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Rules & Role-Playing Guide



Here you will find the many different rules of the Universe: right and responsibilities, consequences and advice. And perhaps one of the most helpful things you'll read: the guide to Role-Playing in the Universe. If you have any questions, ask!


The Universal Constitution


Preamble:

The Universe as an empire has come into being from a long line of guilds and clans of warriors (hereafter referred to as RPGs). The leader of this empire has studied carefully the methods of leadership of other RPGs and has made ethical decisions based on those methods. Therefore, the leader holds these truths to be self-evident:







  1. No member may be evicted from the Universe for a mere argument with the leader. A member must have failed to conform to the code of conduct in order to be removed.

  2. The Universe is an inset-guild system. The inset-guild system allows for a much greater depth of role-play than the previous guilds. In this system, members are allowed to create their own guilds and allow members to join. The rules of these guilds in terms of member acceptance may vary, but it remains that their fighting system and code of conduct are in alignment with the Universe.

  3. There must be an effort to minimize leader bias; therefore, there will be no initial Power Level (hereafter referred to as PL) test, since this increases the bias towards new members. Instead members shall start with a base PL of 1,000,000.

  4. To further minimize bias, the Transformation Levels are no longer decided by the leader. Instead, members may choose to upgrade themselves to the next transformation level whenever they so desire; doing so causes their PL to double in capacity. However, there are only four levels.

  5. The PL boosts given by trainings must be legitimate and rational. They should not be radical in maximizing boosts or minimizing them.

  6. Members may join and role play with other RPGs, but they may not use the same fights or training in both guilds. Furthermore, members should not forget about the Universe and only RP in other placed if they wish to remain a member of the Universe.


The Universe was opened with those decisions at heart, and those rules have never changed; they have made the Universe much more fair than previous Guilds. As the Universe has evolved, the rules have changed and evolved to match the new ages... but the beliefs set out above will remain at the heart of the Universe. Now, on to the other rules.

Article I:Code of Conduct
Article II: Guilds and Guild Leadership
Article II: The Councils
Article IV: Guide to Role-Playing in the Universe
General RP Information
The Path of the Warrior
The Path of the Mage


Article I: Code of Conduct

  1. There is to be no disrespect for the person behind the character in the Universe. This is a game and a community, meant to be fun and friendly. There is no need for threats, insults, or any other means of injuring someone’s feelings.

  2. Patience is a necessary aspect of respect. The leader is constantly busy with a good deal of work, and will eventually update everything. Do not pester the leader to update, as this will cause your update to be scaled down in importance and possibly deleted.

  3. No dual characters (i.e., no two Gokus or Vegetas) will be allowed in the Universe; also, "multis", or those who secretly join as more than one different character, are strictly prohibited. Members are to have only one character.

  4. No hacking, or threats thereof, is allowed in the Universe.

  5. Tournaments are a serious, official time; therefore, it is necessary that members behave and compromise while in the Angelus Maximus.

  6. The conversation and language should be decent in the Universe areas. This is not a rule held as strictly as the others, but nonetheless, it is important.

  7. Participation is vital in this RPG, and it is imperative that all members remain active if they wish to retain their membership. The limit of inactivity (not role playing, fighting, or conversing in RP chats) is one month. Members will then be given a warning for two weeks, before being removed from the RPG. Members may only join the Universe twice. If you are kicked out twice you will not be allowed back in.

Article II: Guilds and Guild Leadership

  1. Any member who has at least attained the rank of Warrior is eligible to start their own warrior guild within the Universe. To do so they must found a home on a separate planet (make a separate website). The guild can function in any way the leader so desires, but it must adhere to the rules set out by the Universe; and, of course, it must follow the role play guidelines. The guild MUST be recognized by the Universe as official to be counted as a guild.

  2. Guild leaders will be responsible for updating their site constantly, using the member and update information from the Universe website.

  3. Each guild may set up its own store by purchasing the rights from Angelus. See the Angelus Market for details.

  4. ALL member wages will be paid to each guild in the form of 10,000 zeni as a weekly guild salary. Any members wishing to be paid must join a guild willing to pay them.

