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Enhancers:

An enhancer is a weapon, item, or form of armor that either adds to attack, defense,
or various other statistics during a battle or some form of attempt to kill someone,
poison someone, kidnap someone, etc.

An enhancer can do many things. Let's go through the list of ones available here
at RoEM.

Attack:
Adds to the total damage of an attack.

Defense: Subtracts from total damage dealt to you.

Perception: Increases total perception.

Stealth: Decreases opponent's perception.

HT... Defense : Subtracts from total damage done to you on an HT hit... (HTK,
HTP, etc.)
for specified match type.

HT... Attack Adds to total damage against HT...( HTK, HTP, etc.) for specified match
type.

Rezz Roll: Adds to the total roll for a rezz.

Heal Roll: Adds to the total roll for a heal.


Usage of Enhancers An assassin, bounty hunter, poisoner, thief, slaver, etc.
may use four enhancers plus
one elemental) at one time to perform their "action".
The assailant must state his enhancers (and elemental if applicable)
in the OOC
call. You may NOT use any enhancers besides the ones
(4 at most...+1 elemental) that you stated before hand.

Enhancer Regs

Enclosed in the enhancer receipt is an enhancer registration number.
You NEED this number in order to use the enhancer. You still need
to hold onto your receipt.

Costs:

+/-1
Attack
Defense
Perception
Stealth
HT Defense
HT Damage
Rezz Roll
+/-1
1,000
1,000
1,000
1,000
1,000
1,000
1,000
+/-2
2,000
2,000
5,000
5,000
2,000
2,000
2,000
+/-3
3,000
3,000
N/A
N/A
5,000
5,000
3,000
+/-4
4,000
4,000
N/A
N/A
N/A
N/A
4,000
+/-5
5,000
5,000
N/A
N/A
N/A
N/A
5,000

 

 

 

 

 

 

 

 

About Elementals

Elementals are the highest reward possible in RoEM. They are as the name suggests,
an elemental that adds damage to attacks or subtracts from attacks to you...or
even adds to your healing/rezzing capabilities. The elements, and this is not
a complete listing, are: Fire, Ice, Wind, Water, Earth, Lightning, Dark,
Holy, things of that nature. Elementals can only be rewarded by the
Head of Forum (HoF), and are only awarded to those have done
above and beyond their call of duty.

There are two particular types, offense and defense. An offense
enhancer is the easier. When doing an attack on someone,
you roll your forum dice... let's say... 4d90, and you roll 30
damage. But! You're using your elemental, so you then roll it.
In this case, 2d10. So, you roll 2d10 and you get a 9 and a 1.
That's 10 damage added onto your attack. So you just did 40 damage.
Now, on the defensive end of it, you defend against an attack with your
elemental, i.e. RP it, then roll 2d10. Say you roll 1 and 9 again, that's
10 damage subtracted from that attack. Or say you're doing a rezz
or heal on someone and you roll a 20...but, you roll the elemental
and roll a 9 and 1...so it totals to 30. People can only have one
elemental, offense , defense, or clerical so choose wisely.

Also note, once you request an enhancer and a receipt for it is
sent to you, NEVER LOSE IT! This receipt is proof that you
bought the enhancer, and own the enhancer.

 

Spell Enhancers:

Mage enhancers are done by spells and used strictly for this means. 
These are all for spell damage, dice rolls, and the like. Mages
are a class unlike any other.

Offensive Spell:
This particular enhancer boosts one offensive
spell. +1 - +5.

Defensive Spell: This would be the same thing as the offensive
spell one. It boosts one defensive spell.

Spell Success Roll: Hate when you break out the level
10 spell only to lose the success roll? This enhancer adds to your
success roll... +3 max.

Magic Defense: This is what I like to call a great enhancer.
This defends you automatically against all offensive spells.

 

 

 

 

 

 

 

 

 

 

 

 



+/-
Offensive Spell
Defensive Spell
Spell Success Roll
Magic Defense
+/-1
1,000
1,000
1,000
1,000
+/-2
2,000
2,000
2,000
2,000
+/-3
3,000
3,000
5,000
3,000
+/-4
4,000
4,000
N/A
4,000
+/-5
5,000
5,000
N/A
5,000