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TABLE OF CONTENTS


1. This forum mission Go!
2. Netiquette Go!
3. Forum structure Go!
4. Creating a character Go!
4.1 Character/Bio Sheet in details. Go!
4.2 Updating your Bio Sheet. Go!
4.3 Names Go!
4.4 Player Types Go!
5. Money Go!
6. Items Go!
7. Abilities Go!
8. Spells Go!
9. HitPoints (HP) Go!
10. SpellPoints (SP) Go!
11. Experience Gaining in the World  Go!
11.1 What is experience? Go!
11.2. How do I gain experience? Go!
11.3 How do I calculate my experience EXACTLTY? Go!
11.4 Showing your level and experience Go!
11.5 Multiclassing Go!
12. Player Death&Saving Go!
13. Color coding of posts Go!

14.1 Introduction to abilities Go!
14.2 Basic Rules Go!
14.3 Basic Battle Rules Go!
14.4 Advanced Rules Go!
14.5 Advanced Battle Rules Go!
14.6 Attributes (Advanced) Go!
14.6.1 How to calculate Initiative. Defense, Chance to Hit. Damage Dealt. Go!

14.7 Defense Go!
14.8 Initiative Go!
14.9 Chance to hit Go!
14.10 Damage Dealing Go!
14.11 Abilities list
14.11.1 GENERAL abilities
14.11.2 Wavemaster abilities Go!
14.11.3 Long Arm abilities.
14.11.4 Kickboxer abilities
14.11.5 Blade User abilities
14.11.6 Twin Blade abilities
14.11.7 Heavy Axe&Blade abilities
14.11.8 Thieve (unofficial class suggetion).
14.11.9 ROGUE specialization abilities (unofficial specialization suggestion
15 Glossary Go!

1. This forum mission
This forum mission is to provide a place where fans of .hack anime/manga and/or fans or online rpg can create an online community and rp for fun.

2. Netiquette
All netiquette rules will be enforced here. If u don't behave, u will be warned. If u can't learn to coexists with others, u will be banned. We don't tolerate rudness and bad baheviour.

For more details on netiquette: http://www.albion.com/netiquette/ and here (house rules)

3. Forum structure
Basically, the forum is divided into 2 parts.

Non-rpg - where RL(real-life) ppl talk with each other (Super Important Stuff, General) and rpg section (The World - RPG), where your 'characters' have fun.
DO NOT post rpg threads in non-rpg section and vice-versa.


4. Creating a character
Character is the fictional you, existing in The World of .hack, which logs into the world and interacts with other players in the rpg section.

Each player is required to create a character and post it Bio Sheet (aka Character Sheet) in the Players megathread.

4.1 Character Sheet in details.
Underlined parts have additional rules governing them - u can't write anything u want there, u need to follow the rules. Non-underlined are completly up to u.

Character Name:(details in section 4.3 Names)
Gender:(obvious..)
Age:(the age they look in the game)
Player Type:(details in section 4.4 Player Types)
Level: (details in section 11 Experience Points)
More:(anything you want to add)

PHYSICAL CHARACTERISTICS

Genral Description: what will other looking at u see. U may want to define your height, gender, eyes/skin/hair color, clothes, weapon/armor, Player Marks, etc. here

MENTAL CHARACTERISTICS

General DescriptionL how your character behaves, etc.

OTHER:

Money: (See section 5 Money for details)
Items:(See section 6 Items for details)
Abilities: (see section 7 Abilities for details)
Spells: (see section 8 Spells for details)
HitPoints: (see section 9 Hitpoints for details)
SpellPoints: (see section 10 SpellPoints for details)

4.2 Updating your Bio Sheet.

If your character raises up a level just modify your bio sheet. If thier experiences and abilities change do the same. If your items, experience points, hit points, spell points, anything changes - u know what to do.

4.3 Names

While u can take any name u wish, make sure that this name was not taken before. For most current list of taken names, see 'Names of Characters' thread in the Rules megathread.

4.4 Player Types

All Player Types existing in The World are available.
U can create another one, if u wish, be aware that u may not create its abilites - only a Knight can do so.
That means that it is recommended u chose one of the below for its abilities - even if your character looks like a demon, angel, priest, druid, paladin or anything not listed below. For most current Player Types, u may want to check 'Available character classes ' thread in Rules megathread.