  5. Joining a guild is mandatory; any member without a guild for a month will be kicked out as if they had been inactive for a month, unless it has been agreed with the leader.

Article III: The Councils

  1. There will be two Councils: the Magi Council and the Council of Guilds. They will be responsible for running RP and sagas for their separate (or combined) section of the Universe.

  2. The Council of Guilds will be made up of one leader from each official Guild. That means there could be as many Seats as there are Gilds. The Guild will discuss matters concerning it and will vote on any ideas it wants to go ahead with. Unless it concerns Universe rules on RP, they do not need Imperator approval.

  3. The Magi Council works in somewhat a similar way, but there are only six Seats in total; one Seat for each Robe: Fire, Earth, Air, Water, Light, and Shadow. The Master Mage of each Robe has one Seat on the Magi Council.

  4. The two Councils DO have some say over RP rules within the Universe. If a new rule or method of role-play is introduced to the Universe, each Council must vote on it within its own halls. The Council of Guilds requires a 75% positive vote to support the rule. The Magi Council must have a majority vote (4 out of 6 when the Council is full). Each Council has 26% of the final vote, and the Imperator alone has the other 48%.

Article IV: Role-Playing in the Universe:

This is the largest part of the Rules page. Here I will attempt to teach you quickly the ways and ways-not of the Universe. First I will give you general information about the world of role play, then I will branch off into two different sections: the Warrior section and the Mage section.


General RP Information

The Universe is an RPG dedicated to Anime and Fantasy Role-Playing. The RPG's largest influence is the anime Dragonball Z, which has in the past proven to work very effectively for SIM role-playing.

The Universe is set in an alternate reality, centered around the planet Angelus (capital of the Universe empire), but there are many other planets to visit, explore, and conquer. You as an RPer have virtually complete freedom to explore the bounds of role play, you just have to follow the rules mentioned earlier and the ones that will come after this. As a member of the Universe, you can fight, RP, write stories, meet friends, enter a relationship, make yourself rich, or work for political power. The choice is yours.

Locations
The Universe is "played" in AOL/AIM Chat Rooms, in certain areas we set aside for RPing. Each different chat room counts as a "location" of a certain planet. For example, on the planet Angelus, there are different areas, such as the "Angelus Forest" or the "Angelus PGR" (Public Gravity Room). You must enter these chats with your character to role play in that location. Obviously, characters can only be in one place at one time. Therefore, you cannot RP your character in two separate locations - or fight in two separate locations - until you have RPed that your character has traveled to another location. Any fight that with characters in the wrong location will be disqualified. (If you have already traveled and are waiting for your RP to be updated, then you can fight and it will count).

Characters
The Universe accepts characters from all sorts of Anime, Video Games, Fantasy Novels, and other RPGs, as well as original characters. The only thing we don't allow is two of the same character. Oh, and no gods. We don't like gods here.

Joining Options
Upon joining the Universe, you immediately have a few choices to make. The first and most important choice is which Class you want to go into. You may choose either Warrior or Mage. The RP differences between them are huge. More information on those differences will be below. Depending on which Class you will choose, you will have to choose or create Special Abilities; either Ki Attacks or Spells. For more information on these visit the
Special (Ki) Abilities page or the Mage Guild page.

Fighting Styles
The Universe is host to three different fighting styles, or RP options. As a member, you can only RP two of these options. The three options are:

  1. DSIM (Dynamic Spontaneous Interactive Manipulation) - Warriors only.
  2. TB (Turn-Based) - Magi only.
  3. PDSIM (Paragraph DSIM) - A combination of the first two styles. This style is optional, for those elite RPers who want to take RPing to the next level of insanity.

This is the major difference between the two classes. DSIM is a speed-based fighting style, and TB uses paragraph fighting to further its storylines. The in-depth RP rules for the separate systems will be discussed later.

Money
Everyone in the Universe has a chance to earn and spend money. You need money to buy different items, like ships with which you can travel to different planets. In order to earn money, Warriors need to join Guilds. The leaders of the Guilds will receive money which they can then pay to their members... if they want to. Magi will also receive money from their respective Master.

