Post by Chamomile on Nov 10, 2012 15:10:46 GMT -5
[cs=2][atrb=border,0,true][atrb=cellSpacing,10,true][STYLE=width: 450; text-align: center; font-family:georgia;text-transform: uppercase; font-size: 30px; letter-spacing: 1px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;]CHARACTERS AND COMBAT[/style] | |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]survival of the fittest[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] Now to create your character. Each Explorer of the Labyrinth is unique. While every character has their own personality and appearance, there are two other aspects that set them apart: Character Class and the Skills they learn. There are twenty-four character classes, each with their own set of Skills. Classes are broken up into three categories: Offense, Support and Healing. Some classes can be a combination of these three based on their Skills and role in combat. Offense Classes are combat oriented, and focus on dealing heavy damage to Monsters through physical attacks or magic. Support Classes use skills to strengthen party members, or weaken opposing enemies. Healing Classes heal party members of their injuries, even reviving them from unconsciousness. When exploring, at the very least, a party should have an Offense Class, as Support and Healing classes generally have low attack power, and low defense. However, as some classes combine these three categories, an Offense/Healer would be a great asset, as they can take the role of two different Classes. Skills are the special abilities that further differentiate characters from each other. Every Character starts out with 3 Level I Skills. This includes the necessary Mastery Skills, if applicable. The only way to get more Skills is to gain Experience through Quests and Missions, and then purchase them through the Shopping Section. Level I Skills are the cheapest, and Level IV skills are the most expensive. As such, Level I Skills are weaker than Level II, III, and IV Skills, but in terms of Attack Skills, they are much more useful than normal attacks. Because of their usefulness, Skills are limited in Quests and Missions, and each skill will take up Skill Points. Level I Skills take up 1 Skill Point, II take up 2 Skill Points, and so on. As Players run Quests on their own, they can choose the Skill Point Limit, or choose to remove Skill Points all together. Missions will always have a Skill Point Limit. Mastery Skills do not take up Skill Points. [/style] |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]skills and skill points[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] Skills are the special abilities that further differentiate characters from each other. Every Character starts out with 3 Level I Skills. This includes the necessary Mastery Skills, if applicable. The only way to get more Skills is to gain Experience through Quests and Missions, and then purchase them through the Shopping Section. Level I Skills are the cheapest, and Level IV skills are the most expensive. As such, Level I Skills are weaker than Level II, III, and IV Skills, but in terms of Attack Skills, they are much more useful than normal attacks. Because of their usefulness, Skills are limited in Quests and Missions, and each skill will take up Skill Points. Level I Skills take up 1 Skill Point, II take up 2 Skill Points, and so on. As Players run Quests on their own, they can choose the Skill Point Limit, or choose to remove Skill Points all together. Missions will always have a Skill Point Limit. Mastery Skills do not take up Skill Points. [/style] |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]combat[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] It is best to enter the Labyrinth with a group of explorers, as sometimes the number of monsters can get overwhelming for just one explorer. Therefore, one should seek other members when going out on a Quest, and especially on a Mission. Parties can consist of up to five players, so try to get a diverse bunch of classes in there. Another thing to note is the line system. An Exploration Party aligns themselves in a formation consisting of two lines, the front line and the back line. The front line is generally reserved for the main attackers, and the players that can take a few hits, as monsters tend to target front line players more often. Back line players are generally reserved for those with lower defense, and support classes. However, some classes that attack long ranged work well in the back row. Others are balanced enough to work fine in either row. Generally speaking, the players that you want to protect should be placed in the back row. Each row can have a maximum of three players, so in the end one row will have three players, and one will have two. Once in battle, each turn, an explorer can take one of five actions: Attack, Defend, Use a Skill, Use an Item, or try to Escape. Using a normal attack, while weaker than attack skills, does not cost skill points and can only target one enemy. Defending lessens the damage you may take from an attack. Skills cost skill points to use, but they usually offer great benefits. Using an item is pretty explanatory, but you can choose to use items on yourself or another party member. Escaping is an attempt to run away from the battle, but it may fail. If you succeed, the entire party can escape the fight. If a character is knocked unconscious, they cannot take their turn. [/style] |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]attack types[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] All attacks, physical and magical have an Attack Type associated with them. Physical attacks and Skills fall into Stab, Cut, and Bash, whereas Magic Skills will fall into Fire, Ice, and Volt. Stab attacks apply to anything that pierces the target, like arrows, bullets, spears, and rapier stabs. Cut attacks apply to anything that slashes at the target, like swords, axes, claws, katana, and whips. Bash attacks apply to weapons that bluntly hit the target like clubs, fists, tomes, and staves. Certain Monsters are weaker to certain physical attack types, but no one type trumps another. Skills sometimes vary from the general weapon attack type, and it will be stated on the Class page. Fire, Ice, and Volt magic are much the same in that no one type trumps another, but certain Monsters can be weak to one element and strong against another. Fire magic attacks enemies with flames, burning them to a crisp. Ice magic attacks enemies with snow and icicles, freezing them in their tracks. Volt magic attacks enemies with lighting and electricity, shocking them. Non-elemental magics generally have the Bash attack type rather than a fourth element. Weapons can be given elemental properties temporarily through the use of certain support skills and Oils from the Shop, and permanently through weapon upgrades. When enhanced with an element, the physical Attack Type stacks with the element. A Volt sword will deal damage as a Cut and Volt weapon. A Monster with a Volt weakness will be affected by this, and a Monster with a Cut weakness will be affected by this, both receiving more damage than usual. However, when hitting a Monster that is resistant to Volt with this weapon, damage will be reduced. The same goes for a Monster that is resistant to Cut. The only Attack Type that is actually overridden by this enhancement is that the basic category changes from Physical Attack to Elemental Attack, as the attack is now an Elemental Cut Attack. [/style] |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]weapons and equipment[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] Every Explorer begins with two important things, unless stated otherwise, a weapon of their choosing, and armor. The Weapons are limited by character class, whereas every class can wear armor. Armor can be heavy or light. It can be flavored however the wearer wants it to be flavored. Both Weapons and Armor are special in that they can be Upgraded with special effects, whether that be the ability to inflict status ailments, or resistance to certain types of attacks. Check the Shopping List for more information on Upgrades. Weapons and Armor can only receive 3 upgrades each. You can also buy new Weapons and sets of Armor in the Shopping List, for those who want more, or who need to Dual Wield. When going into battle, an Explorer has four equipment slots. Two of those slots are taken up by their Weapon and Armor. If they do not wield a weapon, they have three empty spaces. If they can dual wield, they only have one empty space. These extra spaces can be filled up with accessories, which as of right now are not available for purchase. One may obtain them through special means like Events, Missions, and as rewards for spectacular Quests. You can own as many accessories as you like, but you may only equip enough to fill your empty slots. Accessories cannot be Upgraded as they generally come with special effects right off the bat. At the beginning of any Exploration, you must state which weapons, armor, and accessories you will be using for the Exploration, especially if you have multiples. You may switch equipment throughout the Quest, Mission, or Event, but you cannot switch equipment during battle. Once you start a fight, you are stuck with that equipment until the fight is over. [/style] |