When you can't make them see the light, make them feel the heat.
- Posts:
- 15,632
- Group:
- FEFF Emperor
- Member
- #1
- Joined:
- May 16, 2005
|
Before doing anything, it is recommended that you get accepted into a country first. This way that country's leader may notify you of any shortages their country may be currently having before you start creating your units.
After confirming that, all players are entitled to at least three units, while leaders are entitled to five. All of these units will be anchored to the same country, so choose wisely. You may roleplay with any unit under your command. Your country leader will be free to choose which units to take into battle, or you may sign up your units for a battle if the opportunity arises.
Step 1: Choose a class. IMPORTANT: Foot soldiers and armors have the most growth, fliers have the least.
- Classes
-
Soldier (Physical) HP: 15 Str: 3 Mag: 1 Skl: 4 Spd: 4 Luk: 4 Def: 3 Res: 1 Con: 5 Mov: 6 (Foot)
HP: 60% Str: 35% Mag: 10% Skl: 35% Spd: 35% Luk: 35% Def: 35% Res: 15%
Armor (Physical) HP: 18 Str: 6 Mag: 1 Skl: 2 Spd: 2 Luk: 1 Def: 6 Res: 1 Con: 8 Mov: 5 (Foot)
HP: 75% Str: 45% Mag: 10% Skl: 30% Spd: 15% Luk: 20% Def: 45% Res: 15%
Knight (Physical) HP: 16 Str: 3 Mag: 1 Skl: 3 Spd: 2 Luk: 3 Def: 3 Res: 2 Con: 7 Mov: 8 (Horse)
HP: 70% Str: 40% Mag: 10% Skl: 35% Spd: 35% Luk: 20% Def: 30% Res: 10%
Wyvern (Physical) HP: 16 Str: 4 Mag: 1 Skl: 3 Spd: 2 Luk: 2 Def: 3 Res: 2 Con: 7 Mov: 8 (Air)
HP: 70% Str: 40% Mag: 10% Skl: 35% Spd: 35% Luk: 20% Def: 30% Res: 10%
Pegasus (Physical) HP: 15 Str: 3 Mag: 1 Skl: 3 Spd: 4 Luk: 2 Def: 2 Res: 3 Con: 5 Mov: 8 (Air)
HP: 65% Str: 35% Mag: 10% Skl: 35% Spd: 40% Luk: 20% Def: 15% Res: 30%
Mage (Magic) HP: 14 Str: 1 Mag: 4 Skl: 4 Spd: 4 Luk: 3 Def: 2 Res: 3 Con: 4 Mov: 6 (Foot)
HP: 55% Str: 10% Mag: 35% Skl: 40% Spd: 40% Luk: 30% Def: 15% Res: 35%
Mage Armor (Magic) HP: 16 Str: 2 Mag: 6 Skl: 2 Spd: 2 Luk: 1 Def: 6 Res: 2 Con: 7 Mov: 5 (Foot)
HP: 75% Str: 10% Mag: 50% Skl: 30% Spd: 20% Luk: 20% Def: 45% Res: 20%
Mage Knight (Magic) HP: 16 Str: 1 Mag: 3 Skl: 3 Spd: 2 Luk: 3 Def: 2 Res: 3 Con: 7 Mov: 8 (Horse)
HP: 60% Str: 10% Mag: 40% Skl: 40% Spd: 40% Luk: 20% Def: 10% Res: 30%
Mage Wyvern (Magical) HP: 16 Str: 2 Mag: 3 Skl: 2 Spd: 3 Luk: 2 Def: 2 Res: 3 Con: 6 Mov: 8 (Air)
HP: 70% Str: 15% Mag: 35% Skl: 35% Spd: 35% Luk: 20% Def: 20% Res: 20%
Mage Pegasus (Magical) HP: 15 Str: 1 Mag: 4 Skl: 3 Spd: 3 Luk: 3 Def: 1 Res: 3 Con: 4 Mov: 8 (Air)
HP: 65% Str: 10% Mag: 35% Skl: 35% Spd: 40% Luk: 20% Def: 20% Res: 25%
Step 2: Select a weapon/tome. Weapons selection will affect certain stats based on the traditional build of the weapon. Combine the stats of the selected weapon/tome with those of the class you've selected. IMPORTANT: Tomes typically cost more than weapons.
- Weapons
-
Sword (Weapon) HP: 2 Str: 1 Mag: 0 Skl: 2 Spd: 2 Con: 1
Lance (Weapon) HP: 3 Str: 2 Mag: 0 Skl: 1 Spd: 1 Con: 2
Axe (Weapon) HP: 4 Str: 3 Mag: 0 Skl: 0 Spd: 0 Con: 3
Bow (Weapon) HP: 1 Str: 1 Mag: 0 Skl: 3 Spd: 2 Con: 1
Light (Tome) HP: 2 Str: 0 Mag: 1 Skl: 2 Spd: 2 Con: 0
Anima (Tome) HP: 2 Str: 1 Mag: 2 Skl: 1 Spd: 1 Con: 0
Dark (Tome) HP: 3 Str: 2 Mag: 2 Skl: 0 Spd: 0 Con: 0
Staff (Tome) HP: 1 Str: 0 Mag: 5 Skl: 0 Spd: 1 Con: 0
Step 3: Select an Affinity. IMPORTANT: Affinities determine which units get key bonuses
- Quote:
-
Fire: +5% Strength, +5% HP Water: +5% Defense, +5% Resistance Ice: +5% Defense, +5% Luck Wind: +5% Speed, +5% Skill Thunder: +5% Magic, +5% Luck Heaven: +5% Strength, +5% Luck Earth: +5% Defense, +5% HP Light: +5% Speed, +5% Resistance Dark: +5% Magic, +5% Skill
Step 4: Select an Ability. IMPORTANT: Select the "Expertise" ability if you wish to start with a second weapon. Do not add the Weapon Stats for the secondary weapon from step 2 to your character. The tax on Awareness and Renewal have been reduced, while the tax on Adept and Vantage has been changed. Defensive skills typically reduce defensive stats, whereas offensive skills reduce offensive stats. KEEP IN MIND THAT YOU MAY NOT ACQUIRE THESE SKILLS LATER; ONLY AT LEVEL 1.