Death and Erasure
It is possible for your character to die in the Universe. If this happens, your spirit is separated from your body and travels to Kaio's Realm, the Dimension of the Dead. In Kaio's Realm, you can still RP as usual, but without your items (they are physical and you are not) and without interacting with living characters. However, you can communicate with them by means of telekinesis; by "thinking" words at them, you can speak with them. If you are in a fight with another dead character, and you die again, you are officially "erased." This means that your soul has passed on to the NEXT Dimension, and cannot be recalled to the Dimension of the Living. When you are erased, your character is extinguished from the Universe. Remember, it is possible to teleport (if you have the ability) to Kaio's Realm... but doing so will automatically kill you.

RP Sessions
Regardless of which path you choose to go down upon joining, there are three types of "sessions" you can RP as a member of the Universe.

Fight Points
Again, both Classes gain Fight Points for winning battles and lose Fight Points for losing battles. These Fight Points gain you ranks if you earn enough of them - see the Ranks page for more information on the ranks. For a win, you earn 2 FP. For a loss, you lose 1 FP. For a tie or a halt, both fighters earn 1 FP.

The Path of the Warrior:

If you choose to become a Warrior, you will be fighting with the DSIM fighting style. Here is an example of how it will work:

1/a (Kalax)launches off the ground at Chillion, his fists raised and ready to attack
2/a (Chillion) spins to the left of his approaching opponent to quickly dodge the attack
3/a (Kalax) phases into the air suddenly
4/a (Kalax) appears in the air behind him, fists clenched together in front of himself
5/a (Chillion) turns to face him, a look of surprise on his face
6/a (Kalax) rams the fists down onto his face, sending him spiralling towards the ground
7/a (Kalax) flips quickly to the ground, his feet touching down gently
8/a (Chillion) flips around in the air to send himself towards Kalax
9/a (Chillion) nails a kick to his jaw as he approaches him
10/a (Kalax) launches into the air above his head
11/a (Chillion) lands on his feet swiftly
12/a (Kalax) spins around behind his opponent's back, grabbing his arm as he flies, and kicks his spine once he's done

There you have a short example of a fight. Now I will deconstruct this fight to show you the rules. But before I go on, I need to discuss one fundamental aspect to understanding how DSIM works:

Power Level
Each Warrior, just like in DBZ, has a Power Level, or a PL. Every figher starts off with a basic 1,000,000 PL. As you take damage in training and fights, your PL will increase; it just depends on how badly you were beaten up during your training or fight. Over time, your PL will increase to 25,000,000, and then to something more radical, like 500,000,000 or even 1,000,000,000. That depends on how much time and effort you put into training.

The more PL you have, the more strength AND endurance you have over your opponents. During fights and training, when you are injured, your PL will decrease; your PL can reach all the way down to 0, and then you will be out of power. If you are continually attacked beyond 0, or hit with a Ki Attack at that strength, you will be killed. Alright, got that? Good.

There are two kinds of attacks you can use during a spar: physical attacks and special abilities. Special abilities can range from Ki beams, to status attacks, to Ki shields. Really, there are countless different types to use in a fight.

Hitting your Opponent with a Physical Attack
Physical attacks can be punches, kicks, chops, grabs, headbutts, or anything you could think of that is "physical." Yes, even biting or tearing hear. To do so you simply have to type in an attack like you see above. However, there is one problem with actually SCORING a hit against your opponent: the Universe uses a method of hitting called "sealing." This means that in order for the hit to succeed, you need to "seal" the action by doing some other action before your opponent has a chance to block, dodge, reverse, or counter-attack. For example, in lines 6-7 of the fight above, Kalax was able to hit Chillion AND seal the hit by flipping to the ground. However, in lines 9-11 of the fight, Chillion attempts to kick Kalax in the jaw - unfortunately for him, he wasn't able to seal the attack before Kalax launched upwards into the air. This means that Kalax scored one hit and Chillion did not.

Physical Damage
When a character is hit with a physical attack, they sustain physical damage and their PL drains slightly. Of course, it all depends on how much PL you have, and how much your opponent has. All damage is counted by PL ratios.

