So, you've got it all figured out. Your smithery is in full production, you're all settled down in your kingdom, you're happy, and life is good.
And here comes some big scary guy with a bloody axe and a mean disposition. You had better know how to fight.
To begin with, you'll have to know a lot about your character to even begin a battle. A good majority of your status sheet is used for this, those parts follow:
Life Stats
HP- MP- LV- EXP- |
3,360 3,200 25 25,000 |
Base Stats | Variable Stats |
Strength Vitality Dexterity Agility Intelligence Stamina Speed |
410 410 400 400 400 420 395 |
Attack Defense Hit Avoid Magic Escape |
430 416 13% 13% 1,200 398 |
Hits: 4 (2 for level, times 2 for two weapons via barehanded with Karate job)
Equipment:
- Iron Platemail (6/12/900)
Items:
- Potion x 5
Here's my opponent, an admin created monster:
Name: Pgnee
Race: Orc
Life Stats
HP- MP- LV- EXP- |
1,720 800 25 N/A |
Base Stats | Variable Stats |
Strength Vitality Dexterity Agility Intelligence Stamina Speed |
350 220 190 250 100 215 100 |
Attack Defense Hit Avoid Magic Escape |
450 320 6% 8% 300 175 |
To start everything off, you need to compare speeds. This is the only stat you will normally share with your opponent. You need it to decide who has the first turn, and if anyone has EX turns.
Lance: 395
Pgnee: 100
So Lance goes first and has 1 EX turn.
I want to give an example of a simple attack before I do Lance's.
**Lance_PA3 punches Pgnee in the nose for 430 attack**
With a multiple hit, it would look like
**Lance_PA3 punches Pgnee in the nose, striking twice for 430 attack each (860)**
Now, the actual attack
**Lance_PA3 punches Pgnee in the nose twice, striking two times a piece for 430 attack each (1,720)**
Now is Pgnee's chance to save his sorry hide.
He takes the 1,720 and subtracts out his defense.
He takes out 320 of each attack, leaving 110 x 4 or 440. Alternately, 320 x 4 = 1,280. 1,720 - 1,280 = 440 damage. Pgnee is not required to report this new number to Lance.
Giving Pgnee now 1,280/1,720 HP.
EX turn -
**Lance_PA3 casts Flood 1 for 1,300 damage** (1,300 being MAG + Spell power of Flood 1)
Pgnee subtracts out his MAG of 300, and takes 1,000 damage. He now has 280/1,720 HP.
Now Pgnee's turn.
**Pgnee attacks with a club for 450 damage**
Lance checks his Defense and sees that it is 416, so, 450 - 416 = 34 damage.
**Lance_PA3 doubles punches for 4 hits of 430 each**
430x4 = 1,720
320x4 = 1,280
1,720 - 1,280 = Another 440 damage to Pgnee.
Poor Pgnee just dropped lifeless to the ground, so I'll make another opponent to explain a little more.
Lance at this point notes that he has:
HP - 3,326/3,360
MP - 3,120/3,200
These do not heal after the battle.
Name: Vile
Race: Dragon
Life Stats
HP- MP- LV- EXP- |
11,200 7,200 80 N/A |
Base Stats | Variable Stats |
Strength Vitality Dexterity Agility Intelligence Stamina Speed |
1,200 1,150 1,300 700 900 1,400 600 |
Attack Defense Hit Avoid Magic Escape |
1,500 1,450 43% 23% 2,700 650 |
Again we open with a speed check.
Lance: 395
Vile: 600
Vile goes first, no EX turns.
**Vile slashes with claws for 1,500 attack**
Lance subtracts out his defense of 416, taking 1,084 damage. He still has 2,242/3,360 HP.
**Lance_PA3 attacks with two punches for two hits each, for 430 attack per hit (1,720)**
Vile finds his damage taken by subtracting his defense of 1,450 from each of the 430s, quickly seeing that he will take no damage. Lance learns a lesson in the foolishness of attacking a dragon at three times his level bare-handed.
**Vile shoots fire for 1,700 attack**
Lance decides he's going to attempt a dodge.
To attempt a dodge, first tell your opponent you're going to try, because they need to tell you their Hit %. Vile informs Lance of his 43% Hit rate. Lance checks and sees his Avoid rate is only 13%, so Lance gets hit anyway. If Lance's avoid was 43% as well, he would have dodged successful, but could not again for the rest of the fight. If it was higher, he would be able to dodge one more time during this fight. As it is, Lance also now inherits the 200 damage failure penalty. (A numerical representation of getting knocked violently to the ground as he tried to dodge.) This is instated basically to make dodging risky.
So, Lance takes 1,700 and subtracts out 416 defense, taking 1,284 damage, plus the 200 damage penalty. HP is now 758/3,360.
Lance decides he doesn't want to die young as dragon chow, and tries to escape. For this, both fighters need to know their escape value. Escape value = One half your Agility plus Speed. Lance calculates his escape value as 398 (400/2 + 395/2, rounded up), and is informed that Vile's escape value is 650 (700/2 + 600/2). You can only escape if your opponent's escape value is no more than 100 higher than yours, so Lance fails to escape, and his turn is over. Lance had better start praying for a bit of help or some magic Dragon-be-gone™ to fall from the sky.
Extra notes about battle:
- When someone successfully escapes, their opponent cannot challenge them again for 30 minutes. However, you can only escape from 2 battles in a row.
- If your opponent is bound and determined to fight, you have no choice unless you can escape. If someone really wants to kill you, they aren't going to stop out of respect for the fact that you don't want to fight.
- Someone with no combat or mage jobs has only one single weapon attack with their fist, and can equip only light armor.
- Not all fights have to be to the death. The winner basically decides whether they wish to kill the defeated at the end of any battle. To kill someone, simply say that you wish to do so after their HP reaches 0, and do something that would do it. If you aren't killed, you heal until you have 1 HP.
- I hope I don't even have to say this, but please no cheating. You will be caught, and you will be punished, so please lets keep this fun for everybody.
Rewards:
- Experience equal to one-tenth (1/10) of your defeated opponent's own personal experience (round to the nearest 5 to keep the numbers a little easier). To find this, your opponent quite simply drops the last number from their experience and uses this new number to tell you what you've gained.
- Zenni equal to one-fourth (¼) of your opponent's Zenni (count only what they are carrying, round decimals down). The defeated fighter will lose half (½) of their Zenni. (Magic Garden Gnomes steal the rest).
- Infamy. Win enough battles, and people will start to notice. This may be good or bad...
Hopefully this explains everything you should need to know about basic battles in the RPG. If you still have any questions, feel free to ask an admin. For curative spells, you need to include the target's stamina in the healing. A cure spell recovers by:
(Target's Stamina x 2) + Spell power. Please note that the spellcaster's Magic stat is irrelevant.