RULES:1.) Make a post to join/start game. All players MUST choose a class and a race. (Can't change class 1 week after choosing. An advanced class may be purchased any time after Lv.5 is reached.)
2.) All players start at Lv.0 with 100 shards. (Check Levels for HP and SP)
- When you reach 0HP you die.
- When you die you go back to Lv.0, and must start over.
3.) Players get
ONE attack or spell per day. (Unless specified otherwise.)
- Check "ATTACKS & SPELLS" for types of attacks/spells.
(Please specify which you use.)4.) Players may buy things at the Market.
- Market products must be bought with shards.
- Market products are untransferable from player to player. No selling, giving away, trading, with other players. (Unless otherwise specified.)
- Equipment only adds bonuses if equipped properly. (Only your primary weapon (The one you are using) gives bonuses, please state which weapon you are using.)
5.) All players have a backpack that can carry up to 5 items. (Can be upgraded at market.)
- Players can use up to
5 "items" in one day as they want.
- Items are stackable in your backpack.
6.) Administrator and Moderators of this RPG have the right to issue a warning or ban a player IF:
- He constantly swears.
- He constantly insults others and/or their items/belongings.
- He constantly spams unnecessarily. (Admin and mods decide how much is too much.)
7.) Bans are permanent, NO 2nd CHANCES!
8.) Xp is given for amount of dmg given; 20x players level if killed by
YOU. (Nulls don't subtract from amount gained.)
9.) Shards are given for amount of dmg given; 20x player's level if killed; 10x your new level when you level up. (Nulls don't subtract from amount gained. Premium does not add to level up shards.)
- HP and SP is restored by the difference after leveling up. (Ex. 1/20 → 11/30)10.) Players may attack other Players,"Tutor" (Dummy), or "Enemies" for Shards/Xp.
- Players may only attack one enemy at a time,
per turn. (No killing an enemy, then using an item on another. You may only use items on enemies you have attacked or are going to attack on your turn. You may also use items on yourself or other players.)11.) Xp overflow is added on to your next Xp Bar.
12.) Players may form alliances, beware.
13.) A Player may not attack a Lv.0 player or a player 10 or more lower than themselves. Lv.0's may only atack Tutor or "Enemies."
14.) Any product that is not an item is either put into a storage area for you to use or is directly equipped to you. (Ex. Any race you buy, you may switch to at any time.)
15.) Players gain 5HP and 5SP for every turn rested. (No attacks for a day.)
16.) Premium lasts however many attacks are in the specified time. (Ex. 1 week= 7 attacks;
If you do not attack one day it is NOT subtracted from your days left) (Premium is found under "Upgrades.")
17.) Players may sell unequiped items for 1/2 price to the market, unless otherwise specified.
18.) Weapon & Armour Upgrades add dmg/null to your weapon/armour FOREVER, but once you start using a new one it
isn't carried over to that weapon/armour.
19.) Players may have up to 1 of each of the following: Tombs; Pets.
- Pets can level up. When they level up they get better attack values. (Pets only gain xp from total dmg dealt, premium applies.)
20.) Dual wielding is possible for Rogues, Buccaneers, and Witchers; Berserkers may dual wield above Lv.4.
21.) All characters may use spells except for Rogues, Nobles, Berserkers, Buccaneers, and Brutes.
_______________________________________________________________________________________________________________________________________________ _ _ _ _ _ _TOURNAMENTS: (Using Potions count as a turn unless otherwise specified.) [ASK ME WAHT THESE ARE IF YOU ARE INTERESTED!]
Duel: PvP where 2 players take turns attacking each other until one dies. No spells. Win: Dmg done; + 20x Opponents lvl. Lose: +dmg done; -100{s}
Magic Duel: PvP where 2 players take turns attacking each other until one dies. Spells allowed. Win: Dmg done; + 20x Opponents lvl. Lose: +dmg done; -100{s}
Joust: PvP where 2 players get 3 alternating turns to attack each other. The one with the least HP loses. Win: +200xp/{s} (+50 for every lvl higher.) Lose: +50xp; -100{s}
DeathMatch: ALL players (signed up) randomly alternate attacking each other during a 10 hour time-frame, last one standing, or the one with most HP left, wins. Win: 100xp/{s} x # of opponents. 2nd: +100xp; -10{s} 3rd: +50xp; -25{s} 4th: +20sp; -50{s}
_______________________________________________________________________________________________________________________________________________ _ _ _ _ _ _LEVELS: Xp needed = What I think seems fair.