Let's take the above as an example again. Let's assume both fighters - Kalax and Chillion - have PLs of 5,000,000. This means that their PL ratio is 1:1, and they will both give and receive 1x damage. As we know, Kalax has managed to HIT Chillion with a physical attack; since he does 1x damage, Chillion will lose 1% of his total PL. Now, until Chillion heals, his PL has been lowered to 4,950,000. So as the fight progresses, both characters will begin to lose PL as they are dealt damage. If either PL drops to 0, that character will pass out from lack of energy, and they will automatically lose the fight.

The complicated addition to fighting, however, is when you are facing an opponent that is either much stronger or much weaker than you. For example, say Kalax' PL was 10,000,000 while Chillion's PL was 5,000,000. This would make the PL ratio 2:1, in favour of Kalax (his PL is twice as high as Chillion's). So in the above fight, Kalax would have dealth 2% damage to Chillion with the physical attack. So after being hit by Kalax, Chillion's PL would be lowered to 4,800,000. He has lost 2% of his PL, and will continue to do so with each hit.

Now suppose the roles are reversed, and the PL ratio is 2:1 in favour of Chillion. Kalax, who has a PL of 5,000,000 can only do 0.5% damage, because his PL is half of Chillion's. So after being hit by Kalax, Chillion's PL would be lowered to 9,950,000 (which, you'll note, is the same amount lost when both fighters were doing 1x damage).

One last complication in this respect. Suppose now, that the fighters' PLs aren't close to any sort of simple ratio. For example, say Kalax' was 125,753,984 PL, and Chillion's was 33,752,000. That of course, is a MASSIVE gap between the fighters. Far more than a ratio of 2:1, so the handicap will be huge. In fact, the Ratio is almost 4:1, so Kalax will do 4x damage, or knock off 4% of Chillion's PL with every hit. In reverse, Chillion will only be able to take off 0.25% of Kalax' PL with every hit. What does this mean? IT IS NEARLY IMPOSSIBLE FOR WEAK FIGHTERS TO DEFEAT STRONG ONES! So don't expect to win your first few fights. You won't.

If you are confused by this, give yourself time to train and get used to it. You don't need to keep complete concentration on the amount of PL lost - that's for updaters to concentrate on.

Phasing
As you can see from the above example, in lines 3-4 Kalax used a technique called "phasing." Phasing is a term used to explain a brief burst of immense speed that causes your character to move as if in a blur. Note that phasing requires two actions; first, the disappearance, and then the reappearance. Also, the amount of energy used to phase is quite significant, so you will lose 1% of your PL every time you phase.

/a (Kalax) charges a ki blast and launches it at Chillion
/a (Kalax) nails him in the chest with it)

Special Attacks and Ki
That was a special attack. "Ki" is a term used to describe Spirit Energy. All Warriors are gifted with Spirit Energy, but they all have different levels of it, and that determines their strength. (In fact, Power Levels are the numerical weight of your strength in Spirit Energy. Your PL is your Ki). Warrior are able to channel and manipulate their Ki into different forms of Attacks, ranging from Ki blasts to spherical shields that enshroud their user. Ki attacks are very fun to use, but get tiring if they are the only attack used in fights.

The generic Special Attack is the Ki Blast, which is a simple ball of Ki shot from the palm of a fighter. It is a very weak ball, but there are many other types of attacks you can use. Another few common DBZ moves are Kamehameha, Final Flash, Destructo Disc, and so on and so on. The generic Ki Blast will do as much damage as a physical attack: 1% of a fighter's PL.

Note, for actual beam and other harmful attacks, there are three levels of difficulty and damage. Let's take Kamehameha, Final Flash, and one of my own attacks, Tsunami Wave. Kamehameha is a Lvl. One attack, and therefore it will only take one action to "charge." Final Flash would take two actions, and Tsunami Wave would take three. Each special attack does 'X' percentage more damage than it takes to charge the attack. 'X' is double the number of actions required to charge. So if you charge a Kamehameha for one action, since it is Lvl. 1, it will do 2% damage to your opponent's PL. After charing Final Flash (two actions) it would do 4% damage. Tsunami Wave? 6%. (Besides, it is liquid fire and would bore a hole through whatever it hits).

