back... so if their opponent was a melee fighter, they'd want to start in the same ring as the mage so they can attack melee style right away).
There are a lot of 'point systems' within this game. There are stats (VIG, AGL, etc), EXP (growth), and battling (damage, magic, etc). There are also some specific ones such as Class Points (CP) used for upgrading your Class in a unique player-by-player way; and one of the most important, Skill Points (SP) which will be explained further below, used in a great deal of things from strengthening your Race, to having better communication with other players, to improving your stats.
Skill Points (or SP for short) are used for a lot more than just your attributes. The tricky part about using your limited amount of SP is what to use them on. You can use your SP in several areas of the game, but if you do... you sacrifice using them on your stats. So each time you level, think long and hard on exactly what you want to do with these points because once spent, you can't take it back. Characters will earn 5 SP each new level. They can be saved up, or spent right away.