Blade User* -- standard sword warrior (Crimson Knights)
Twin Blade* -- two blade weapons user (Kite, Shuugo)
Heavy Blade -- using one double-handed sword (Bear, Mimiru)
Heavy Axe -- using one heavy axe (Subaru)
Long Arm -- characters with a spear, halabard, etc. (Gardenia)
Wave Master -- wizards (Tsukasa, B.T.)
Kickboxer* - hand combat specialists (Ouka)

All * player types can also chose a 'rogue' specialiation. This will make them less stronger, but faster and give them additional abilites like spotting/disarming traps.
Other specializations will be available soon to other pcs.

U should indicate your Player Type under your avatar.

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5. Money

This part of rules is under construction.

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6. Items

Anything that can be considered equipment. Your weapons, armor, clothes, amulets, scrolls, orbs, rings, whatever. With a short description!

Be aware that GameMaster may decide that any item u invented is illegal and delete it!
Only items on the ItemList or given to u by a GM are safe from this.

List of items is under construction.

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7. Abilities

Anything not-normal your character can do. Breath fire, fly, teleprot...etc.

Be aware that GameMaster may decide that any ability u invented is illegal and delete it!
Only abilities on the AbilityList or given to u by a GM are safe from this.

List of abilities is under construction.

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8. Spells

Only wavemasters (aka wizards, mages) can use spells.

Any spells that your character can cast should be listed here.

Be aware that GameMaster may decide that any spell u invented is illegal and delete it!
Only spells on the SpellList or given to u by a GM are safe from this.

List of spells is under construction.

 

9. HitPoints

Hitpoints, aka lifepoints, determine how much damage your character can take.

Their main use in our World would be to help GM determine how much damage a character has taken before and to clearly see when a character dies.

How many HP do u have?
That depends on your player type and level.

- normal warriors (Heavy Blade, Heavy Axe, some Long Arms, some Kickboxers, some Twin Blades) prefering strength ove dexterity
- warriors with rogue specialisation (some Twin Blades, some Long Arms, some Kickboxers) prefering dexterity over strenght
- one for wavemasters, prefering brain over any meele combat

If your character can fit either warrior or rogue type, remember that:
- warriors have more HP
- rogues have better chance of dodging attacks and disarming/spotting traps

So, if u know your class, how many HP do u have?

Warriors: 50 for each level
Rogues: 30 for each level
Wavemasters: 10 for each level

So a 4 level Warrior has 200 HP, 6 level rogue 180 and 2 level wavemaster 20. Simple?

U should post your HP under your avatar, in CURRENT/TOTAL format.

While in combat, track the changes on your profile.

Regaining HP.

Drinking potions, being a target of healing spell, item or ability = instant, gain HP equals to potion/spell/item/ability description.

While adventuring (rpg, logged in): 10% of your total HP value per hour. I.e. if u have 130/240 at 1321, when clock turns 1400, u can add 10% of 240 = 24, so u would be 154/240.

While meditating (non-rpg, logged in): 50% of your total HP per hour. I.e., in previous example, player would gain 50% of 240 - 120, which would heal him completly.

While logged off, in 1h u heal completly.

When killed -> See Part 12 Player Death&Saving.

--------------------------------------------------------------

10. SpellPoints

This part of rules is under construction!

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11. Experience Gaining in the World

11.1 What is experience?

Experience detrmines the level of your character. The more experience u have, the higher level your character is, the more powerful spells, items and abilites he can use.

11.2. How do I gain experience?

There r two ways to gain experience.
First, by posting. Second, by completing quests/events, which may grant u special boosts of experience, abilites, items and such - if that happens, a GM will make a special note on your bio sheet.

11.3 How do I calculate my experience EXACTLTY?

Each post equals 1 EP (experience point).
U can also gain additional EP from quests and adventures - they will be allocated to u by GameMaster leading the adventure. U should include the number of bonus EP under your character avatar, and on bio sheet write when, where and by which GM they were given.