So Ki beams do double damage, basically. However, you can further charge the beams to do more damage. If you charge the beam for double the amount of actions required, the damage will increase by 50%. This means that a Kamehameha would take two actions to charge, Final Flash, four actions, and Tsunami Wave, six actions. They would do 3%, 5.5%, and 9% respectively.

For information on other Special Attacks, visit the Special Attacks page.

Finishing Attacks
As opposed to having normal Ki attacks and special Ki attacks, each Warrior has one "Finisher" that either does an incredible amount of damage, or ensures a kill. Finishers are charged in the same way as a special Ki blast is charged, by slowly powering up Ki over several turns. The difference between a normal Ki blast and a Finisher is that Finishers take ten (10) turns to charge. Because of the high power infused into a finisher, this actually drains 25% of the user's PL, but causes 50% damage to an opponent. Now, that may not be a one-hit kill, but it is DEFINITELY a strong blast.

However, Finishers should really be divided into two categories. The first are normal beams or attacks that will cause the said 50% damage. The second category involves Finishers that will automatically deal a death blow, due to its nature. For instance, Kalax' "Lionheart" finisher is an automatic-death Finisher. When he uses Lionheart, he charges Ki into his blade (named Lionheart), and stuns the opponent with a blow. Then, he slices through the opponent multiple times, cutting the opponent into small pieces (and each time an explosion occurs because of the Ki). Finally, once the opponent is sliced and diced, he launches a blast from the sword that obliterates the pieces. (for a visual image of this, imagine Squall's "Lionheart" from FF8 or Trunks' "murder of Frieza" from DBZ).

There is one difference between hitting an opponent with a Ki beam and hitting an opponent with a Finisher. When using a Finisher, you only have to hit an opponent once to seal the attack. With that done, you enter into a "thematic" sequence, where if the Finisher has been sealed, the user may describe in gory detail what the Finisher does to an opponent. We must be melodramatic people. Got it? Good. Destroy those enemies...

Learning New Special Attacks Warriors begin with their three basic special attacks, but of course, they can learn others; it simply takes some effort. There are two parts to succesfully learning a new attack. First, a Warrior must gather enough experience points (EXP) by doing Generic RP Sessions. Second, they must RP the creation of their move, or the learning of a certain move known by another member.

Gaining and Spending Experience Points Experience Points, in essence, grade how much intellectual experience a Warrior has in making decisions on a field other than battle. The more thoughtful, detailed decisions (or, the more thoughtful, detailed role-plays you accomplish) the more EXP will be gained, and faster. Depending on the level of the ability you want to learn, you will have to spend more EXP. The chart below shows you what you need to earn before learning a move:

Ki Attacks
Level One Attacks: 15,000 EXP required
Level Two Attacks: 30,000 EXP required
Level Three Attacks: 60,000 EXP required

Status Attacks: 50,000 EXP required
Status Ki Attacks: 100,000 EXP required
Defensive Abilities: 25,000 EXP required
Temporary Character Improvement: 75,000 EXP required
Miscellaneous Abilities: varies
Extra-Requirement Attacks: 150,000 EXP required

With enough experience points to learn an ability, a member must either create a completely new, unique move for themselves, or they must learn from another. Doing both takes some skill, and if done impromperly, will be useless, so it would be wise to get training in this.

Moding
Take another look at line 12 in the example spar. That looks a little sketchy doesn't it? Well it does to me. Right there is a splendid example of what is called a "mode" or a "mod." Moding is, simply put, cheating. Mostly moding only happens in fights, but there are several different ways a mode can occur.

  1. 1. Using less than five (5) words per action.
  2. 2. Using two actions per line (modifiers are fine) or more.
  3. 3. Using items or attacks you don't have.
  4. 4. Disregarding, or "voiding" any hits to you.
  5. 5. Using the same training session repeatedly.

Any moding that is caught (and we'll catch it all) is automatically nullified from the RP. If you mode more than three times during a fight, you automatically lose.

