This RTD has no storyline. You just murder each other. No storyline, AND YES THERE IS A MAP DRAIGNEAN - just slaughter. Most importantly, YOU get to choose and create the race, weapon(s), and armor of your character. All I do is approve it, or say no if it looks to be too powerful. And no storyline.
Definitely no storyline. Hehehe.
You'll run around the map, slaughtering enemies, bosses, and other players. You'll gain experience, grow stronger, and repeat! Here are some words I'll scream at you a lot. It'll help to know what they mean.
Parry - To parry an attack is to push it away with a weapon or shield. Not as safe as blocking, but it has an advantage...
Riposte - A special attack that can be performed after a successful parry, that is an almost guaranteed critical hit!
Stagger - Staggering happens when you or an enemy is hit by a powerful attack from a heavy weapon. Your next attack will have diminished accuracy when staggered, and you'll have a penalty to parrying and blocking.
Catalyst - A wand, staff, orb or talisman used to cast spells. The better the catalyst, the better the spell.
PvP - Player versus player.
PvE - Player(s) versus enemies.
PvB - Player versus boss.
PvAT - Player versus all three!
Anyways, that's about it for the words. Next, let's cover the 5 zones of the map - PvP, PvE, PvB, PvAT, and the middle ground.
Middle ground - The middle ground is, unsurprisingly, in the middle of the map. A town, a smithy, and a shop lie in it. It is separated by an uncrossable river with 3 bridges. It is generally the safest area, and it is where players go to buy, sell, and upgrade their stuffs. NPCs are found commonly here.
PvP area - A mostly empty area filled with tall grasses, the PvP area is usually the second safest place when you're there alone. However, when you're in there with another player, it's open season on you, so they might try to murder you and take your stuffs. NPCs are uncommon here, and will usually act like another player and try to murder your ass.
PvE area - This area is rather dangerous, as it's filled with enemies that will try to kill you. A massive battle between guards and a horde of monsters takes place here, and the guards will attack you on sight if you attack another player or NPC.
PvB area - Huge and deadly monsters reside here, leading hordes of their minions in a desperate attempt to invade the Middle ground. This area is very dangerous, and has only a scattering of NPCs.
PvAT area - This is a cross between all of the other areas - enemies and bosses reside here, and an evil magic compels those who enter to kill each other. A dark secret lies deep inside...
Finally, there's only one more important mechanic you should know - leveling up. When you level up, you get to increase one stat of your choice (except luck), and your EXP meter resets to 0. The amount of EXP required to level up gets exponentially larger as you progress, to help make PvP less unfair.
This is a really open-ended game, so the rules are rather bendable by those who want to bend them. Have fun!
STR(ength) - Affects damage output with falchions, clubs, axes, spears, short swords, halberds, maces, flails, morningstars, mauls, katanas, pikes, scimitars, and warhammers. Basically all melee weapons that aren't daggers.
DEX(terity) - Affects damage output with bows, daggers, light shields, falchions, katanas, scimitars, long knives, short swords, slings, and crossbows. Also adds to movement and dodging rolls.
INT(elligence) - Affects magic damage and resistance for the better.
END(urance) - Affects damage output with most blunt weapons, axes, and spear-type weapons. Also increases physical and elemental defense, and shield effectivity.
VIT(ality) - Affects your health.
L(uck) - Cannot be leveled up. Starts at 1. Increases item find chance.
Swords - Benefit from STR and DEX damagewise. Swords are slower than knives but faster than axes and blunt weapons, making them okay for all situations. Two handed greatswords can stagger your foes, leaving them open for a follow-up attack. Swords are all 1-handed except for greatswords, but can be wielded with 2 hands for improved accuracy.
Blunt weapons - Hammers and clubs benefit from STR and END, and are effective against heavy armor. However, they are the slowest of all weapons, making them hard for you to parry with, as well as easy for your enemies to parry. Two-handed blunt weapons can stagger your foes, leaving them open for a follow-up attack. War hammers are two handed, while axes and clubs can be wielded with either one or two hands. Greataxes, a variant of axe, are two handed.
Daggers and short swords - These weapons benefit only from DEX, making them considerably less powerful than most other weapons. However, they make up for their lower damage with higher speed, giving the user attack priority. They are easy for you to parry with and hard for enemies to parry. They are 1-handed.
Bows and crossbows - These weapons benefit from DEX alone, and cannot parry. They have range over all other weapons, though, making them useful for those not comfortable with close combat. They come with 100 arrows or bolts, so that's also cool. Bows have higher range and accuracy while crossbows have better damage and perform well against armor. They are 2 handed.
Spears, Halberds and Pikes - Spears, halberds and pikes benefit from STR and END. They have reach over most other weapons. Spears have medium accuracy and damage, the shortest range of all spear type weapons (about that of a greatsword), are good at piercing armor, and weigh the least of all the spear type weapons. They are 1-handed. Pikes are essentially longer spears - they weigh more and have reduced accuracy, but have almost twice the range. They are 2 handed. Halberds are heavy and just a little longer than spears, but can stagger opponents with their axe like head, making them more versatile. They are 1 handed, but can be wielded much more effectively with 2 hands. All spear type weapons are easily parried, but can also parry well.