Levels go like this:
Lv x = lv x-1 + lv x-2
Therefore:
Lv 1 = 0 to 99 EP (each new character starts at Lv 1)
Lv 2 = 100 to 199 EP
Lv 3 = 200 to 299 EP
Lv 4 = 300 to 499 EP
Lv 5 = 500 to 799 EP
Lv 6 = 800 to 1299 EP
Lv 7 = 1300 to 2099 EP
Lv 8 = 2100 to 3399 EP
Lv 9 = 3400 to 5499 EP
Lv 10 = 5500 to 8899 EP
Lv 11 = 8900 to 14399 EP
Lv 12 = 14400 to 23299 EP
Lv 13 = 23300 to 37699 EP

11.4 Showing your level and experience
U should show this under your avatar (level, playerer type, bonus EP).

11.5 Multiclassing
U can have more then one class. But u only get one free class level when u start, to have other classes u need to buy each of them as u would any other.
And to start at level 1 class in any other then your first, that is 100 EP.
To be, let's say 3 Level Long Arm (your first class) and 2 level Wavemaster (second), u need: at least 200 EP for 3 Level LA, and at least 200 for 2 level second level of second class character, which makes it at least 400EP.

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12. Player Death&Saving

IF u die, u return to the place u last saved, regaining all HitPoints and SpellPoints but losing any EP and items gained before saving.

U autmoatically saves each time when logging off.

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13. Color coding

To make rpg easier, the following colors should be used:
- when speaking to another character - nothing
- when describing action or situation - limegreen
- when talking outside of a rpg while in rpg thread - red
- for posting rpg emails – yellow


14.Abilites Rules (Modified). Non-Obligatory

14.1 Introduction to abilities.

Ability rules are divided into BASIC and ADVANCED. BASIC are obligatory. ADVANCED are not.

Some GM will lead quests using ADVANCED rules. U can't participate in them unless u learn and use ADVANCED rules. But some GM and Players will not want to do so, and so u can go to other fields/quests, where only BASIC rules r used.

BASIC rules include ability names and description, number of how many ability u can have, and what abilities u can have. Skip all info about rolls, step, dice and numbers.
ADVANCED rules deal with HP, SP, attributes and all those % numbers for defence, armor, chance to hit and damage dealing.

ADVANCED rules make the game more fun and allow u to use the abilities to full extent. They take a while to learn and require some basic math knowledge.
To make using ADVANCE rule easier, players will be required to use MIRC (www.mirc.com) and Online Dice Roller (http://www.irony.com/igroll.html).
When in ADVANCED games, players will post rpg talk in forums, but dice results and action declarations in mIRC.

14.2 Basic Rules:
- many abilites require u have other before u can take them (if this is so, it is written in ability description)
- many abilities can be taken multiplie times, each means that PC is better at using it. Those abilities have * symbol after name.
- some characters may chose a SPECIALISATION, in additon to their class (Rogue, etc.)
- when character starts a game, he gains 1 or more free ability, depending on his class (Wavemaster, Long Arm, etc.) and may pick any other 2 abilities that he fullfils requirements for, this may be chosen from GENERAL list, his CLASS list or SPECIALISATION list (if he has a SPECIALISATION)
- when character advances a level, he gains 2 abilities that he fullfils requirements for
, this may be chosen from GENERAL list, his CLASS list or SPECIALISATION list (if he has a SPECIALISATION)
- weapons are divided into one-handed and two-handed. If a character uses 2-handed one, he cannot use a shield. As a default, Heavy Axe, Blade and Long Arm use 2-handed weapons.

14.3 Basic Battle Rules:
- reminder: color coding - LimeGreen is for descriptive (Mr.X draws his blade, gips his shield and charges), Red is for details (Mr.X uses Shield Charge ability).
- term: round - in battle, players declare actions (1 post per player) and GM tells them what happens (in 1 post with results of their actions, monster actions and what monster are likely to do next). Round is 1 post for each Player, 1-2 post for GM. GM begins (describing what happens around players), Player post (what they do), GM finishes (results of players and monster actions). GM can chose to combine in one post his description of end of one round and begining of another. Players should not post more then once per each round! This will allow GM to react to all your actions in post in sequence, and will make the battle much more clear.

14.4 Advanced Rules:
- weapons are divided into Unarmed (spiked gloves, etc.), Melee-Small (daggers), Meele-Normal (swords, axes), Meele-Heavy (all dobule handed), Throwing (thrown daggers, axes, darts) and Ranged (bows, crossbows, slings)
- weapon modify the character strenght and damage (detail to come in ItemList)
- term: knocked down - if a character is knocked down, he has to spend an action on getting up, cannot attack or dodge blows and is easier to hit (Defence halved, rounded up). A character who lost 50% or more of his remaing HP in a single round is automatically knocked down
- term: disarmed - character is considered disarmed if he has lost his weapon, his Chance to Hit is halved (rounded up) until he is no longer disarmed (gets his weapon back or draws another)
- term: declare - written in Red
- term: special attack - non-standard attack, must be declared, it is good to write them in your signature so u remember u can use them!
- special attacks are not cumulative with each other, unless it is written so in their description. Special attacks are ALWAYS cumulative with other abilities that r required to perform them, however.
- term: passive ability - while there are applied all the times, it is good to remind GM that u have them - it is even more important therefore to write them in your signature!
- passive abilities are cumulative with special attacks and other passive abilities, unless written otherwise in ability description