The Path of the Mage:

The Path of the Mage is completely separate from that of the Warrior. If you become a Mage, expect to have little contact with the Warriors, and almost no sparring matches at all. The Magi will combat using the TB fighting style. In case you don't know what that is, here is a short example:

John: John raises his hands into the air slowly, his lips moving faintly as he summons the enchantment for a Fireball. As he mutters the words, he spreads his hands to each side above his head, allowing a bright glowing ball to being forming in between. As the ball grows, beads of sweat drip down his face and off his chin, splashing onto the ground. When ready, the Mage shouts and launches the ball at his opponent.
*John rolls 1 100-sided dice: 51* Hit, 1,500 damage.
Damien: Reels back from the direct hit, the hair on his skin singed and his skin itself black with pain. But he was not finished in this fight, for he began to summon his own spell, this time the Dark Fireball. For this attack he did not raise his arms above his head as if to prepare for the regular Fireball, instead placing them in front of his chest, looking down into the dark ball that began to form. When it was prepared, he launched it at his opponent with a swing of the arms.
*Damien rolls 1 100-sided dice: 94* Hit. 1,750 HP Damage.

As you can see, the fighting style is a bit different, ranging from the paragraph style actions, to more different motions and attacks being made per action, to having Referees judge the fight, to having... yes, that's right: HP.

Hit Points and Magic Points
The Path of the Mage uses completely different Stats to score fighting. Those four stats are HP, MP, STR, and SPD.

Hit Points (HP): This simply denotes how much life power you have left. In a way it works like PL, except that it doesn't affect your strength in any way. You earn more HP by leveling up. Maximum HP: 9999.

Magic Points (MP): This stat is the maximum spell usage you have. You MP also as you level up, and they denote how many spells you can use until you have replenished your MP. If at 0 MP, you cannot cast anymore spells (you also can't cast anymore if you have less MP than your least 'expensive' spell costs.) Maximum MP: 999.

So as you can see, the Mage fighting system can get quite complicated, and no spells do a set amount of damage like with the Warriors; the ability of each Mage is constantly changing based on how much they train, fight, and gain EXP. I will explain EXP shortly. But first...

The Beginning of the Path
Magi have a much more difficult time in getting their character started than a Warrior would. Even though both Warriors and Magi have an uphill battle to become one of the strongest, the Path of the Mage is arguably much harder. The reason for this is that Magi start out with NO magic spells. They must cultivate their abilities by doing peaceful training -whether it be solo or with others - until they have enough EXP to earn spells. Be careful though! Magi can only use miscellaneous magical abilities in training, not in spars. The only magic allowed in spars are strict spells. So until the point where a Mage has learned a few Lvl. 1 spells, spars will be very difficult to win; especially against an experienced Mage. Once a Mage begins learning spells, things become much easier, and they will be able to spar with ease.

Gaining Mage Ranks and Spells
Magi start off with the ability to learn their five first level spells. They must learn them one at a time. But once they have learned those, they have to level up to gain more. But be warned - Magi must level up in RANK, not EXP, to earn these spells. Each Mage begins as a Novice of a certain Robe. To see this sort of leveling up is done, visit the Ranks page.

However, there is one exception to this Ranking system. As you can see, it takes 100 FP to become a Master Mage. But a Master Mage is required of each Robe for the Magi Council to function properly. Therefore, if there is no Master, but at least one Mage in a specific Robe, that Mage is the temporary Master. This changes if there is a second Mage in the Robe that has more FP than.

Let's say, for example, that Damien is the first Mage in the Shadow Robe. He is automatically the Master of Shadow. But then a new member, Shinjin, joins the Shadow Robe. In order to remain Master, Damien must have more FP than Shinjin. If Shinjin surpasses Damien, then Shinjin becomes the new Master of Shadow. It works the same way with all Robes.

In order to learn new spells, first you must move up in the Mage Ranks as outlined above. In the Novice rank, you are able to learn five spells. In the Accepted rank, four spells. It continues like this until the Master rank, where you are able to learn one, ultimate spell.

