
~This topic is meant for in-character talk only. If you have out-of-character questions or feedback about the game, please visit the Rules & Discussion topic. To make your own character, please do so in Heroica Hall~

"You there!" The elder man walks up to you, "You must be one of the heroes around here that hangs around this place. Name's Arimees, the supervisor of this arena. I'm here to make sure you don't get bloodied up too bad," You wonder what he means as he continues, "This here's my son, Rihon, a cleric that will surely repair your Health and Ether after each battle. Now what are you waiting in here for? Get in there and fight a bit!"
Without question, you venture into the great pit and see other heroes walking around.

You venture further down the hallway, to see something wonderful, yet terrifying at the same time.

A massive fighting pit of which the heroes battle around! You see two doors on each side of the fight pit, and you venture towards the right.

You now know how to sign into battles!
Rules for signing into battles:
When signing into battles you must do so in the following format:
I, _________ ________ (Member Name), would like to challenge __________ __________ (Member Name), to a duel!
For Example:
I, Althior Emorith (K-nut), would like to challenge Cronk (CorneliusMurdock), to a duel!
Note: No other format will be tolerated and you and whoever you're challenging must agree on dueling! There will only be a limited number of battles at a time, so please be patient. I am fine with you challenging each other in the Hall thread, but please re-post your challenge here.
You then venture towards the door to the left, seeing a woman at a table:

"'Ello! Names Aralin! I'm 'ere to give you chumps rewards for winning so many battles, got it? Here are your options..."
Potion - Restores 10 health to the target. 5 wins.
Smoke Bomb - Allows the party to escape the battle. 10 wins.
Venom - Use on a weapon to make it cause a poisoned-effect on any enemy it hits for the duration of one battle. A poisoned enemy loses 1 health each turn. 15 wins.
Remedy – Removes all negative effects from the target during a battle. 20 wins.
Fire Bomb – Causes 5 points of fire-elemental damage to all enemies, doubled if the target is weak to fire. 25 wins.
Mead - Causes the encouraged-effect, doubling the target's attack power for the duration of one battle. 30 wins. Player may choose Mead, Smelling Salts, or Nostrum after 30 wins.
Smelling Salts - Causes the hastened-effect, allowing the target to act twice in one round for the duration of one battle. 30 wins. Player may choose Mead, Smelling Salts, or Nostrum after 30 wins
Nostrum - Causes the lucky-effect, allowing the target to roll the battle die twice and get the better result of the two for the duration of one battle. 30 wins. Player may choose Mead, Smelling Salts, or Nostrum after 30 wins
Elixir – Restores 50 health and 10 ether to the target and removes all negative effects from the target during a battle. 40 wins.
Phoenix Essence – Revives a fallen ally with full health during a battle. 50 wins.You now know what to do, and are ready to start!
Class Rules:
Class Rules differ from regular battle rules:
Barbarian:
Shield: Deals damage equal to double their WP. Example (WP5x2=10 Damage to all enemies.)
Extra Critical Hit: WP times 3 to their enemy. Example: (WP5x3=15 Damage.)
Hit: Hits target with Damage equal to their WP. (WP5=5 damage to opponent.)
Miss: Nothing happens.
Damage: Hit with opponents attack.
Special Damage: Opponents shield skill.
Cleric:
Shield: Heals them self equal to their WP times 2. (WP5x2=10 HP restored)
Critical Hit: Deals Damage equal to their WP times 2. Can then choose to let the damage occur or heal themselves. (WP5x2=10 Damage dealt or 10 HP restored)
Hit: Deals Damage equal to their WP or can heal themselves. (WP5=5 damage or 5 HP restored)
Miss: The Cleric misses, but can spend one Ether to restore their Health.
Damage: Cleric is struck with opponents Damage.
Special Guard: The Cleric has a 50/50 chance of being protected from any negative effects of their opponents Special Attack. Any Healing attempt fails.
Knight:
Shield: The Knight protects himself from any harm during the next round.