14.5 Advanced Battle Rules:
- battle sequence: roll for initiative, players attemtp to hit opponents and vice versa according to initiative sequence, if succeed, deal damage. Armor absorbs part of damage. Note changes in HP/SP on Profile. Next round.
- when u r required to make a roll with ability, it is considered succesfull when it is equal or higher then difficulty number.
Example: To hit a target, player has to roll equal or higher to their Defence. If u hit them, then u roll Damage Dealt dice (your strength + bonus step from weapon). Then from this result armor value is substracted
- if ability is cumulative with others, it is also cumulative with their level.
Example: Improved Parry is cumulative with Parry. If character has IP level 1 and P level 3, when he uses IP, it is considered to be level 4.

14.6 Attributes (Advanced):
Each character now has 2 certain attributes. Dexterity and Strenght.

Dexterity determines the initiative of character, the chance to hit an opponent and avoid blow (defence).
Strenght determines the damage character deals to an opponent.

Each character starts with 5 points in Dexterity, 5 in Strenght and has 30 points to allocate wherever he wishes. Additional points can be gained through some classes and specialization.
Characters gain 1 point for each level they advance, and can allocate it to either Dexterity or Strenght (player choice).

14.6.1 How to calculate Initative. Defence, Chance to Hit. Damage Dealt:
Attribute determines Step that equlas Defence, Step determines Initative, Chance to Hit and Damage Dealt
(Dexterity number = Defence Number/Initiative Modified by Armor Step = Chance to Hit and Initiative dice, Strenght Number = Step = Damage Dealt dice)
1-3 = 2 = d4-1
4-6 = 3 = d4
7-9 = 4 = d6
10-12 = 5 = d8
13-15 = 6 = d10
16-18 = 7 = 2d6
19-21 = 8 = d12
22-24 = 9 = d8+d6
25-27 = 10 = d10+d6
28-30 = 11 = d10+d8
31-33 = 12 = 2d10
34-36 = 13 = d12+d10
37-39 = 14 = 2d12
40-42 = 15 = d20+d6

When abilities or equipment modify attributes, they always modify the middle parameter (Step), and therefore change the dice u roll.

14.7 Defence
Defence determines how hard a player is to hit. When attempting to hit him, Hit roll must be equal or higher then target Defence.

14.8 Initative:
Initative is determined for new each round. Player take action in order of their initiative. U should not declare actions or post a die roll result untill those with initative higher then yours have done so.

Light Armor lowers initiative by 1, medium by 2, heavy by 3. Using shield by another 1.

Example 1: This applies to step. So if your dexterity is 20, that gives u dexterity dice d12. But if u use medium armor, u will substract to levels from initiative dice and roll d10 for your initative, not d12 - 2!

14.9 Chance to hit:
To the Chance to hit add level number of Special Attack u r using. This will determine what dice u will roll.

Example 1:
U have dexterity of 22=step 9, dice d8+d6. U decide to use special attack: Parry, which u have taken 2 times (so u have it at level 2). So your Parry step is 11, dice d10+d8. Your opponent has rolled 12 on his attack against u. U roled 14, and have succesfully parried his blow.

Example 2:
U have dexterity as above. U decide to use normal attack (Melee Attack) u have at level 1. Your Melee attack step is 10, which gives u d10+d6 roll. Enemy defence is 9, u roll 4, and so fail to hit the opponent.

14.10 Damage Dealing:
Until ItemList is complete, Light Armor gives 3 armor points, Medium 6, Heavy 9, Shield 3.
Small Melee weapons increase damage step by 1. Heavy by 3. All others by 2.

Example: u r equiped in Medium Armor and a Shield, giving u 9 armor points. U have received 17 damage. U
substract 17-9 and so lose 8 HP. Note that on your profile.