Experience Points and Leveling Up
You can gain experience by simply role-playing in a storyline for EXP. All you do is log your roleplay, and post it in the correct location on the forums where it will be graded, and experience points will be distributed accordingly. Almost anything can be submitted as a storyline; however, be wary that storylines are graded on their originality and excitement. If the roleplay has no depth, you probably won't get a the kind of grade that you want, thus, less experience. A good way to get experience points is to make your storylines epic, and with some good twists that EVERYONE in your storyline will enjoy. Not only will you have fun, but you'll be rewarded.

In order to participate in these kind of battles, you must first either set up a storyline or join someone elses; this particular system is exclusively for Storyline Roleplay only, so doing random battles all day is a no-no. The difficulty of the SL determines the strength of your enemies. The difficulty levels range from Easy, Normal, Hard, to Very Hard, which will be explained later on. You may fight however many battles that you want, just be warned that too many could spell trouble for you or your party –– you don't gain experience for losing.

Storyline Difficulties
Ah, the storyline difficulties. These are mainly used when a person wants to quest for a rare item, and also determine the strength of the enemies. As stated above, the difficulties are divided into four classes: Easy, Normal, Hard, and Very Hard. If you are preparing to quest for an extremely rare item or skill, you would set the difficulty setting for "Very Hard". You may play in any quest, no matter what your experience level; however, it is recommended that your character is at least strong enough to complete the quest. Below, I will give you a small chart explaining the mechanics of each difficulty setting.

Easy No limitations to how many battles or how weak the enemies are.
Normal Must consist of medium leveled enemies. Must have at least 3 battles for a valid item/skill quest.
Hard Must consist of high leveled enemies only. Must have at least 5 battles for a valid item/skill quest. All enemy levels must range between 75 and 84, must have an HP of at least 1500, and at least attack in parties of 3 -- no less.
Very Hard The hardest difficulty available. There must be at least 5 battles for a valid item/skill quest. All enemy levels must range between 85 and 99, must have an HP of at least 2000, and at least attack in parties of 3 -- no less.

The EXP Chart
Well, now you know HOW to gain experience points. But what do they do for you? Well, when you earn enough, your character levels up to the next experience level. How much EXP you need to level up depends on your current level (this system is very much like any Final Fantasy game you have played before, so it should be relatively simple.) Here is the chart, so that you are able to calculate your EXP, level, and attack damage.

Level Experience Dice
Base Level 0 EXP D20
Level 01 100 EXP D40
Level 02 300 EXP D45
Level 03 500 EXP D50
Level 04 700 EXP D55
Level 05 900 EXP D60
Level 06 1,100 EXP D65
Level 07 1,300 EXP D70
Level 08 1,500 EXP D80
Level 09 1,700 EXP D90
Level 10 1,900 EXP D100
Level 11 2,100 EXP D110
Level 12 2,400 EXP D120
Level 13 2,700 EXP D130
Level 14 3,100 EXP D140
Level 15 3,500 EXP D150
Level 16 3,900 XP D160
Level 17 4,400 XP D170
Level 18 5,000 XP D180
Level 19 5,500 XP D190
Level 20 6,000 XP D200
Level 21 9,000 XP D210
Level 22 10,000 XP D220
Level 23 11,000 XP D230
Level 24 12,000 XP D240
Level 25 13,000 XP D250
Level 26 14,000 XP D260
Level 27 15,000 XP D270
Level 28 16,000 XP D280
Level 29 17,000 XP D290
Level 30 18,000 XP D300
Level 31 19,000 XP D310
Level 32 20,000 XP D320
Level 33 22,000 XP D330
Level 34 24,000 XP D340
Level 35 26,000 XP D350
Level 36 28,000 XP D360
Level 37 30,000 XP D370
Level 38 33,000 XP D380
Level 39 36,000 XP D390
Level 40 39,000 XP D400
Level 41 44,000 XP D410
Level 42 48,000 XP D420
Level 43 52,000 XP D430
Level 44 56,000 XP D440
Level 45 60,000 XP D450
Level 46 64,000 XP D460
Level 47 68,000 XP D470
Level 48 72,000 XP D480
Level 49 76,000 XP D490
Level 50 80,000 XP D500
Level 51 84,000 XP D510
Level 52 88,000 XP D520
Level 53 92,000 XP D530
Level 54 96,000 XP D540
Level 55 100,000 XP D550
Level 56 120,000 XP D560
Level 57 140,000 XP D570
Level 58 160,000 XP D580
Level 59 180,000 XP D590
Level 60 200,000 XP D600
Level 61 220,000 XP D610
Level 62 240,000 XP D620
Level 63 260,000 XP D630
Level 64 280,000 XP D640
Level 65 300,000 XP D650
Level 66 325,000 XP D660
Level 67 350,000 XP D670
Level 68 375,000 XP D680
Level 69 400,000 XP D690
Level 70 425,000 XP D700
Level 71 450,000 XP D710
Level 72 475,000 PX D720
Level 73 500,000 XP D730
Level 74 525,000 XP D740
Level 75 550,000 XP D750
Level 76 575,000 XP D760
Level 77 600,000 XP D770
Level 78 625,000 XP D780
Level 79 650,000 XP D790
Level 80 675,000 XP D800
Level 81 700,000 XP D810
Level 82 725,000 XP D820
Level 83 750,000 XP D830
Level 84 775,000 XP D840
Level 85 800,000 XP D850
Level 86 825,000 XP D860
Level 87 850,000 XP D870
Level 88 875,000 XP D880
Level 89 900,000 XP D890
Level 90 950,000 XP D900
Level 91 1,000,000 XP D910
Level 92 1,200,000 XP D920
Level 93 1,400,000 XP D930
Level 94 1,600,000 XP D940
Level 95 1,800,000 XP D950
Level 96 2,000,000 XP D960
Level 97 2,200,000 XP D970
Level 98 2,400,000 XP D980
Level 99 2,600,000 XP D990
Level 100 3,000,000 XP D999