- Quote:
-
Universal Skills (Available to everyone) Adept: Have a chance to attack twice in a row. Activation chance = SPD. Subtract 1 point from STR, LUK, and RES. Awareness: Cancels enemys battle skills. Decrease HP, SPD, DEF and LUK by 1. Celerity: Boosts movement by two spaces. Decrease HP, SPD, DEF and LUK by 1. Counter: Deal half the damage you receive in combat. Activation chance = SKL + LUK. Subtract 1 point from HP, STR, and RES. Expertise: Unit acquires use of another starting weapon. Decrease STR, SKL and LUK by 1. Provoke: NPCs always attack this unit if possible. Decrease LUK by 1. Renewal: Recover HP at the start of your turn. Recover 3 HP per turn when non-promoted, 5 HP per turn when promoted. Decrease HP, SPD, DEF and LUK by 1. Shade: NPCs only target this character if there is no other target available. Decrease STR, and SKL by 1. Vantage: Always attack first in combat. Subtract 1 point from STR, LUK, and RES. Wrath: Base critical rate increases by x3 when HP is half or lower. Subtract 1 point from HP, LUK, and DEF.
Exclusive Skills (Available to certain units) Forester (Available only to Soldier+Bow units): Enables a unit to walk through forests with no penalty. -1 point/5% growth in LUK, +1 point/5% growth in SKL. Also subtract a point from HP, DEF, and RES. Seafarer (Available only to Soldier+Axe units): Enables a unit to walk on water (penalties still included). -1 point/5% growth in SKL, +1 point/5% growth in STR. Also subtract a point from SPD, LUK, and DEF. Spear (Available only to Soldier+Lance units): Gives unit the ability to hit two units in adjacent squares (only horizontally and vertically -- friendly fire is also in play). -1 point/5% growth in SPD, +1 point/5% growth in DEF. Activation chance = SKL/2 + LUK. Also subtract a point from SKL, LUK, and RES. Steal (Available only to Soldier+Sword units): Enables a unit to steal an unequipped item in an enemy's inventory if their AS is 4 points higher. -1 point/5% growth in STR, +1 point/5% growth in SPD. Also subtract a point from LUK, DEF, and RES.
Step 5: Distribute bonus skill points. To further customize your unit, add 8 stat points to your stats. Also, add 40% to any of your growths. Note that you can not distribute any more than 4 bonus skill points to any one stat or 20% to any one growth stat. Every point in HP equals two points, every point in Con costs two points.
Step 6: Starting Equipment. Select any one E-rank weapon/tome of the weapon-type your selected for your units base. You can not select a weapon or tome in the category of weapon or tome that you selected as a bonus instead of an ability. You also start with a Vulnerary (3/3).
Step 7: Finally, it's your job to create battle stats for your units. Untill these are provided, you will not be allowed to enter Battles, both Quest and Country, or the Arena. If you require help these, please don't hesitate to contact a Judge. They will help you out as much as they can. In the below Spoiler block are the needed formulas:
Spoiler: click to toggle Battle Formulas. You do not need to know these. They will be calculated by judges during battles. However, all the forumlas are here for reference in case you want to know what exactly your stats do. Note that in the event of getting a decimal, round down. For example, 5 skl/2=2 crit.
Attack Speed: (Used to determine whether or not one unit will strike twice.) If Weapon Weight is greater than Strength, then: Spd - (Weapon Weight - Str)
If Weapon Weight is lower than Strength, then: Spd
Double Attacks: (Requirements to attack twice in one round) If one units attack speed is 4 or more higher than the others, it will attack twice.
Avoid: (Used for Hit Percentage) Attack Speed*2 + Luk + Terrain Avoid
Hit Percentage: (Determines your chance to hit your target) Skl*2 + Luk + Weapon Accuracy Targets Avoid
Damage (Might): (Determines the actual damage youll do to your target) Str/Mag + Weapon Power Targets Def/Res Targets Terrain Defense (Str/Def are used with melee attacks, Mag/Res are used with magic attacks)
Critical Percentage: (Chance of landing a critical strike) Weapon Critical + 0.5*Skl Targets Luk
Starting Weapon stats are below:
Spoiler: click to toggle Fire: Rank E, Might 3, Hit 95%, Crit 0, Weight 2, Range 1/2 Worm: Rank E, Might 4, Hit 90%, Crit 0, Weight 3, Range 1/2 Lightning: Rank E, Might 2, Hit 100%, Crit 0, Weight 1, Range 1/2 Heal: Rank E, Heal 10, Weight 2, Range 1/1, Exp. 11 Iron Axe: Rank E, Might 8, Hit 75%, Crit 0, Weight 6, Range 1/1 Iron Bow: Rank E, Might 6, Hit 85%, Crit 0, Weight 4, Range 2/2 Iron Lance: Rank E, Might 7, Hit 80%, Crit 0, Weight 5, Range 1/1 Iron Sword: Rank E, Might 6, Hit 85%, Crit 0, Weight 4, Range 1/1
Edited by Crysta, Aug 23 2009, 03:06 AM.
|