Light shields - Benefit from END and DEX. They deal minimal damage, but can block attacks, potentially saving your life. Light shields parry very well, but are not as effective at blocking damage.
Heavy shields - Benefit from END alone. They deal minimal damage, but can block attacks, potentially saving your life. Heavy shields can stagger opponents with a hit, and block almost all damage. They are rather terrible at parrying, however.
Catalysts - Catalysts don't actually deal damage, rather they channel damaging spells. Their effectiveness depends on INT. They can take the shape of a wand, which is the lightest of all catalysts, a staff, which can parry attacks, a spell tome, which might give a random bonus or penalty to a spell, a talisman, which buffs the users INT, or an orb, which increases the power of light and dark spells.
Miscellaneous - Want another weapon type? Go ahead and make it, and I'll approve it if it's balanced!
Headgear - Caps, helms, and masks. Helms have higher weight but provide the most protection, which scales with your END and STR. Caps have less weight, and scale with your DEX and STR. Masks provide the least protection, but give a magic bonus that scales with your INT.
Chestgear - Chestgear includes breastplates, hauberks, robes, and mail shirts. Breastplates have higher weight but provide the most protection, which scales with your END and STR. Hauberks have less weight, and scale with your DEX and STR. Masks provide the least protection, but give a magic bonus that scales with your INT (like all robes, right?). Mail shirts penalize your DEX and END, but can be worn under all other chest armor.
Headgear - Greaves, leggings, and rune pajamas. Greaves have higher weight but provide the most protection, which scales with your END and STR. Leggings have less weight, and scale with your DEX and STR. Rune pajamas provide the least protection, but give a magic bonus that scales with your INT.
Footwear - Boots. They give non-scaling protection.
Accessories - Rings, capes, and necklaces. All of these can give bonuses to your stats, give you unique abilities, or do some other crazy stuff. Inert accessories can be enchanted at the blacksmith's forge. The power of said enchantments increase with your INT.
DON'T MAKE IT TOO POWERFUL. The whole point of this game is to get stronger, and it's hard to do that when you're already the strongest possible character. Don't create a weapon type that summons invincible unicorns with laser eyes that follow your bidding - that's just unfair.
Also, when you die, feel free to jump right back in with either a new character or the same one. Perma-death is frustrating.
Steps in creating a character
1. Choose a name.
2. Choose a race and a racial bonus. It can be the same race as another player. The racial bonus must be approved by me, so don't make it "+11111 to all stats lol"
3. Do some cosmetic stuffs. Background and appearance. Purely optional.
4. Distribute 8 stat points between STR, DEX, END, INT, and VIT. Mages would do best to level up INT, while warriors would do well with higher STR.
5. Choose your weapon. It can be any one of the listed weapons, or one you create. Allocate 3 points into either it's power, speed, or accuracy, and put your allocations after it in parentheses (+1 power, +1 speed, +1 accuracy). If it is a catalyst, skip this step. If your weapon is made up, give it a short description.
6. Choose one enchanted ring. Give it a basic enchantment of your choice (for instance, +1 fire damage). It must be relatively weak.
7. Choose one spell and give it an element. This is your starting spell. It must be damaging.
8. If you skipped step 5, choose one catalyst. If it a wand, staff, or spell tome, allocate 1 point into fire, water, earth, air, light, dark, life, or death magic (+1 fire). If is an orb, allocate 2 points into light and dark magic (+2 light). Give yourself a second spell that does
9. Create an active ability for your character. It can do anything from temporarily increase your stats or buff your magic or defense to damage enemies and give all of your attacks bonus elemental damage. DON'T MAKE IT TOO POWERFUL.
10. Create a passive ability for your character.
Character sheet template
Name:
Race:
Appearance (optional):
Background (optional):
Head:
Chest:
Legs:
Feet:
Cloak:
Necklace:
Ring 1:
Ring 2:
Weapon (right hand):
Weapon (left hand):
Inventory:
EXP 0/100
STR: With modifiers (without modifiers)
DEX: With modifiers (without modifiers)
END: With modifiers (without modifiers)
INT: With modifiers (without modifiers)
VIT: With modifiers (without modifiers)
L:
Active ability:
Passive ability:
Err, yeah. That's about it.
Level 1 - 0 EXP to reach
Level 2 - 100 EXP, +1 stat point
Level 3 - 150 EXP, +1 stat point
Level 4 - 250 EXP, +1 stat point
5 - 350, +1
6 - 450, +2
7 - 600, +1
8 - 750, +1
9 - 1000, +2
10 - 1250, +2
11 - 1500, +1
12 - 2000, +2
13 - 2400, +3
14 - 2850, +2
15 - 3200, +2
16 - 3500, +3
17 - 3900, +2
18 - 4400, +3
19 - 5000, +3
20 - 6000, +4
Above 20 - 6000, +1
please join or I swear I will die