First off: This is an attempt to take over Tomio's arena from
here. All the characters are carried over, but some features will be changed - additional spells, different creatures to fight, things like that. Since Tomio used his own system which wasn't published, I will narrate the fights using common sense and dice throws without any real cohesion. You won't have irrational fight results, that I can promise.
Also, my team will contiue participating, I guess you'll have to trust me not to cheat.
EQUIPMENTLeather Armor. +1 AGI
Leather leggings: 90
Leather armor: 150
Leather boots: 40
Leather cloak: 60
HYDRALEATHER Armor +4 AGI
Leggings: 300
Armor: 500
Boots: 150
Cloak: 200
DRAGONLEATHER, Armor +8 AGI, +3 ARMOR
Leggings: 600
Armor: 1000
Boots: 300
Cloak: 400
Equipment, armor, metal, copper. +1 ARMOR
Leggings: 75
Armor: 120
Boots: 40
Helmet: 50
Equipment, armor, metal, bronze. -1AGI, +3 ARMOR
Leggings: 100
Armor: 160
Boots: 60
Helmet: 80
Metal, iron, armor. -2 AGI, +4 ARMOR
Leggings: 150
Armor: 240
Boots: 90
Helmet: 120
STEEL, -2 AGI, +6 ARMOR
Leggings: 250
Armor: 400
Boots: 150
Helmet: 200
MITHRIL [DWARVES/KOBOLDS ONLY] +5 ARMOR
Leggings: 250
Armor: 400
Boots: 150
Helmet: 200
ADAMANTINE -3 AGI, +10 ARMOR
Leggings: 800
Armor: 1200
Boots:500
Helmet: 500
Shields
Wood: 50/35
Bronze: 100/70
Iron: 200/140
Steel: 400/280
Adamantium: 800/560
Shields count as heavy, bucklers as light armor. Bucklers can be worn with two-handed weapons as well..
RACESHUMANS
Assign 25 stat points
DWARVES (+1 STR, -1 AGI)
Assign 20 stat points
ELVES (-1 STR, +1 AGI)
Assign 20 stat points
KOBOLD (-1 STR, -1 AGI)
Assign 20 stat points, gain 75 bonus starting gold (Limited to ONCE a player) (Not one kobold, one time starting bonus.).
ORC (+3 STR, -3 AGI, default END is 6)
Assign 25 stat points, can't use ranged weapons
NIGHT CREATURESYou can't choose to be either of them. You can get infected in a fight or during special events.
WEREWOLF
Infected characters have a slight chance of transforming during a fight. The transformation yields +5 STR, AGI and END, but -10 INT, so this is extremely bad for wizards. All weapons and armor are dropped when transformed, and werewolves anything nearby. Werewolves have enhanced healing in both their normal and transformed state, so if they get injured (and NOT killed) during a fight, they recover for the next round without the usual helath penalty.
If your werewolf curse gets revealed in the arena, you need to forfeit half your winnings, because it is considered an illegal "move".
Cure is 500 gold, but optional of course.
VAMPIRE
Infected characters get a constant +5 boost to AGI, and +2 to END and STR. They can use weapons and armor without any problems. Vampires have a low chance to lose their self control at the sight of blood, and feed from an opponent during combat. This kills the opponent immediately, and restores the vampire's health, but results in the character's ban from the arena until he/she is cured, as vampires are generally shunned in society, and not allowed to compete in any way. Healing spells have a negative effect on them, but they have a natural healing factor. If they get injured (and NOT killed) during a fight, they recover for the next round without the usual helath penalty.
Cure is 1000 gold, also optional (but obviously recommended if the vampirism is discovered)
WEAPONSRANGEDCROSSBOW: ONLY BY DWARVES+KOBOLDS
Tiers: training (starter) -> hunting -> war -> masterwork
Bolts
Start the fight with 25 normal bolts unless they are bought otherwise by player.
+1 vs ARMOR
Can be poisoned* for better effects.
BOW: ONLY BY ELVES AND HUMANS
Tiers: hunting (starter) -> longbow -> composite -> masterwork
Arrows
Start fight with 25 normal arrows unless some are bought by the player.
Special arrows/bolts:
Enchanted arrows/bolts 100 gold for one battle (choose the element: freezing, poison, fire, lightning)
Explosive arrows/bolts 200 gold for one battle, high damage, but beware of critical fails
MELEE WEAPONSSTARTER-BRONZE-IRON/SILVER-STEEL- ADAMANTINEMace: STARTER: Up to slade ONE HANDED
Maul: STARTER: Up to slade. TWO HANDED
¼ Pike/spear: Up to Adamantine TWO HANDED
AXE: STARTER: Up to Adamantine ONE OR TWO HANDED
AGILITY
Dagger STARTER, Up to ADAMANTINE ONE HANDED
Sword STARTER, Up to ADAMANTINE ONE OR TWO HANDED
“Claws” STARTER, Up to ADAMANTINE TWO HANDED (They're "claws", like Wolverine, but attachable to your hands using metal plates. You can wear bucklers with these, but they count as that.)