HP = Hit Points SP = Special Points (Used in certain attacks)Lv.0 - 0xp ... HP: 20; SP: 0 (Noob)
Lv.1 - 25xp ... HP: 30; SP: 0 (Novice)
Lv.2 - 75xp ... HP: 40; SP: 10 (Novice)
Lv.3 - 150xp ... HP: 50; SP: 15 (Novice)
Lv.4 - 200xp ... HP: 70; SP: 20 (Amateur)
Lv.5 - 400xp ... HP: 90; SP: 25 (Amateur)
Lv.6 - 600xp ... HP: 120; SP: 30 (Rookie)
Lv.7 - 800xp ... HP: 150; SP: 35 (Semi-Pro)
Lv.8 - 1200xp ... HP: 200; SP: 40 (Semi-Pro)
Lv.9 - 1500xp ... HP: 230; SP: 45 (Semi-Pro)
Lv.10 - 2500xp ... HP: 250; SP: 50 (Professional)
Lv.11 - 3500xp ... HP: 275; SP: 55 (Professional)
Lv.12 - 5500xp ... HP: 300; SP: 60 (Professional)
Lv.13 - 7500xp ... HP: 320; SP: 65 (Professional)
Lv.14 - 10000xp ... HP: 340; SP: 70 (Professional)
Lv.15 - 15000xp ... HP: 360; SP: 75 (Master)
Lv.16 - 25000xp ... HP: 380; SP: 80 (Master)
Lv.17 - 40000xp ... HP: 400; SP: 85 (Master)
Lv.18 - 60000xp ... HP: 425; SP: 90 (Master)
Lv.19 - 90000xp ... HP: 450; SP: 95 (Master)
Lv.20 - 100000xp ... HP: 475; SP: 100 (Lord)
Lv.21 - 125000xp ... HP: 500; SP: 105 (Lord)
Lv.22 - 175000xp ... HP: 550; SP: 110 (Lord)
Lv.23 - 200000xp ... HP: 600; SP: 115 (Lord)
Lv.24 - 250000xp ... HP: 650; SP: 120 (Lord)
Lv.25 - 350000xp ... HP: 700; SP: 125 (Overlord)
Lv.26 - 400000xp ... HP: 750; SP: 130 (Overlord)
Lv.27 - 500000xp ... HP: 800; SP: 140 (Legend)
Lv.28 - 750000xp + Beat Grand Boss... HP: 850; SP: 150 (Myth)
Lv.29 - 1000000xp + Beat Epic Boss... HP: 900; SP: 150 (Demi-God)
Lv.30 - 1500000xp + Beat Final Boss... HP: 1000; SP: 150 (God)
_______________________________________________________________________________________________________________________________________________ _ _ _ _ _ _CLASSES: (Give bonuses and limitations.) (Once one is chosen you can't switch unless killed.)
[You have 1 week after choosing to switch]Berserker: Aggressive, strong brute. (+3 dmg (Melee)) Can use all weapons except projectile shooters. May hold two weapons if Lv.5 or greater (not heavy). Can use any armour except shields. Can't use magic. Gets new attacks.
Cleric: Offensive, medical warrior. (+1 dmg (Melee + Magic); +1 Minor Heal Elixir; +2SP total) Can use all weapons except swords and projectile shooters. Can use any armour except mail/plate+mail. Gets new spells and attacks.
Guardian: Defensive, honourable knight. +1 dmg (Melee + Magic); +1 null; +2SP total) (Can use all weapons. Can use any armour. Can't steal. Gets new attacks.
Jester: Jack of All Trades. (+2 dmg (Melee + Magic + Projectile)) Can use all weapons except heavy ones and two-handed ones. Can use any armour. Gets new attacks and spells.
Mage: Magical, intelligent wizard. (+8SP total; +3 dmg when casting spells) Can use all 1-handed weapons. Can only use woven armours. (No shields) Gets new spells.
Monk: Peaceful, intelligent disciple. (+2 dmg (Melee + Magic); +5HP) Can use any weapon except swords, heavy weapons, and projectile shooters. Can use any armour except metal. Gets new attacks and new spells.
Noble: Rich, respected nobleman. (+200{s}, +1 dmg (Melee)) Can use all weapons. Can use any armour. Can't use magic. Gets new attacks.
