A Combat Situation, is any situation within the game that forces you to attack enemies or defend yourself from assault. This is how you gain Experience, and will constitute a generous portion of the game.
There are 5 Statistics which effect a Character's Abilities, below are details concerning these Stats effects in Combat Situations.
- Strength: Sometimes displayed as STR, Strength is the physical might of your character, used to determine if you can lift heavy objects, and shows how much damage you do to an opponent.
- Affinity: Sometimes displayed as AFF, Affinity is how well your mind and body takes to familiar combat styles and terrain. This affects how effective your spells are against enemies, as well as how efficient your special moves and physical attacks are.
- Speed: Sometimes displayed as SPD, Speed is both the physical movement speed of your character, and their ability to react.
- Versatility: Sometimes displayed as VER, Versatility is how well your mind and body takes to unfamiliar combat styles or unfamiliar terrain. This will affect attacks and defensive maneuvers you perform in unfavorable conditions.
- Intelligence: Sometimes displayed as INT, Intelligence is your mental acuity, and affects planned and precisious combat maneuvers.
There are multiple types of Dice Rolls, each one using a different set of sided dice.
- Initative Roll: At the start of a thread, you roll a D20 to decide the posting order (highest roll first, lowest roll last).
- Combat Movement Roll: Roll a D20 at the start of combat. This roll determines who's Attack takes priority, and is paired with your SPD for the final result. The final result is known as Combat Speed
- Attack Roll: A roll to decide the damage your Attack (or your opponent's Attack) will do if it connects. This uses on D20 and one D10. The D20 result will be added to your STR to determine your damage output, while the D10 result will be added to your AFF to determine how hard it will be to block your Attack. Critical AFF rolls can only be blocked by another Critical AFF roll. (A Critical roll is considered as the highest roll on the die being rolled)
- Precision Roll: If you wish to perform a planned out Attack, or precision strike, then you must roll one D20 and up to two D10's. The D20 is added to STR for damage, while the D10 is added to INT for precision AND damage bonus, and if your INT Roll is less than 7, then the plan/precision strike fails and the strike is treated as a normal Attack Roll. Roll a second D10 to determine your AFF or VER value for a regular Attack.
- Spell Roll: A roll to decide the damage and success of your spell, you roll one D20, and one D10. The D20's result will be added to your AFF to show how much damage it will do, and the D10's result will be added to your INT to show how difficult your spell is to block.
- Skill Roll: A roll to decide the damage and success of an Attack Skill, you roll one D20 and up to two D10's. The D20 is added to STR for damage, while the first D10 is added to AFF to see how hard it is to block. If there is a precision maneuver involved, the second D10 is added to INT. Regardless of Recoil Roll, a blocked Skill will always do at least 20% of the damage rolled.
- Defense Roll: This decides only if your parry or block of a physical attack will be successful by rolling a D10. This roll's result will be added to your AFF if you use the same Weapon Class as your opponent or to your VER if you use a different Weapon Class, and will be compared to your opponent's AFF Roll. If you defend with your hands against a weapon you may only parry, and any roll less than 7 results in a failure.
- Recoil Roll: You will be allowed to roll a D20 up to two times, to determine if your successful block or parry results in damage to you. If the highest roll added to your STR is more than your opponent's STR for an Attack Roll, then you do not recieve any recoil damage, and they flinch. If your roll is lower, then you recieve damage equal to the difference between the rolls. If the rolls are equal, no damage is done, and no flinching occurs.
- Barrier Roll: This decides if your attempts to block a spell are successful. If you are blocking a spell or skill with a magical barrier then you only roll one D20 and one D10. the D20 is added to AFF, while the D10 is added to INT, and compared to your opponent's Spell Roll. Considered as attempting to literally cancel your opponent's Spell, your final total must equal or exceed your enemy's.
- Deflect Roll: This decides if your attempts to block a spell are successful. If you are trying to deflect a spell or skill with your weapon or shield, then you roll one D20, and two D10's. The D20 is added to STR and compared to their AFF Roll. the first D10 is added to SPD and compared to their INT Roll, and the second D10 is added to VER. If your VER Roll is below 6, you get one more attempt to push back with a D10 roll. If this roll is also below 6, your deflection fails.
- Dodge Roll: This roll decides how your attempt to avoid an Attack will fare. Roll a D20 and add the result to your SPD. If your final result is higher than your opponent's Combat Speed (See Movement Roll) then you successfully avoid the Attack.
To roll a die, you need only click the button in the Quick Reply or Full Reply box that displays a single six sided die. This will prompt a display that says "Insert Die" followed by "Range: D20. 1-20 (D20) is the default die you roll with this button, but if you change the D20 to a D10 when the prompt comes up, the range will change and you will only roll a D10. When the Range is set to D20 it will roll a red die, when it is set to D10 the die will be green.
- Damage: The sum of your STR and your Attack Roll's D20 score. Determines how much HP your opponent loses.
- Force: The sum of your AFF or VER and your Attack or Defense Roll's D10 score. Determines how hard it is to block your attack, or how successful your Block attempt is.
- Accuracy: The sum of your INT and your Precision Roll's D10 score. Determines how close to your target the attack comes.
- Attack: An attempt to deal Damage.
- Combat Speed: The sum of your SPD and Combat Movement Roll.
- Block: An attempt to stop an Attack from causing damage.
- Parry: An attempt to redirect an Attack.
- Recoil: Damage caused when a successful Block or Parry did not have enough Force.
- Flinch: A reaction to taking Damage, causes you to lose -1 Combat Speed on their next roll.
- Dodge: An attempt to avoid an Attack.
- Barrier: An attempt to block a spell or skill.
- Deflect: An attempt to redirect a spell or skill.
- Combat Speed: The sum of your SPD and Combat Movement Roll.