 

14.11.2 Wavemaster Abilities       

Tsukasa posted:

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[SSL] SPELLS & SKILLS LIST
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The following is a List of spells in the game, and its resulting effects:

>>>>>>>>Strengthening Spells: Elements
Ap Ruem :Raises the Water Element Parameter of your party.
Ap Ganz :Raises the Earth Element Parameter of your party.
Ap Juka :Raises the Wood Element Parameter of your party.
Ap Vakz :Raises the Fire Element Parameter of your party.
Ap Raio :Raises the Thunder Element Parameter of your party.
Ap Anim :Raises the Darkness Element Parameter of your party.

>>>>>>>>Strengthening Spells: Parameters
Ap Corv :Raises your Physical Attack Parameter.
Ap Vorv :Raises your Physical Defense Parameter.
Ap Torv :Raises your Physical Accuracy Parameter.
Ap Do :Raises your Speed.
Ap Corma:Raises your Magical Attack Parameter.
Ap Vorma:Raises your Magical Defense Parameter.
Ap Torma:Raises your Magical Accuracy Parameter.

>>>>>>>>Weakening Spells: Elements
Dek Ruem :Lowers the Water Element Parameter of your target and its surrounding area.
Dek Ganz :Lowers the Earth Element Parameter of your target and its surrounding area.
Dek Juka :Lowers the Wood Element Parameter of your target and its surrounding area.
Dek Vakz :Lowers the Fire Element Parameter of your target and its surrounding area.
Dek Raio :Lowers the Thunder Element Parameter of your target and its surrounding area.
Dek Anim :Lowers the Darkness Element Parameter of your target and its surrounding area.

>>>>>>>>Weakening Spells: Parameters
Dek Corv :Lowers target's Physical Attack Parameter.
Dek Vorv :Lowers target's Physical Defense Parameter.
Dek Torv :Lowers target's Physical Accuracy Parameter.
Dek Do :Lowers target's Speed.
Dek Corma:Lowers your Magical Attack Parameter.
Dek Vorma:Lowers your Magical Defense Parameter.
Dek Torma:Lowers your Magical Accuracy Parameter.

>>>>>>>>Weakening Spells: Curses and Status Change
Duk Lei oison Target, HP decreases with time.
Maj Lei :Curse Target, SP decreases with time.
Mumyn Lei :Sleep Target.
Suvi Lei aralyze Target.
Ranki Lei :Confuse Target.

>>>>>>>>Healing Spells
Repth:Heals 150 HP [Target]
Ol Repth:Heals 400 HP [Target]
La Repth:Heals 150 HP [ Area ]
Phal Repth:Heals all HP [ Area ]

Rip Maen :Revives target from a ghost(Resurrect)
Rip Teyn :Cures a target from Poison,Paralysis,Dek Do and decrease in physical status.
Rip Synk :Cures a target from Curse,Sleep,Confusion,Charm and decrease in magical status.
Rig Saem :Restores HP with time
Rig Geam :Restores SP with time(faster)

>>>>>>>>Offensive Spellsne Target
Vak Kruz :[Level 1][Magic][Fire ][Converge]
Rue Kruz :[Level 1][Magic][Water ][Converge]
Gan Kruz :[Level 1][Magic][Earth ][Converge]
Juk Kruz :[Level 1][Magic][Wood ][Converge]
Rai Kruz :[Level 1][Magic][Thunder ][Converge]
Ani Kruz :[Level 1][Magic][Darkness][Converge]

MeAni Kruz :[Level 2][Magic][Darkness][Converge]
GiRue Kruz :[Level 2][Magic][Water ][Converge]
MeGan Kruz :[Level 2][Magic][Earth ][Converge]
RaJuk Kruz :[Level 2][Magic][Wood ][Converge]
BiVak Kruz :[Level 2][Magic][Fire ][Converge]
GiRai Kruz :[Level 2][Magic][Thunder ][Converge]

>>>>>>>>Offensive Spellsne Area rop
Vak Don :[Level 1][Magic][Fire ][Drop ]
Rue Don :[Level 1][Magic][Water ][Drop ]
Gan Don :[Level 1][Magic][Earth ][Drop ]
Juk Don :[Level 1][Magic][Wood ][Drop ]
Rai Don :[Level 1][Magic][Thunder ][Drop ]
Ani Don :[Level 1][Magic][Darkness][Drop ]

GiGan Don :[Level 2][Magic][Earth ][Drop ]

