Rules Levelling As you gain experience, you increase in level and usually in class. Each character can reach a maximum level of 12. When your character levels, send in an email requesting what skill, and possibly spells, you want to learn as following: Email Subject: Levelling, (your character name) Name of Character: Desired Class (if applicable): Desired Skill/Spells: Attack Value When you purchase a weapon, you will notice that it has an attack value. This is applied to your character's offensive capabilities. Characters can wield up to two weapons at a time (three if they have the skill ‘Ambidexterity’) that will be calculated into their attack value: Left/Right Hand Weapon and Sidearm. If a player wishes their character to be equipped differently, they must send in an email requesting for the change in equipment. Keep in mind, when you purchase a weapon it is automatically equipped and the previous item is shifted to your ‘Gear.’ (Emails asking for equipment changing should be entitled as such: Equip Change, [your character’s name]) Furthermore, there are various skills and spells that can add to a character's attack value in combat. Defense Value The defense value works much in the same way as attack value. For every piece of armor a character has equipped, their defensive value increases. Again, if you want to exchange armor, you must send in a request via email asking for such. Keep in mind, when you purchase armor it is automatically equipped and the previous item is shifted to your ‘Gear.’ Furthermore, there are various skills and spells that can add to a character's defense value in combat. Sidearms Sidearms are secondary weapons to the main weapon a character wields, resting in a hilt or holder at the waist for easy access. Only one-handed weapons may be used as sidearms. Active Skills and Combat Spells Two skills may be chosen per battle which will add to a character's status for the duration of the battle. Similarly, you may choose two combat spells you have learned instead. You may only use two skills or two spells or one of each, but never more. Default Skills/Spells When attacked, one should always have something in mind to react with. A character may select two default skills or spells, or one of each, to have at the ready if they are attacked. These skills will be automatically applied when you are in battle. If one does not apply any, their loss. One may also change them whenever they see fit, though this requires an action email just as assigning them does: Email Subject: Defaults, (character name) Name of Character: Skills/Spells Desired: SPELLS There are three types of spells within each type of magic: Combat, Non-Combat and Role-playing. The difference exists only in use. Combat spells, as implied, can only be used in battle whereas non-combat spells affect characters outside of battle (though, these affects may carry into a battle). One must select these spells to use them. Role-playing spells are learned automatically. One need not select them. As soon as they achieve the required level, those skills are available to them. However, they have no place in combat or anywhere else except when role-playing where players can use these spells to develop their characters. Elemental Damage Certain spells and weapons have an elemental property that adds damage to the attack power. However, there are certain ways of defending and nullifying these properties. If a form of armor has elemental nullifying properties, the bonus attack values gained are moot. NON-COMBAT SKILLS AND SPELLS These skills are used, obviously, outside of battle. To use these, one must simply email in an action form as shown below. Email Subject: (skill name), (your character name) Name of Character: Location of Character: Target: (Targets include yourself, other characters, items or locations.) Location of Target: Skill/Spell: STATUS ALTERATIONS There are various ways a character can have their well-being affected while adventuring through Illcara. They can be cured thrugh various methods, from potions to spells. These cases are listed below: Poison: When a character is poisoned, they are incapable of healing until the poison is cured or wears off. Petrification: When petrified, a character can do nothing. They cannot act and they cannot move. They may only think. Again, they can be cured or it will eventually wear off, except in some powerfully magicked cases. Blindness: Characters cannot innitiate any battles and suffer -50 to defense value until they are cured or it wears off. CHANCE Certain skills say they have a 'chance' of doing something or an 'increased chance' of doing something. These chances are decided by the roll of a die. An eight-sided dice is rolled to determine the outcome of these chances. Chance: To succeed, a roll of '1' is required. Increased Chance: To succeed, a roll of '1, 2, or 3,' is required. |