Post by Jace Beleren on Dec 6, 2007 6:02:53 GMT -5
Troop Information
I will explain in detail everything the troops can do, failure to read this will result in confusing battles, so it is advised that you spend at least half an hour understanding the new features we have brought to you in this RPG.
Stage One
Classes?
You may ask what a class truly is, and rightfully so too.
Classes are usually deprived from the weapons used by a race, so for instance, you may buy a unit that’s class is a Fox/Swordsmen. This means only that the unit race is a fox, and their weapon is a sword.
Some units have different classes however, like Clerics, below will be a list of all the existing classes and an explanation on what they are.
Clerics – Clerics can wield one of two weapons, the first is a hand spear, and the second most popular option is a large double handed staff.
Swordsmen – Swordsmen carry swords, obviously.
Spearmen – Spearmen carry spears.
Archers – Archers carry bows and arrows, crossbowmen carry crossbows.
Grenadiers – Grenadiers carry a total of 10 grenades, once these 10 have been thrown, they result in using a dagger to fight with.
Mages – Mages attack with weak energy blasts, preferably sent by the tip of a staff or wooden pole.
Samurai – Samurai’s fight with Katana’s.
Cavalry – Cavalry are spearmen on horseback, cavalry may use a sword as a secondary weapon if you want.
Axemen – Axemen fight with Axes, pick-Axemen fight with Pick axes.
Remember, every class is different, and in this RPG there is no such thing as strategic counter-parts, meaning, a sword does not counter a spearmen unit, nor does cavalry beat swordsmen. Results/deaths are all recorded and given based of the attacks via each rper, and the battle mod then decides which unit was played better.
Stage Two
Magic?
Yes, each unit has magical abilities, some spells may confuse you, and i’d like to sit down and write everyone out, but that would be extremely difficult, all you need to know, is that every ability and spell does exactly what it states, there are no hidden meanings, no confusing combo’s you can create, a spell that deals direct damage deals direct damage, it’s not an auto-kill, it’s an auto-hit without the killing part.
Battles are both statistically based and rp based, stats mean everything because it determines how powerful your character is, yet without the rp side, regardless of your stats, you will always fail to ever produce strong magical attacks.
Every Race has a specific goal, i’ll explain 2 races and their abilities, and you should figure out how every race is different to the others, Kithkin Samurai. The Kithkin’s main ability results in bonuses, they power each other up, so the more units you have the better you’ll be, the other race is Kitsune Clerics. These units do no boost each other up, yet they do have a lot of magical/healing spells, so having a variety between their swordsmen and healers would make a good team.
Every race is designed to be unique, yet in tune with the characters race abilities, so goblin shamans do have a lot of mages as units, the Kithkin do have the majority of warrior units, and so on so forth.
Stage Three
Units?
Usually on RP sites, you buy troops and create huge armies, well that’s not possible as such, you may build massive armies, yet you can never join two units together, so if you have 5 basic Kithkin Cavalry units, they will always be 5 individual units, rather then just 1 big one, to make this easier on you, when buying troops, just put 1 unit and then use (x5) to state how many of those units you have.
We have done this so that the spells and abilities do not get merged, and so that it’s easier for the admins to moderate the battles.
This may be updated, an announcement will state if it is, along with a note on where to find the new added context, this will save you the bother of re-reading the entire thing.
Thank You for reading
Jace Beleren
I will explain in detail everything the troops can do, failure to read this will result in confusing battles, so it is advised that you spend at least half an hour understanding the new features we have brought to you in this RPG.
Stage One
Classes?
You may ask what a class truly is, and rightfully so too.
Classes are usually deprived from the weapons used by a race, so for instance, you may buy a unit that’s class is a Fox/Swordsmen. This means only that the unit race is a fox, and their weapon is a sword.
Some units have different classes however, like Clerics, below will be a list of all the existing classes and an explanation on what they are.
Clerics – Clerics can wield one of two weapons, the first is a hand spear, and the second most popular option is a large double handed staff.
Swordsmen – Swordsmen carry swords, obviously.
Spearmen – Spearmen carry spears.
Archers – Archers carry bows and arrows, crossbowmen carry crossbows.
Grenadiers – Grenadiers carry a total of 10 grenades, once these 10 have been thrown, they result in using a dagger to fight with.
Mages – Mages attack with weak energy blasts, preferably sent by the tip of a staff or wooden pole.
Samurai – Samurai’s fight with Katana’s.
Cavalry – Cavalry are spearmen on horseback, cavalry may use a sword as a secondary weapon if you want.
Axemen – Axemen fight with Axes, pick-Axemen fight with Pick axes.
Remember, every class is different, and in this RPG there is no such thing as strategic counter-parts, meaning, a sword does not counter a spearmen unit, nor does cavalry beat swordsmen. Results/deaths are all recorded and given based of the attacks via each rper, and the battle mod then decides which unit was played better.
Stage Two
Magic?
Yes, each unit has magical abilities, some spells may confuse you, and i’d like to sit down and write everyone out, but that would be extremely difficult, all you need to know, is that every ability and spell does exactly what it states, there are no hidden meanings, no confusing combo’s you can create, a spell that deals direct damage deals direct damage, it’s not an auto-kill, it’s an auto-hit without the killing part.
Battles are both statistically based and rp based, stats mean everything because it determines how powerful your character is, yet without the rp side, regardless of your stats, you will always fail to ever produce strong magical attacks.
Every Race has a specific goal, i’ll explain 2 races and their abilities, and you should figure out how every race is different to the others, Kithkin Samurai. The Kithkin’s main ability results in bonuses, they power each other up, so the more units you have the better you’ll be, the other race is Kitsune Clerics. These units do no boost each other up, yet they do have a lot of magical/healing spells, so having a variety between their swordsmen and healers would make a good team.
Every race is designed to be unique, yet in tune with the characters race abilities, so goblin shamans do have a lot of mages as units, the Kithkin do have the majority of warrior units, and so on so forth.
Stage Three
Units?
Usually on RP sites, you buy troops and create huge armies, well that’s not possible as such, you may build massive armies, yet you can never join two units together, so if you have 5 basic Kithkin Cavalry units, they will always be 5 individual units, rather then just 1 big one, to make this easier on you, when buying troops, just put 1 unit and then use (x5) to state how many of those units you have.
We have done this so that the spells and abilities do not get merged, and so that it’s easier for the admins to moderate the battles.
This may be updated, an announcement will state if it is, along with a note on where to find the new added context, this will save you the bother of re-reading the entire thing.
Thank You for reading
Jace Beleren