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Battle Rules


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Click on a link to jump down to the related section. Listed Alphabetically:


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.

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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)
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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.)

How your character dies.

In duels, your character is only considered dead if it was a Death Duel and you lose.

In quests, the GM will warn at the beginning if there is a chance for death in that particular quest (so you know the risks before joining.) If you die in a quest, sometimes the NPCs (run by the GM) will resurrect you with no penalty; if the situation is appropriate and flows with the story, but don't always expect the GMs to save you, because they wont!

After a duel, after a quest, or during a quest (on rest periods if the body was retrieved) your fellow players have the opportunity, if they choose, to also resurrect you. There are a couple consequences to this however that will be explained. First, the character must have the skill or ability to resurrect you (through natural Race/Class ability, or acquired skills/magic) and once they have done so, you can finish the quest at half stats or leave early for half experience.

If the resurrection was done outside of a quest/duel, you'll not be able to quest or duel again until the next day (considered to be started at 6am Pacific/9am Eastern time a day after said event.)

Effects of Death

Once your character has died, in any circumstance, they will permanently lose 3 attribute point from each stat, and 10 permanent LP. Only 'Death Match' duels result in 'death', all other style duels are considered 'defeat' and don't count as death.

If the death is a suicide (and the player changes their mind within 48 hours and has their character resurrected), the character's stats, LP, and MP all drop by half upon resurrection. Anything that required a higher stat will be frozen and not usable until the stat requirement is met again. Suicide is traumatic both on the one doing it, as well as to those who know the person. Much of the time, a character that attempts suicide loses trust, friends, credibility, and loyalty. Think before you choose this for your character. We strongly discourage suicide.

On occasions that a player wishes to let their character remain dead (in means other than suicide) they will have a special choice. We understand that sometimes a character just needs to be left to die, whether it is for story purposes, or perhaps because the player has grown tired of the character. Whatever the reason, we have decided to offer an incentive for creating a new character to those who wish to let their old one go. Simply email us after your character has died, and let us know you wish to have the 'death to life' bonus.

Death to Life lets you start your newly created character off with extra Attribute points in EACH stat.
If the character who died was level 10 or under, your new character will gain 1 extra point in each stat.
If the character was level 11-20, your new character will gain 2 extra points in each stat.
If your character was a Dual Class or Master Class (21+ levels), your new character will gain 3 extra points in each stat.

Undead Transition

Rare circumstances will occur in which a character's body will be damaged beyond repair to resurrect properly. In this case (reaching negative half their full LP upon death, for example if the character has 50 LP, and upon death has -25 or more) a character will be resurrected, but returned as an undead Mitochon, or Quietus (player's choice) into the world. This is only reversible with a very rare and often expensive cure that is nearly impossible to acquire. So do not take careless risks if you care to keep your race intact.

Permanent death only occurs in a few ways: the player kills off their character (OOC choice); or the player (and thus the character) is banned for broken rules (extreme cases); or a character reaches zero permanent LP (which shouldn't happen unless a player is very careless.)

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Positioning

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.

Arena Rings


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).

-If distance is created (opponents not in same ring), it will take one turn to close the distance per ring between you, or you'll have to attack ranged. Melee can only happen when opponents are in the same ring.

-Running away (creating distance) can only be done three times in battle before you become "exhausted" and will have -1 to hit from that point on (starting the first round after the third "run away" round). Each time you create distance (on your attack/action turn) it will take one turn to get to the next ring and you cannot attack or defend that turn. After 3 times of creating distance, you wont be able to do it again (for time; people become upset if one person is running away the entire battle and dragging it out.) The first Init round (where you choose your position) does not count as one of the 3.

-There is no limit on closing distance. Melee requires being in the same ring, but Ranged and Magic can be in any ring.

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Point System

These systems coming soon: 'Status', and 'Alignment'

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.

Raise Your Attributes

For every 5 SP, you can get 1 Attribute Point to spend into the stat of your choice (all five SP must be spent at the same time.)
Get a Skill

The skills that you use your SP on are for Race Skills, Languages, and "General" skills that all characters can acquire. How much SP a skill requires and the result of that investment is explained with each skill individually.
Class Points (CP)

Separate but similar, CP are used on Class skills/jobs only. You do not use SP on Class items. Each level, a character will obtain 1 CP to spend on their class ability of choice. This is a way to "master" your class and keep it original and unique to everyone else. Rarely will two of the same class actually be the same.

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