>>>>>>>>Offensive Spellsne Area :Tornado
Vak Rom :[Level 1][Magic][Fire ][Tornado ]
Rue Rom :[Level 1][Magic][Water ][Tornado ]
Gan Rom :[Level 1][Magic][Earth ][Tornado ]
Juk Rom :[Level 1][Magic][Wood ][Tornado ]
Rai Rom :[Level 1][Magic][Thunder ][Tornado ]
Ani Rom :[Level 1][Magic][Darkness][Tornado ]

BiVak Rom :[Level 2][Magic][Fire ][Tornado ]
GiRai Rom :[Level 2][Magic][Thunder ][Tornado ]
MeGan Rom :[Level 2][Magic][Earth ][Tornado ]
RaJuk Rom :[Level 2][Magic][Wood ][Tornado ]

>>>>>>>>Offensive Spellsne Area :Raise
Vak Zot :[Level 1][Magic][Fire ][Raise ]
Rue Zot :[Level 1][Magic][Water ][Raise ]
Gan Zot :[Level 1][Magic][Earth ][Raise ]
Juk Zot :[Level 1][Magic][Wood ][Raise ]
Rai Zot :[Level 1][Magic][Thunder ][Raise ]
Ani Zot :[Level 1][Magic][Darkness][Raise ]

RaJuk Zot :[Level 2][Magic][Wood ][Raise ]
BiVak Zot :[Level 2][Magic][Fire ][Raise ]
GiRai Zot :[Level 2][Magic][Thunder ][Raise ]
MeGan Zot :[Level 2][Magic][Earth ][Raise ]
MeAni Zot :[Level 2][Magic][Darkness][Raise ]
MaRue Zot :[Level 2][Magic][Water ][Raise ]

>>>>>>>>Summon Spells
Yarthkins :[Level 1][Magic][Earth ][Summon ]
Vulcan Ch :[Level 2][Magic][Fire ][Summon ]

>>>>>>>>Twin Blade Skillsne Target
Saber Dance:[Level 1][Physical][None ][Dance ]
Dark Dance:[Level 1][Physical][Darkness][Dance ]
Thunder Dance:[Level 1][Physical][Thunder ][Dance ]
Orchid Dance:[Level 1][Physical][Wood ][Dance ]
Flame Dance:[Level 1][Physical][Fire ][Dance ]

Twin Darkness:[Level 2][Physical][Darkness][Twin ]
Lightning Rage:[Level 2][Physical][Thunder ][Twin ]
Gale of Swords:[Level 2][Physical][Wood ][Twin ]
Twin Dragons :[Level 2][Physical][Fire ][Twin ]

Staccatto :[Level 1][Physical][None ]

>>>>>>>>Twin Blade Skillsne Area
Tiger Claws :[Level 1][Physical][None ]

Swirling Dark :[Level 2][Physical][Darkness]
Thunder Coil :[Level 2][Physical][Thunder ]
Splinter Slash:[Level 2][Physical][Wood ]
Blazing Wheel :[Level 2][Physical][Fire ]

>>>>>>>>Heavy Blade Skillsne Target
Death Bringer:[Level 1][Physical][None ][2H Sword]
Calamity :[Level 1][Physical][None ][2H Sword]

Sohgasho :[Level 1][Physical][None ][Katana ]

Gan Smash :[Level 2][Physical][Earth ][2H Sword]
Vak Smash :[Level 2][Physical][Fire ][2H Sword]
Juk Smash :[Level 2][Physical][Wood ][2H Sword]

Gan Drive :[Level 2][Physical][Earth ][2H Sword]
Vak Drive :[Level 2][Physical][Fire ][2H Sword]
Juk Drive :[Level 2][Physical][Wood ][2H Sword]

Kannon :[Level 2][Physical][Fire ][Katana ]
Rairaku :[Level 2][Physical][Thunder ][Katana ]

>>>>>>>>Heavy Blade Skillsne Area
Hayabusa :[Level 1][Physical][None ][Katana ]

Danku :[Level 2][Physical][Earth ][Katana ]
Karin :[Level 2][Physical][Fire ][Katana ]
Hirameki :[Level 2][Physical][Wood ][Katana ]
Raijin :[Level 2][Physical][Thunder ][Katana ]

>>>>>>>>Heavy Axeman Skillsne Target

>>>>>>>>Heavy Axeman Skillsne Area
Brandish :[Level 1][Physical][None ]Range increases with level.
Axel Pain :[Level 1][Physical][None ]Attack around you.
Triple Wield:[Level 1][Physical][None ]Attack sideways.