Tiers: Starter (copper) -> bronze -> iron -> steel (mithril for dwarves and kobolds) -> adamantine/slade
CREATURES TO BE FOUGHT/BOUGHT
FERAL
WolfCanis lupus. Come on, you know it.
Reward: 25 coins
Buying: 100 coins
LionMajestic creature, quite deadly.
Reward: 50 Coins
Buying: 200 coins
TigerBigger, meaner than a lion.
Reward: 100 coins
Buying: 400 coins
Dire wolfThis got a boost, beacuse it's AWESOME. Basically a very-very big wolf.
Reward: 150 coins
Buying: 600 coins
BearThe biggest normal animal to fight. It's quite bigger than the rest, more durable, but considerably less agile than the big cats or the wolves. Due to its size, it can shrug off most projectiles.
200 gold
Buying: 1000 coins
NOTE: you can't buy any animal under this line
Giant EagleClassic dwarf-eating bird of prey. Very fast, quite high damage, but not durable at all, and easily overcome when brought to the ground. Bringing it to the ground, however, can prove difficult.
200 gold
Cave crocodileHuge, scaled underground beast with very thick skin and a strong bite. A bit on the slow side.
250 gold
Giant Cave SpiderA pretty fucking serious thing to even consider fighting, these are as big as bears, and much, much faster. They also have webbing and poison attacks, so this is only recommended for experienced teams.
400 gold
RocA legendary bird, known to all, and feared by most. This should definitely not be met without a really-really strong ranged team. Pure melee fighters have no chance at all.
2000 gold
DragonThe ultimate fight anybody could hope for. These beasts are gigantic, very strong, they breathe dragonfire, and have dangerous claws and jaws. Of course they can also attack with their tail. Facing a dragon is a death sentence for most.
5000 gold
SENTIENT
Kobold (DAGGER)Quite a wimp.
Reward: 40 coins
Kobold ShamanWeak spellcaster, with a few tricks up his sleeve.
Reward: 80 gold
Goblin (Lightly armed) Come on, it's a goblin.
Reward: 80 coins
Goblin WarleaderSome (but not full) iron armor, iron weapon, and the know-how to use it.
Reward: 200 coins
BatmanHe is vengeance. He is the night. He... is... Batman. (sorry, I can't not try that joke every time) They are about the same size and strenght as a goblin, but they don't have armor. In exchange, they can fly and are very quick.
Reward: 100 gold
Squad of antmenA single antman is nothing, but a whole bunch of them working together is no laughing matter. these fellows come in groups of five, each wielding a copper weapon, a shield and a helmet, but no more armor than that. You can't fight a single antman, that would not be entertaining for the crowd.
Reward: 120 gold
Human CutpurseLightly armed human, without any armor or training. He is still a perfectly capable human being with a sharp object in his hand, so not exactly harmless.
Reward: 80 gold
Human Man-At-ArmsSome mediocre armor, decent weapon and training. This guy is quite stronger than an average starting gladiator.
Reward: 140 gold
Human KnightVery well armored, strong fighter, although a bit on the slow side.
Reward: 250 gold
Human BerserkerHigh damage, low armor.
Reward: 150 gold
Human Gladiator ChampionRugged-looking fellow, NOT to be underestimated under any circumstances.
Reward: 500 gold
Human WizardWizards of the arena are at about the same level as a starting mage gladiator.
Reward: 100 gold
Human High WizardDangerous, well-trained mages with level 3 spells.
Reward: 300 gold
TrollTall, hairy humanoids. They are not exactly intelligent, but they are very sturdy, and can take quite a pounding.
Reward: 400 gold
OgreBig, strong and powerful enemies, but they are quite slow, so it may be possible to evade them. They are armed with primitve weapons (like clubs) at best, and not armored. Maybe still a little weaker than Took Took.
Reward: 500 gold
Ogre chiefthainMore or less the same as normal ogres, but they have a random iron two-handed weapon, and some minor armor, like a helmet, shinguard, tattered breastplate or something. About the same as Took Took.
Reward: 800 gold
MinotaurSmaller than an ogre, but equally strong and almost as durable. They typically wield axes, sometimes they have armor, and they are way more agile than ogres and trolls.
Reward: 1200 gold
CyclopsGigantic humanoids, twice the size of ogres. They are incredibly strong, and very hard to take down. They are slower than average, but not nearly as clumsy as ogres. They don't wear armor, as nobody could make it in their size, and even though they wield crude weapons (clubs, or even simply tree trunks), thanks to their strength, a single hit could all but the toughest gladiators.
Reward: 2000 gold
Bronze colossusHuge metallic humanoids, their bronze body is almost impossible to penetrate. They are definitely slow, but almost indestructible by conventional means. They don't have weapons, as they don't need them.
Reward: 3000 gold
WerewolfStrong as a troll, but much faster, these night creatures are feral and deadly. They have a
low chance to turn players into werewolves during a fight.
Reward: 1000 gold
VampireVampire form of a random sentient race. They have a
low chance to turn players into vampires during a fight. They are similar to their original race, so they have weapons and similar characteristics, but their agility is greatly increased (+5), plus they have a considerable endurance and strength bonus (+2 each) as well.
Reward: 1000 gold