Critical Hit: Deals Damage equal to their WPx2 (WP5x2=10 Damage)
Hit: Deals Damage equal to their WP. (WP5=5 damage)
Miss: Nothing
Damage; The Knight is struck with their opponents attack.
Special Damage: The Knight is struck with their opponents shield skill.
Mage:
Shield: The Mage's magic overflows doing damage equal to triple their WP. (WP5x3=15 Damage dealt)
Critical Hit: The Mage casts a great spell inflicting damage double their WP. (WP5x2=10 Damage Dealt)
Hit: The mage deals damage equal to their WP. (WP5=5 damage dealt)
Miss: Nothing
Damage: The Mage is hit by their opponents attack.
Special Damage: The Mage is hit by their opponents shield skill.
Ranger:
Shield: Does damage equal to triple their WP. (WP5x3=15 Damage Dealt)
Critical Hit: Ranger deals Damage equal to their WP times 2. (WP5x2=10 Damage Dealt)
Hit: The Ranger deals Damage equal to their WP. (WP5=5 damage dealt)
Aim: The Ranger deals damage to their enemy equal to their WP divided by 2. Round up. (Level 3= 2 Damage)
Damage: The Ranger is struck with damage equal to their opponents WP.
Special Damage: The Ranger is struck with their opponents shield skill.
Rogue:
Shield: The Rogue attacks their opponent with a strike equal to their WP times 3. (WP5x3=15 Damage Dealt)
Critical Hit: The Rogue deals Damage equal to their WP times 2. (WP5x2=10 Damage Dealt)
Hit: The Rogue deals damage equal to their WP. (WP5=5 Damage Dealt)
Miss: Nothing
Damage: The Rogue is struck with an attack equal to their opponents WP.
Special Damage: The Rogue is struck with their opponents shield skill.
Advanced Classes:
Assassin
Shield: The Assassin deals damage equal to their WP times 3 with a 1/6 chance that their opponent will be defeated.
Critical Hit: The Assassin deals damage equal to their WP times 2 with a 1/6 chance of killing their opponent.
Hit: The Assassin deals damage equal to their WP with a 1/6 chance of killing their opponent.
Aim: The Assassin deals damage equal to their WP divided by 2 rounded u.
Damage: The Assassin is struck with their opponent's attack.
Special Damage: The Assassin is struck with their opponents shield skill.
Battle Mage
Shield: The battle mage delivers a physical attack equal to their WP times two and then deals elemental damage equal to two time their WP. This does not deplete ether.
Critical Hit: The battle mage attacks with three times their WP or may use one ether to cast an elemental spell causing damage equal to three times their WP.
Hit: The battle mage attacks or spends one ether to cause damage equal to their WP.
Miss: The mage is struck with their opponents attack but attacks right back causing damage equal to their WP. Or the battle mage may use one ether to to counter with an elemental spell with strength equal to their WP.
Damage: The battle mage is struck with their opponents attack.
Special Damage: The battle mage is struck with their opponents shield skill.
Berserker
Shield: The berserker's war cries fill the battler with strength, doubling their attack power for the rest of the fight.
Critical Hit: Beserker's deal damage equal to their WP times two.
Hit: The beserker deals damage equal to their WP.
Miss: The beserker is struck with the opponents attack but, then attacks with their WP minus their SP.
Damage: The beserker is struck with their opponents attack, but only with half of their WP.
Special Damage: The beserker is struck with their opponents shield skill.
Black Knight
Shield: The black knight unleashes their inner tormiol and cause darkness elemental damage equal to three times their WP. But doing this leaves them stunned for their next turn.
Critical Hit: The black knight deals damage equal to their WP times two, they can also give up health to add to the dealt damage.
Hit: The black knight deals damage equal to their WP, they may also give up health to deal more damage.
Miss: The knight hides for the remainder of the round, avoiding any action dealt to them.
Damage: The black knight is struck with their opponents attack but their shields SP is subtracted from the attack.
Special Damage: The black knight has a 50/50 chance of dodging their enemies shield skill.
