Redifin Admin
Posts : 122 Join date : 2012-02-20
| Subject: Characters, Spells, and Items: Explained Mon Feb 20, 2012 4:41 pm | |
| - Spoiler:
Limit 2 characters per user! Races Explained:(These are the races available, they each come with a unique power. Powers are explained lower down.) - Click Me:
1. Human- The Voice (2q)
2. High Elf- High Speech (2q)
3. Dwarf- Dig (2q)
4. Halfling- Avoid Trap (2q)
5. Wood Elf- Friend of Nature (2q)
6. Lizardman- Breath Water (2q)
7. Orc- Berserk (1q)
8. Half-Orc- Intimidation (2q)
Classes(Classes are what you are known for, your profession, your focus as you become a legend in the land.) - Click Me :
1. Fighter- The Fighter is a rough and tough person. Born with the mentality that they can get through anything. They have a wide range of abilities, including the understanding of most weapons and armor. Their styles vary but usually consist of, 'going into battle running.' They have their moments of wisdom, but this usually is gained through countless battles and adventures.
2. Warrior- The Warrior is a strong and dangerous person. They normally are very large and strong. Most people judge them on their wits, but actually, they aren't as stupid as they seem. Just because they go for it all, doesn't mean they don't have a strategy. They usually fashion themselves in heavy armor and fight with large weapons. They feel that a dagger is worthless, a war-axe could do the work in half the time.
3. Rogue- The theives of the world. They are sly and cunning. Most consider them nuetral but they vary. They usually have their own ethics and codes of honor. The only people they really respect are other rogues, but there is a flip side. The people they hate the most are rogues as well. They keen blademasters and their choice weapon is the dagger. Afterall, the dagger is a rogue in a sense: It is nimble, quiet, and deadly.
4. Beastmaster (Has MP)- The beastmaster is a very rare person. Their secrets and teachings are hundreds of years old. These teachings are passed on from master to apprentice and so forth. These teachings are highly secretive and are only taught to those that have a keen relationship with animals since childhood. They control wild beast at will and ask them to do their bidding. The relationship is almost always mutual and some cases, the animals become attached and vise versa. Then becoming owner and pet.
5. Paladin (Has MP)- The Paladin is a holy knight. They take on their title for life and do not marry or bare children. Their mission in life is to protect the holy realm and teach others their faith. They roam the world with high intent to destroying evil without remorse, but when it comes to the innocent, they are the highest of guardians. They have the power of holy magic and are strong, dangerous fighters.
6. Dark Knight (Has MP)- Most believe the Dark Knights were once Paladins that have lost their faith or have become corrupt over time. Although this is sometimes true, some Dark Knights are trained from youth. They are extremely evil in the sense of enjoying killing and torturing. However, some have some kind of remorse in their hearts. Some do have morals, and take over quests that are dear to them. Otherwise, they are seekers of pain and have dark magic to boot.
7. White Mage (Has MP)- The White Mage are people that devote their lives to healing the weak and feeding the poor. They are divine and trust more than they should. They believe everyone has the chance to do good deeds and the people of the world are good more than evil. They go on a pilgrimage every year to the city of their choosing to stay for a month comforting the sick of that city and healing the hurt.
8. Black Mage (Has MP)- The Black Mages of the world are not really evil, as their names imply. Really they are Mages that center around the teachings of Elemental and psychological magics. Some are good, some are bad, but most are of the nuetral category. The more powerful Black Mages, are extremely dangerous.
9. Archer- The Archer are those who are skilled with the bow. Usually they find this ability at a younger age while hunting game. Some joined the military others simply honed their skills for survival. Either way, they are extremely dangerous foes with some having the skill of one hundred yard shots. They are usually good, and have a very close relationship with nature.
10. Bard (Has MP)- Most view Bards as being weak people. This is just not true, but yes, they seem that way because of their songs. Most do not know that the songs of Bard's are the center of their magical powers. When they write a song they put their magic in the words, for every word there is an escape of magic. They are the sirens of the land, giving your ears pleasure before they kill you, quickly no less.
11. Battle Mage (Has MP)- Battle Mages are extremely dangerous. Not only do they have skills in heavy armor, and weapons, they also have the power of magic. This a dangerous mix. Not only can they dash your brains upon the ground with a warhammer, they can set you on fire before they do so.
Weapons explained:Weapons have an attribute next to the name of them, they usually look like this (1d4). That is actually a dice. The 1 is how many dice there are and the 4 is how many sides there are. In this istance we have 1 die with four sides, which has the possibilty of rolling a 1, 2, 3, or 4. It gets a little more complicated (and fun) when you have a weapon that has (4d20) . These attributes directly effect damage. So if you have a dagger (1d4) and you swing it, a dice is rolled BANG (hit for -3). Other attributes: x2,x3,x4, etc are how many times you can attack with that weapon/ +1 fire, +2 fire, etc is the automatic effect of an enchantment of the weapon. WARNING: Do not get caught changing attributes or you will face the consequences!!!
Armor Explained:Armor has an attribute next to it that is a little different that weapons. Usually it looks like this: Steel Shield (4q)Let me explain that attribute. Q stands for quarters. You have four chances to block the attack. 1q is considerably a lower chance. Since you only have one chance to get heads to block the attack. 40q is insanely protective! WARNING: Do not get caught changing attributes or you will face the consequences!!! Items Explained:Most items have descriptions next to them, but there will be a thread opened soon based on item questions. Usually it just takes some sense to get them, example: Healing Potion (+20HP) Spells and Powers Explained:Powers:(Remeber the q stands for quarter (the coin). 2q is 2 chances to get a heads. Getting a heads will perform the power.) - Click Me:
The Voice (2q)- Human's have this power based on their strong speech. You can perform this power once a day if you are a Human. This gives you more of a chance to pursuade someone to do something for you.
High Speech (2q)- High elves have this power they can use once daily. This makes someone admire you and your classy ways.
Dig (2q)- Dwarves can use this once a day to avoid a massive attack.
Avoid Trap (2q)- There are numerous traps in caves and crypts throughout the land. Halflings are born with this power it seems, which they can use daily to avoid killer traps.
Friend of Nature (2q)- Woodelves are known to speak to nature, once daily they can ask a favor of non-harming origin.
Breath Water (2q)- Lizardmen have internal gills that are just strong enough to use once a day it seems. They can breath under water for a few hours a day.
Berserk (1q)- Orcs get angry...a lot, but once a day they REALLY get angry. During this time of the day, they can go berserk and one of their attacks become three times stronger than normal! If they don't miss in their blind fury that is.
Intimidation (2q)- Half-Orcs aren't as angry as their Orc ancestry, but are much stronger, and scarier looking that their human counter-parts. Once a day they can intimidate a stronger opponent (or weaker one) and make them freeze in their boots for a few moments!
Spells:1. Spells are a lot like Weapons, except one more attribute is present. Example: Fire (1d4 -5) That added attribute (-5) is your MP drain each time you use it. This can actually be used in a certain way. You can use, "Double Power," with magic, using your MP how you wish. SO if you had 50MP, then you can do something to the effect of, "Five Times Power!" or better yet, cast the spell and use, "Full power!" Which would make the fire spell above basically hit ten times. 2. Spells effect certain enemies differently. Think elements against elements. Your fire spells might not effect some villians with water attributes. Here's a little spell vs. attribute example for you (The X means the spell is nullified because of the attribute...should be common sense). FireXWater (vise versa) WaterXEarth (vise versa) LightXDark (vise versa) LightningXStone (vise versa) | |
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