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As with any RPG, we have rules. They're pretty much
common sense and easily remembered. First for what
happens if you don't follow the rules.
- Strike 1
Your warning. First and last.
- Strike 2
All stats you have, such as level, are reset.
Basically, you have to train all over again from
scratch.
- Strike 3
Three strikes and you're out. No more you. We don't
like doing this, but will if we have to.
A list of people with strikes and their reasons can be
found here.
Rules
We have these rules so that order is maintained in the
chat. We highly suggest you follow them, for reasons
listed above.
1. No booting. No one is allowed to boot except
for the Admins. Anyone who attempts to boot anyone will
themselves be booted.
2. No flooding. Flooding (in case you don't
know yet) is where someone adds a lot of similar text,
such as a long string of letters or numbers, into the
chat very quickly. Example:
Starting time: 0.0 seconds
** Sarn_PA3 **
** Sarn_PA3 **
** Sarn_PA3 **
** Sarn_PA3 **
** Sarn_PA3 **
** Sarn_PA3 **
** Sarn_PA3 **
** Sarn_PA3 **
Ending time: 2.0 seconds
People can and will be booted with little or no
warning if they do this.
3. No cybering. We will not tolerate anyone in
the chats cybering, whether it be publicly or
privately. This does not include hugging, dancing, or
other such actions. This does involve, however,
pressing your chest against someone's face, grabbing
someone by the groin, french kissing, etc. Everyone has
full permission to boot anyone who is cybering, so long
as it's not against their will. In other words, if one
person walked up to another and ripped off their shirt,
then proceeded to lick their chest, then they would be
booted, but not the person whose shirt was ripped off.
If this is confusing, ask an Admin.
There are two Administrators, or Admins for short.
Sarn, and Lance are the Admins in here. They
are the final word in any argument. Period. They are
the only ones allowed to boot anyone. Unless an Admin
tells you that you can, you will be booted if you try
and boot someone else. It's that simple.
Tutorials
These will explain about the difficult aspects of
the RPG. Below is a list of links to get to these
pages, and at the bottom of each page is a link back
to here.
Character Sheets
Battle System
Labor Job Skills
Equipment Tutorial
Status Effects
Training
To do an action, you use /a and then type whatever you're doing.
Such as:
/a punches tree
This would appear in the chat as:
** Sarn_PA3 punches tree **
Exp is how you raise levels and get stronger, SP is for
raising in Class and getting more powers from your Job,
and Z (Zenni) is our currency.
There is a big difference between training and working.
Training actually raises your levels, while adding a
slight amount of power to your job. Working does not
increase your level, but adds more to your job and
gives you money.
When you train, choose a job to train in. Then you have full freedom to pick any training that could reasonably make you better at some part of your job. For a fighter, you can lift weights or practice with weapons, a mage can practice spells on rocks or read spell books, or a merchant could take inventories or read the latest stock market release. However you choose to do it, training increases your character according to the following chart. SP is based on what class you are in the job you train for, given in Class 4/Class 3/Class 2/Class 1 format. (Note that some labor jobs have less than 4 classes. These are assumed to start at a class higher than 4, so a labor job with 3 levels starts at Class 3.)
For every 10 minutes you train (real time), you
get:
Lv. 0 - 4 |
Lv. 5 - 9 |
Lv.10 - 14 |
Lv.15 - 19 |
Lv.20 - 24 |
Lv.25 - 29 |
Lv.30 - 34 |
Lv.35 - 39 |
Lv.40 - 44 |
Lv.45 - 50 |
10 Exp. |
15 Exp. |
20 Exp. |
25 Exp. |
30 Exp. |
35 Exp. |
40 Exp. |
45 Exp. |
50 Exp. |
55 Exp. |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
Lv.51 - 54 |
Lv.55 - 59 |
Lv.60 - 64 |
Lv.65 - 69 |
Lv.70 - 74 |
Lv.75 - 79 |
Lv.80 - 84 |
Lv.85 - 89 |
Lv.90 - 94 |
Lv.95-100 |
60 Exp. |
65 Exp. |
70 Exp. |
75 Exp. |
80 Exp. |
85 Exp. |
90 Exp. |
95 Exp. |
100 Exp. |
105 Exp. |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
5/10/20/0 |
Important!: There is a 5 hour per day training limit. Do NOT train any more than 5 hours per day.