Druid
Shield: The druid grows magical roots from the soil that heal, as well as remove all negative effects, from the druid. The added health is equal to their WP. This doesn't deplete ether.
Critical Hit: The druid can either deal damage equal to twice their WP, or use one ether to heal themselves equal to their WP. Healing also removes all negative effects.
Hit: The druid deals damage equal to their WP, or can use one ether to heal themselves equal to their WP. Healing removes all negative effects.
Miss: The druid attacks their opponent with damage equal to their WP, or they may heal themselves equal to their WP.
Damage: The druid is struck with their opponents attack, or their healing can fail.
Special Damage: The druid has a 50/50 chance of their opponents attack to fail, or their healing can fail.
Evoker
Shield: The Evoker summons an elemental companion to aid them, dealing damage equal to their WP times 3. This companion has different rolls than the Evoker
Critical Hit: The Evoker deals damage equal to their WP times 2.
Hit: The Evoker deals damage equal to their WP.
Aim: The Evoker deals Damage equal to their WP divided by 2 rounded up.
Damage: The Evoker is hit by their opponent's attack
Special Damage: The Evoker is hit by their opponent's shield skill.
Hunter
Shield: The hunter deals damage to their opponent equal to three times their WP.
Critical Hit: The hunter attacks with strength equal to twice their WP.
Hit: The hunter deals damage equal to their WP.
Miss: The hunter deals damage to their enemy equal to their WP divided by two, rounded up.
Damage: The hunter is struck with their opponents attack.
Special Damage: The hunter is struck with their opponents shield skill.
Mystic Knight
Shield: The Mystic Knight hits their opponent 1-6 times (Separate Roll) dealing damage equal to their WP times two. Uses a random element available to them.
Critical Hit: The Mystic Knight deals damage equal to two times their WP, expending one ether if using a spell.
Hit: The Mystic Knight deals damage equal to their WP, expending one ether if using a spell.
Enhance: The Mystic Knight adds one to their WP for the rest of the battle.
Damage: The Mystic Knight is struck with their opponent's attack.
Special Damage: The Mystic Knight is struck with their opponent's shield skill.
Paladin
Shield: The Paladin's companion protects them from any damage during the next round.
Critical Hit: The Paladin deals damage equal to their WP times two, optionally, they can choose to heal themselves instead.
Hit: The Paladin deals Damage equal to their WP, optionally, they can heal themselves instead.
Meditate: The Paladin can either regain one ether or heal themselves equal to their WP divided by two, round up.
Damage: The Paladin is struck with their opponent's attack. Any chance of healing fails.
Special Damage: The Paladin has a 50/50 chance that their opponent's shield skill will fail, any attempt of healing fails.
Raider
Shield: The raider mugs their enemy causing damage equal to their WP from 1 to 6 times. (Separate Roll)
Critical Hit: The raider deals damage equal to three times their WP.
Hit: The raider deals damage equal to their WP.
Miss: The raider steals gold equal to their enemies level.
Damage: The raider is struck with their opponents attack.
Special Damage: The raider is struck with their opponents shield skill.
Sage
Shield: The Sage deals Damage equal to their WP times 3, also healing themselves equal to their WP times 3.
Critical Hit: The Sage deals damage equal to their WP times two, can heal themselves equal to their WP times two, or expend one ether if casting a spell.
Hit: The Sage deals Damage equal to their WP, can heal themselves equal to their WP, or expend one ether if casting a spell.
Miss: The Sage meditates to regain one ether.
Damage: The Sage is hit with their opponent's attack. Any attempt of healing fails.
Special Damage: The Sage has a 50/50 chance to be protected from their opponent's shield skill. Any attempt of healing fails.
Shaman
Shield: The shaman transfers health from their opponent equal to their WP. This does not deplete ether.
Critical Hit: The shaman attacks their opponent with three times their WP. Or the shaman can use one ether to restore health to themselves equal to their WP.
Hit: The shaman attacks with damage equal to their WP, or they may restore health to themselves equal to their WP.
