Species
Human
Strength=10
Accuracy=10
Magic=10
Stamina=10
Dexterity=10
Mana=10
Orc/Giant
Strength=15
Accuracy=10
Magic=5
Stamina=15
Dexterity=5
Mana=10
Elf/Kobold
Strength=10
Accuracy=5
Magic=15
Stamina=5
Dexterity=10
Mana=15
Sprite/Dwarf
Strength=5
Accuracy=15
Magic=10
Stamina=10
Dexterity=15
Mana=5
Classes
Fighter
(Sub-Classes in Class Fighter-
Brawler - 75% unarmed-combat bonus
Warrior - 50% one-handed weapon bonus, 25% dual wield bonus
Juggernaut - 50% two-handed weapon bonus)
Strength=15
Accuracy=5
Magic=5
Stamina=15
Dexterity=5
Mana=5
Mage
(Sub-Classes in Class Mage-
White Mage- 50% White Magic bonus
Black Mage - 50% Black Magic bonus)
Strength=5
Accuracy=5
Magic=15
Stamina=5
Dexterity=5
Mana=15
Archer
(The Archer Class has no Sub-Classes-
50% ranged-attack bonus)
Strength=5
Accuracy=15
Magic=5
Stamina=5
Dexterity=15
Mana=5
Abilities
Therianthropy
The ability to change into an animal form. Therianthropes also possess enhanced senses and Stamina. Silver can send them into instant shock if it enters their bloodstream.
Vampirism
The ability to gain health by attacking unarmed. Vampires also possess enhanced senses and Mana. Silver can send them into instant shock if it enters their bloodstream.
Elementalism
Elementalists can control one of the four elements, Fire, Earth, Air, and Water. Fire Elementalists can create fire and fireballs. Earth Elementals can create pillars and spikes from the ground, as well as control tremors. Air Elementalists can fly and create gusts and lightning. Water Elementalists can create water and ice, as well as breathe underwater. All Elementalists have the option of attacking with their chosen element. Elementalists have a -25% Anti-Element bonus, which means that if they are attacked with the opposite of their element, they take times and a half damage. Elementalists also take 25% less damage from their own element.
Something
Stuff
Weapons
Swords
Strength=10
Accuracy=5
Magic=5
Daggers
Strength=5
Accuracy=10
Magic=5
Scepters
Strength=5
Accuracy=5
Magic=10
Axes & Hammers
Strength=20
Accuracy=0
Magic=0
Bows
Strength=0
Accuracy=20
Magic=0
Wands
Strength=0
Accuracy=0
Magic=20
Spears
Strength=10
Accuracy=10
Magic=0
Shuriken
Strength=0
Accuracy=10
Magic=10
Staves
Strength=10
Accuracy=0
Magic=10
An example of how it all comes together;
Joe vs. Gary
Joe is a Human Warrior armed with a sword. His specialty is single-handed weaponry.
Strength=35
Accuracy=20
Magic=20
Stamina=25
Dexterity=15
Mana=15
500HP
Gary is an Orc White Mage armed with a scepter. His specialty is healing.
Strength=25
Accuracy=20
Magic=30
Stamina=20
Dexterity=10
Mana=25
500HP
Joe swings his sword at Gary, dealing
(Joes Strength multiplied by Joes Stamina is 875. Add in his 50% point increase, and you have 1312.5. Move the point to get the answer.)
131 damage.
(Gary takes 131 points off of his remaining HP, leaving a total of 369 HP left.)
Gary uses his magic to heal himself by
(Garys Magic multiplied by Garys Mana is 750. Add in his 50% point increase, and you have 1125. Move the point to get the answer.)
112 points, bringing his hit-points up to 481.
Joe repeats his previous action, dealing another 131 points of damage to Gary.
Gary casts a spell on Joe, dealing
(Garys Magic multiplied by Garys Mana is 750. Move the point to get the answer.)
75 damage.