Working
You can work for 10 minutes at a time, but only after
your King tells you that you can. Working is defined as when you use one of your labor jobs to do what it is specifically designed to do. Usually this means that you will be actually creating something. For this you gain:
Class 4 |
Class 3 |
Class 2 |
Class 1 |
10 SP |
20 SP |
30 SP |
0 SP |
10 Z |
20 Z |
30 Z |
80 Z |
When your Exp is at or over the value listed
here, your Lv goes up by one.
Likewise, when your SP is at or over the following
values, you gain a Class promotion.
Class 4 - 3: 2,000 SP
Class 3 - 2: 8,000 SP
Class 2 - 1: 20,000 SP
Note: This does not apply to the
Nobility jobs.
Now for how to figure stats. You do this by adding up
your base stats, which are:
- STR
Strength. Determines attacking power.
- VIT
Vitality. Determines defensive ability.
- STA
Stamina. Increases HP, and defines recovery.
- AGI
Agility. Raises dodge rate.
- SPD
Speed. Determines the first turn and EX turns.
- DEX
Dexterity. Raises hit rate.
- INT
Intelligence. Increases MP and magical power.
All base stats are figured as such:
Lv 1 - 50: Lv x4
Lv 51 - 100: [(Lv - 50) x8] + 200
Lv 101 - 150: [(Lv - 100) x12] + 600
Lv 151 - 200: [(Lv - 150) x16] + 1200
After you find your base stats, you add in any stats
you gain from Race, Job, and equipment. These are your
stats as you would use them in battles and other
places.
Weight of an item will be a determining factor in what
you have and how much of it you carry with you. If your
items' weight exceeds your max weight capacity, you'll
have to either leave an item you just found, sell an
item you have, or store one of your items. To figure
up your max weight capacity, divide your STR by 4,
then add 16 to that amount. In other words,
Max W = (STR / 4) + 16
Since you're probably confused about what an EX turn
is, this is how it goes. If you're in a battle, and
your SPD is at least 3 times theirs, you get one EX
turn. An EX turn means you get another turn for every
one of theirs. So if you have an EX turn, you take that
one right after your regular turn. And for every
multiple of three higher your SPD is, you get more EX
turns. So if you had 6 times their SPD, you would get
2 EX turns.
Now for how to figure up your other stats.
- HP
Hit points. When it's 0, you pass out.
HP = (STA x8)
- MP
Magic points. When this is 0, you can't cast spells
anymore.
MP = (INT x8)
- PWR
Physical power. Determines damage.
PWR = STR + Weapon power
- DEF
Physical defense. Drowns out damage.
DEF = VIT + Armor defense
- MAG
Magical ability. Both magical power and magical
defense.
MAG = (INT x 3)
- HIT
The ability to successfully attack your target.
HIT = (DEX / 3000), rounded to nearest whole percent
- EVA
The probability of your successfully avoiding a
hit.
EVA = (AGI / 3000), rounded to nearest whole percent
These are your base stats, so don't forget to add in
any bonuses you get from Jobs, Race, and Items.
Battles can be fun, and we all want to know how to best
put the advantage on our side. One way is simply to
raise in Exp levels. This seems simple enough, but it
brings not only a bare strength increase but also an
increase in the number of hits your character can land.
Each character starts with one hit per attack. For
every 15 levels that character raises, they gain
another hit. For those of you who happen to be math
majors: HitX = (Lv / 15) + 1, where HitX is
truncated, meaning that you drop the decimal
entirely. If you have two weapons, then you double the
HitX number. For the Karate job, being completely
barehanded counts as having two weapons. With all other
jobs being barehanded only counts as one
weapon.
And next for elementals. This involves not only magic,
but some equipment too. First, what the elements
are in the first place.
Light ~ Dark
Water ~ Fire
Air ~ Earth
Now for what you do with this. Every element has an
opposite. That's what, for example, "Light ~ Dark"
means. Light will deal double damage to
Dark, and visa versa, but neither Light
nor Dark would have increased or lowered damage
against the other elements. When Light attacks
Light, however, the damage is converted into
healing. However, if one person has both Light
AND Dark properties, they cancel out, and they
get no bonus and no weakness from either element. Each
Mage has, automatically, their own spell type's
element in their defense. This system also applies to
weapons and armor.
The only way for you to recover your lost HP and MP is
to sleep. Your character is sleeping, for free, in the
inn of their kingdom whenever you are in real
life. You cannot attack someone while they are asleep,
because:
1. they won't ever respond, and
2. they would be assumed to have taken the proper
steps before they went to sleep to guard against
this.
While you are asleep, you gain HP equal to
(STA x 2) + (VIT), and MP equal to
(STA x 2) + (INT).