Rai Break :[Level 2][Physical][Thunder ]
Rai Tornado :[Level 2][Physical][Thunder ]
Ani Break :[Level 2][Physical][Darkness ]
Rue Tornado :[Level 2][Physical][Water ]
Gan Basher :[Level 2][Physical][Earth ]

>>>>>>>>Blademaster Skillsne Target
Vak Slash :[Level 2][Physical][Fire ]
Rue Slash :[Level 2][Physical][Water ]
Gan Slash :[Level 2][Physical][Earth ]
>>>>>>>>Blademaster Skillsne Area
Revolver :[Level 1][Physical][None ]
Crack Beat :[Level 1][Physical][None ]

Gan Revolver:[Level 2][Physical][Earth ]
Vak Revolver:[Level 2][Physical][Fire ]

Vak Crack :[Level 2][Physical][Fire ]
Ani Crack :[Level 2][Physical][Darkness ]

>>>>>>>>Long Arm Skillsne Target
Triple Doom :[Level 1][Physical][None ]

Rue Doom :[Level 2][Physical][Water ]

>>>>>>>>Long Arm Skillsne Area
Repulse Cage:[Level 1][Physical][None ]
Double Sweep:[Level 1][Physical][None ]Range increases with level.

Juk Repulse :[Level 2][Physical][Wood ]
Vak Repulse :[Level 2][Physical][Fire ]
Rue Repulse :[Level 2][Physical][Water ]
Rai Repulse :[Level 2][Physical][Thunder ]

Juk Wipe :[Level 2][Physical][Wood ]Range increases with level.

Subaru posted:

Defensive spells:
Ap Ruem:Water shield:7 sp
Ap Ganz:Earth shield:9 sp
Ap Juka:Wood shield:6 sp
Ap Vakz:Fire shield:10 sp
Ap Raio:Thunder shield:11 sp
Ap Anim Darkness shield:12 sp
Dek Ruem:lower shield:7 sp
Dek Ganz:lower shield:9 sp
Dek Juka:Lower shield:6 sp
Dek Vakz:lower shield:10 sp
Dek Raio:lower shield: 11 sp
Dek Anim:lower shield:12 sp


Offensive spells (drop):
Level 1 all 3 sp: minimum damage
Vak Don:Fire magic-15 damage
Rue Don:Water magic-16 damage
Gan Don:Earth magic-14 damage
Juk don:Wood magic-18 damage
Rai Don:Thunder magic-19 damage
Ani Don Darkness magic-21 damage

Level 2:
GiGan Don:Earth magic:5 sp

(Tornado) Level 1 6 sp each

Vak Rom:Fire magic
Rue Rom:Water magic
Gan Rom:Earth magic
Juk Rom:Wood Magic
Rai Rom:Thunder magic
Ani Rom: Darkness magic

Level 2 9 sp each:

BiVak Rom:Fire magic
GiRai Rom:Thunder magic
MeGan Rom:Earth magic
RaJuk Rom:Wood magic


Healing spells:

Repth:I50 hp:10 sp(target)
Ol Repth:400 hp:20 sp(Target)
La Repth:150 hp:10 sp(Area)
Phal Repth:Heals all HP:30 sp(Area)

50 sp each

Rip Maen:Resurrect
Rip Teyn:All status back to normal
Rip Synk:All magic effects on a person wear off
Rig Saem:Hp recovers in time
Rig Geam:Sp recovers in time

NOTE:
All level 1 wavemasters will start out with 30 sp and 3 spell,Ap&Dek Juka&Juk Don,and can earn more sp by leveling up.You can also find spell books in chests and buy spell scrolls in Carmina Gadilica.

 

15. Glossary (to be defined)

ability

 

skill

 

spell

 

ooc

 

IRL

 

PC

 

gate out

 

log out

 

Demon

 

Angel

 

Chaos Gate

 

Heavy Blade

 

Heal

 

Ether

 

Elixir

 

Light Heal

 

Light Ether

 

Light Elixir

 

Full Heal

 

Full Ether

 

Full Elixir

 

Antidote

 

Petrify

 

Blind

 

Restore Sight

 

Soft

 

Remedy Bottle

 

dungeon

 

server

 

IM

 

GP

 

EP

 

SP

 

HP

 

exp

 

post

 

do not enter

 

Mod

 

Knight

 

Crimsin Knight