Miss: The shaman concentrates and restores one ether to themselves, or they may restore health to themselves equal to their WP.
Damage: The shaman is hit with their opponents attack. Or any healing attempt can fail.
Special Damage: The shaman has a 50/50 chance to be protect from their opponents special skill. Or any healing attempt can fail.
Sorcerer
Shield (Magnetic Mojo) - The Sorcerer conjures a magical magnet that leaves his target Stunned for the next Round, making him unable to act. This does not deplete Ether.
Critical Hit/Great Spell - The Sorcerer attacks or spends 1 Ether to cast an Elemental Spell with strength equal to two times his WP.
Hit/Spell - The Sorcerer attacks or spends 1 Ether to cast an Elemental Spell with strength equal to his WP.
Confuse - The Sorcerer spends 1 Ether to give his target the Confused effect for the next three Rounds, during which it has a 50/50 chance of targeting itself. If Ether is depleted, nothing happens.
Mirror Damage - The Sorcerer is struck with the opponent's Hit, but the Sorcerer reflects it to cause the same amount of Damage to the opponent.
Special Damage - The Sorcerer is struck with the opponent's Shield skill.
Warden
Shield (Aura) - The Warden's natural protective powers radiate, temporarily doubling his current Health regardless of his maximum Health for the duration of the next Round.
Critical Hit - The Warden attacks with strength equal to two times his WP.
Hit - The Warden attacks with strength equal to his WP.
Aim - The Warden focuses his strike to attack his target with strength equal to his Level.
Defended Damage - The Warden is struck with the opponent's Hit. The power of the Warden's shield decreases the effect of the attack equal to its SP.
Special Damage - The Warden is struck with the opponent's Shield skill.
Witch
Shield (Hex) - The Witch charms the opponent so that for the duration of the next Round, it will act against itself.
Critical Poisoned Hit/Heal More - The Witch attacks the target with strength equal to two times his WP. Instead of attacking, the Witch can spend 1 Ether to restore Health to himself equal to the power of his critical attack.
Poisoned Hit/Heal - The Witch attacks the target with strength equal to his WP. Instead of attacking, the Witch can spend 1 Ether to restore Health to himself equal to the power of his attack.
Poison/Heal Less - The Witch causes a Poisoned effect to the target. Instead of attacking, the Witch can spend 1 Ether to restore Health to himself equal to his Level.
Damage/No Healing - The Witch is struck with the opponent's Hit. Optionally, any attempt at healing fails.
Jinx/No Healing - Instead of being struck by the opponent's Shield skill, the Witch jinxes the skill so that the enemy itself is struck by it instead, while the Witch gets any benefits included in the Shield skill. Optionally, any attempt at healing fails.
How will the Battle work?
The challenger will be first in the "Battle Order" and the two participants will switch off every round until one is the victor. I must also encourage to not use items in here, such as potions, smoke bombs, elemental bombs, etc.
Battle Masters:
K-nut
Masked Builder
Brickdoctor
Sisco
Waterbrick Down
Rows:If Player A and B are both in the front row, it will always be full effect.
If Player A is in the front row and B in the back, Player A deals half against B, and B half against A unless they use a ranged weapon.
If both players are in the back row, damage is quartered both ways, unless both player use ranged weapons, then it's halved.
One thing I must specify is that...
NO EXPERIENCE IS GAINED FROM THESE BATTLES
If you make a mistake and update your experience or power, you will receive a PM from Doc, Masked, Sisco, or myself, same for second offense, and on third offense you shall be booted from the arena.
We're all here to have fun, but cheating will not be tolerated.
If you have any questions on this please send Doc, Masked, cralegoboy, or myself a PM or ask in the main discussion thread. And remember you will be healed, so you do not need to update your Health and Ether after each battle.
Edited by K-Nut, 09 December 2012 - 04:39 PM.










