The Mage Spar
There is one way, and one way only for a Mage to enter into a spar. They must meet another Mage through an RP session (which must be posted in Paragraph style on the boards). Then, once they have met up, they may enter the official chat at whichever location they are at. Once this is done, a spar commences.

Starting with the Mage who has the higher level, the Magi will begin taking turns attacking, dodging, defending, summoning spells, and casting spells. They may take as long as they need and use as much or as little detail as they want, but they cannot go out of turn order. There are two things that need to be discussed about spars so that Magi know how to attack properly. First, how damage is calculated.

Determining Damage
All attacks in this system are used with a single die (in example: 1DXXX). According to your level, you roll a specific number of sides to determine how much damage that you inflict. For instance; let us say that you're level 60, which would give you an attack power of 1D600 The number of sides that you roll is direct damage, so if you roll a 350 out of D600, your damage is just 350. It's just that easy. Also, if you have a weapon equipped, you state how much attack power that it adds on to your own.

Magic and Summoning (Damage)
Alright, the concept of this is quite simple. All you will have to do is type out your attack/spell, state how much Magic Points that it consumes, what the name of the spell is, and then roll your spells dice. Each spell as a minimum amount of damage it does, varified by the dice number. This is the minimum damage. After rolling your dice, you add on your roll to the minimum for your full damage.

Hybrid Robes
If you think you're limited to one Robe, well - you're wrong! In fact, all Magi have the ability to dabble in magic that isn't from their natural Robe, giving them the ower to use some of that magic. However, dabbling in magic from other Robes is permanently harmful to the Mage, causing him to be unable to learn any new spells from his own Robe. Here are the specifics:

As all Magi know, they are allowed only fifteen spells (5 from Lvl. 1, 4 from Lvl. 2, and so on until 1 from Lvl. 5). At any level that a Mage reaches, they may begin dabbling with the magic of another Robe. ONE OTHER ROBE! No more. Once they learn a single spell from another Robe, they become permanently unable to learn any spells from their own Robe of a level higher than they have already achieved.

Furthermore, even if a Mage has Mastered their Robe and earned their level 5 spell, they cannot then learn a level 5 spell from another Robe. If you become a Hybrid Mage, you can only learn up to the level 4 spells from your second Robe. However! There is one more bonus you can achieve by becoming a Hybrid Mage: for each level you have previously attained (in your first Robe, then your second) you may actually create completely unique Hybrid spells, which use the magical powers of both Robes. You may only have one Hybrid spell from each level.