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Stats, an overview.

 

Atk – Attack.
Atk is your basic melee damage. It cannot be preformed from range, but doesn’t take any energy to use.

The formlua for damage is (Your Atk – Half Their Armour = Final damage done)

This means that if your opponent has 20 armour and you have 20 atk, then you will do them 10 damage. You begin with 2atk.


HP – Hit Points.
Hit points, or Health Points. You get +1 hitpoint for every point you invest in this stat. When attacked, your hit-points will fall, when you reach 0, you are dead and can no longer play. You recover HP in much the same way as energy. You can regenerate one HP per turn, Two if you have over 10 bonuses, 3 if you have over 20, and so on. You begin with 10HP.

Armour.
Armour is basically, defence. Two armour is equal to one less damage taken when hit. Unless you really want to go into half-damages, damage rounds up. (Opponents 20 atk vs. your 19 armour = 11 damage taken)

If you have a dice, you can roll for defence. Maybe you’re being attacked, but you just happen to have with you a six-sided dice. You can pick up the dice, guess a random number (One to six, of course), say it out loud and then you throw as hard as you can into a obscure corner of the room, (Well, maybe not quite like that) If it lands on the number you picked, then the attackers damage only does half the damage they would have previously done. Or, each armour blocks one whole point of damage, instead of only half a point. You can roll criticals on atk this way too.

Energy.
Energy is basically, if you’ve played games like World of Warcraft, mana. You can expend five energy points to heal yourself for half of your max HP, or you can use two energy to fire off a magic attack. You regenerate one energy point per turn up to your max.

You gain one extra regeneration point at 10-19, and this means two energy regenerated per turn., three at 20-29, and so on. (See why you’re gonna need the pen and paper, yet?) You begin with 10 energy. (Enough for two heals)

Magic.
Ahh, magic. Magic is a lot like atk, except that instead of doing one hitpoints worth of damage, it does two. Every attack with magic also consumes two energy points, once you have less than two energy points left you can’t fire magic anymore. Every 10 points invested into magic bonuses gives you an extra 1 HP-damage done, but means an extra 2 to energy points consumed.

You can attack at range with magic, but it consumes an extra energy point for every place between you and your opponent, you cannot range attack over mountains, but you can over water and small rocks.


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