Ranger: Ranged, thoughtful huntsman. (+1 dmg (Melee); +3 dmg (Projectile)) Can use all weapons except heavy ones. Can use any armour except shields and metal. Gets new attacks.
Rogue: Elusive, sly thief. (+1 dmg (Melee); +1 attack boost) Can use all 1-handed weapons except heavy ones. May dual-wield. Can use any armour except shields and metal. Cannot cast spells. Gets new attacks.
_______________________________________________________________________________________________________________________________________________ _ _ _ _ _ _ADVANCED CLASSES: (Must be Lv. 5.) (Costs 250{s}) (May not switch unless killed.) (You have 2 days after choosing to get a refund and switch. You may only switch once.)
Brute: Wild, muscular brute. (+8 dmg (Melee); +5HP; +5 more dmg when using a two-handed weapon.) Can use all weapons. May use any armour. Cannot use shields. Gets new attacks. Cannot cast spells.
Buccaneer: Greedy, elusive pirate. (+3 dmg (Melee); +4 more when dual-wielding.) Can use one-handed weapons, except heavy ones. May dual-wield. May use any armour except metal. Cannot cast spells.
Merchant: Cunning, smart trader. (+1 dmg (Melee + Magic); +100{s}; Markets buy back at full price.) Can use all one-handed weapons. May use all armours. Gets new attacks.
Necromancer: Intelligent, mystic evil wizard. (+8 dmg (Magic); +10SP Total) Can use all 1-handed weapons. May dual-wield if one weapon is a staff. (ex. Staff/Staff, Staff/Sword) Can only use woven armours. (No shields) Gets new spells.
Paladin: Chivalrous, holy knight. (+4 dmg (Melee + Magic); +2 null (Melee + Magic); +3 more null when using a shield.) Can use all weapons. Can use all armour. Cannot Steal. Gets new attacks.
Strider: Silent, accurate archer. (+1 dmg (Melee + Magic) +10 dmg (Projectile)) Can use any armour other than metal. (May use shields) Can use all weapons. Gets new attacks.
Witcher: Strong, dexterous fighter. (+2 dmg (Melee + Magic);+5SP Total) Can us all one-handed weapons. May dual-wield. May use any armour except metal. Gets new attacks.
_______________________________________________________________________________________________________________________________________________ _ _ _ _ _ _ATTACKS & SPELLS: (Products that say "dmg" add that much dmg to attacks/spells products that say "null" deflect that much dmg.)
Attacks:Attack: 2 dmg. (BASE dmg; Other attacks are added to this attack. Ex:
http://vortexwars.com/forum/viewtopic.php?f=7&t=2215&start=20#p24609)
Combo Attack: +4 dmg. (Lv.2) [Uses 3SP]
Power Attack: +8 dmg. (Lv.4) [Uses 5SP]
Super Attack: +15 dmg. (Lv.8) [Uses 15SP]
Smash: +4 dmg. (Apprentice Attack Scroll REQUIRED)
Cut: +5 dmg. (Must have hacking/slashing weapon.) (Apprentice Attack Scroll REQUIRED)
Stab: +4 dmg & attacked player/monster gets 3 dmg done to them his next attack. (Must have thrusting weapon.) (Attack Scroll REQUIRED) [Uses 2SP]
Slash: +7 dmg. (Must have hacking weapon.) (Attack Scroll REQUIRED) [Uses 3SP]
Pound: +6 dmg. (Attack Scroll REQUIRED) [Uses 3SP]
Strike: +10 dmg. (Master Attack Scroll REQUIRED) [Uses 5SP]
Counter: Deals 3 dmg to an attacker after you are attacked. (Master Attack Scroll REQUIRED) [Passive; Uses 3SP]
Double Attack: S+8 dmg & end product (after adding all bonus dmg) is doubled. (Master Attack Scroll REQUIRED) [Uses 15SP]
Coup De Grace: +25 dmg & whole attack times 2. (Dragons REQUIRED) [Uses 25SP]
Brutality: +10 dmg. (Lv.3 Berserker) [Uses 3SP]
Rupture: +30 dmg. (Lv.8 Berserker) [Uses 10SP]
Strong Bash: +8 dmg & multiples the end product by 2. (Lv.8 Cleric) [Uses 10SP]
Divine Strike: +8 dmg and attacker gains +2HP (Lv.3 Guardian) [Uses 3SP]
Awesome Blow: +20 dmg and attacker gains +15HP (Lv.8 Guardian) [Uses 10SP]
Focus Shot: +8 dmg to a projectile attack. (Lv.3 Ranger) [Uses 2SP] (DOES count as an attack.)
Advanced Focus Shot: +20 dmg to a projectile attack. (Lv.8 Ranger) [Uses 8SP] (DOES count as an attack.)
Internal Damage: +2 dmg to every attack. (Lv.3 Rogue) [Passive; Uses 1SP] (Goes until you run out of SP or specify that you don't want it used that turn or using another special attack.)
Injure: +33 dmg. (Lv.8 Rogue) [Uses 11SP]
Hysterical Slap: +10 dmg. (Lv.3 Jester) [Uses 3SP]
Graceful Slice: +12 dmg. (Lv.3 Noble) [Uses 3SP]
Ultimate Fate: +30 dmg. (Lv.8 Noble) [Uses 10SP]
Terrible Hack: +40 dmg. (Lv.8 Brute) [Uses 15SP]
Wild Flail: +60 dmg. (Lv.12 Brute) [Uses 27SP]
Graceful Slice: +30 dmg. (Lv.8 Buccaneer) [Uses 12SP]
Ultimate Fate: +50 dmg. (Lv.12 Buccaneer) [Uses 25SP]
Greedy Smash: +25 dmg. + 50{s} (Lv.8 Merchant) [Uses 15SP] (Premium doubles amount)
Pricey Thwack: +40 dmg. +100{s} (Lv.12 Merchant) [Uses 25SP] (Premium doubles amount)
Holy Smash: +20 dmg. +10HP (Lv.8 Paladin) [Uses 10SP]
Faithful Kill: +40 dmg. +20HP (Lv.12 Paladin) [Uses 20SP]
Fierce Hack: +35 dmg. (Lv.8 Witcher) [Uses 20SP]
Ferocious Assault: +70 dmg. (Lv.12 Witcher) [Uses 30SP]
Spells:Magic Blast: 2 dmg. (Lv.0) [Uses 0SP]
Magic Bomb: 4 dmg. (Lv.1) [Uses 3SP]
Lightning Bolt: 8 dmg. (Lv.2) [Uses 5SP]
Fire Ball: 8 dmg; 15 dmg on water monsters. (Lv.3) [Uses 6SP]
Illuminate: 10 dmg. +12 against Unholy monsters. (Lv.4) [Uses 8SP]
Magic Sword: 15 dmg. (Lv.5) [Uses 10SP]
Freeze: A player of your choice can't attack for 1 day. (Lv.5) [Uses 10SP]
Doppelganger: Allows you to attack a player/monster twice (Not including this spell). (Lv.10) [Uses 25SP]
Sonic Blast: 4 dmg. (Apprentice Spell Scroll REQUIRED) [Uses 1SP]
Poison: 2 dmg & attacked player/monster gets 3 dmg done to them his next attack. (Apprentice Spell Scroll REQUIRED) [Uses 2SP]
Heal: Heal any player for 5HP. (Spell Scroll REQUIRED) [Uses 2SP]
Mystic Power: 10 dmg. (Spell Scroll REQUIRED) [Uses 5SP]
Blind: 5 dmg & attacked player/monster cannot attack that round. (Spell Scroll REQUIRED) [Uses 3SP]
Water Ball: 8 dmg; 15 dmg on fire monsters. (Spell Scroll REQUIRED) [Uses 5SP]
"YOU SHALL NOT PASS!" : 20 dmg. (Master Spell Scroll REQUIRED) [Uses 12SP]
Deflect: 5 null on your next attack. (Master Spell Scroll REQUIRED) [Passive; Uses 3SP]
Magical "Melee": 8 dmg & end product (after adding all bonus dmg) is doubled. (Master Spell Scroll REQUIRED) [Uses 20SP] (Still a Magic move, not really a Melee.)
Magical Heal: 15HP to a player of your choice. (Lv.3 Cleric) [Uses 5SP]
Stone Skin: 15 null for 2 turns. (Lv.3 Mage) [Uses 5SP] (1 turn= 1 attack against you.)
Plague: 40 dmg & 3 dmg to self (Ignoring null). (Lv.8 Mage) [Uses 18SP]
Disappear: Same as regular attack, but you receive no dmg from an attacker that round. (Lv.8 Jester) [Uses 30SP]
Summon Dead: +30 dmg. (Lv.8 Necromancer) [Uses 12SP]
Unleash Hell: +50 dmg. (Lv.12 Necromancer) [Uses 25SP]