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RNG Fights

Hostile Fights with PC  Characters

If a character finds itself in a hostile fight with a PC character, a staff member can roll the RNG dice for you if you and your opponent have not come to an agreement on an outcome!  Fights are based purely off of Physical Skills (Agility, Stamina, Strength) & Magic.  Sorry folks, Herbs/Medicine doesn't help out in this case!  In addition, elemental weaknesses in magic type & builds do come into play in a rolled Hostile Fight.  

 How do fights work under the new system?
As we've rolled fights and challenges over the past few years, we've noticed that our magically gifted characters have been dealing with quite a big disadvantage when it comes to challenges against more physical fighters- which isn't the most fun nor fair towards players of those mages! So, after some testing and tweaking, we've found a new system that should help to even the odds, and give our mages a bit more of a fighting chance - while also being balanced enough to make sure our buff warriors don't get wiped out completely by magic! 

More information on what exactly has been tweaked will be explained below, but first and foremost- as of April 14th, 2020, fights will NOT be rolled from ALL of a character's stats! Instead, each character will select FOUR STATS of theirs to be RNG'd and pitted against the other character's! If you have multiple magics, you can include each strain as it's own stat to be rolled, rather than the old 'we roll for magic strain used' deal we had before. If magics wind up being thrown against each other, then the relevant advantages/disadvantages will apply. HOWEVER, one rule is that ONE of these stats MUST be the character's lowest stat! Stat choices should be included in the note sent into the group when you request an RNG fight. 

How do we determine the level of the opponent?

Fights can offer extra points or not depending on if your character fights against a higher, lower, or equal level adversary.  While NPC fights are your decision and have a set skill earning, PC characters must have their overall level calculated in order to make this determination.  If it isn't immediately obvious (for instance, a character with three Advanced Skills fighting a character with all Basic skills will obviously be of a higher level) the overall level of a PC character will be determined by adding up the 'levels' of the skills selected and compared to their opponent.  Points are as follows:

  • Basic Level Skill = +1

  • Medium Level Skill = +2

  • Advanced Level Skill = +3

  • Master Level Skill = +4

  • Legendary Level Skill = +5

  • Divine Level Skill = +6


Only the four selected skills sent into the fight are taken into account and added up for each character.  Skills are also considered at their various caps.  For example, while your three year old might already have Master level magic stat, they can only be considered at a maximum of a Basic level due to their age!  Dragons, build, abilities, etc do not add any benefits to the character's overall level - this is solely based off of a character's applicable stat levels.

In order to have a character's Master, Legendary, or Divine skills considered, please be sure to submit them for a Skill Check! We will not roll fights for characters who have 'unconfirmed' skills for master level and above! 

Confused about calculating levels?  Consider the following fighters, Mary and Margaret! Lets say that they each wanted the following four stats to be rolled against each other in a fight: 

Mary has the following stats:

  • Basic Agility = +1

  • Advanced Stamina = +3

  • Medium Strength = +2

  • Master Magic = +4

Total Points = 10
 

Margaret has the following stats: 

  • Master Agility = +4

  • Advanced Stamina = +3

  • Basic Strength = +1

  • Advanced Magic = +3

Total Points = 11

Since Margaret has 11 points and Mary has 10, Margaret is considered the higher level battler!  Now, this doesn't mean that Margaret will necessarily win - it just means that Mary will get Skill Points from the fight based on fighting a higher-level opponent while Margaret will get Skill Points from the fight based on fighting a lower-level opponent. Whenever you're calculating stats for fight RPs, this would be how you do it! 

Determining Level of Opponent

Battle of the Builds

While every build has their strengths/weaknesses, there are a few builds that will have an automatic boon over another regardless of actual skill points that have been earned by a character.  This comes into play mostly with a Light Build vs a Heavy Build, which will have automatic advantages over each other.  For instance, while a Light Build character will trump a Heavy build character in Speed, a Heavy build character will best a Light Build in Strength all day long!

Build Boons are only applicable as follows:

  • Light Build - +15 Skill Points to Agility

  • Light Medium - +5 Skill Points each to Agility & Stamina.

  • Medium - +10 Skill Points to Stamina.

  • Medium-Heavy: +5 Skill Points each to Strength & Stamina.

  • Heavy: +15 Skill Points to Strength



As you can see, the various builds do have their pros and cons!  In a fight where characters are evenly matched in skills, Build Boons could very well be the straw that broke the camel's back!  Please note, that for our new system, these 'build boons' will only apply if the character has selected the relevant skill to be rolled against the other. For example, if Bob is a heavy build and had 'strength' selected as one of the skills he'd want rolled against his opponent, great! He could take those +15 points and apply it to his strength stat. However, say he didn't want strength to be rolled; unfortunately, he wouldn't be able to take those +15 points (since he wouldn't have anywhere to put them!) 

Battle of the Builds

Ability Bonuses

Abilities also can help give a slight edge in a fight!  An ability afford +2 or +5 points to the skills with which they are aligned AFTER they have been RNGed.  In cases where multiple abilities at work, multiple bonuses WILL be given, no RNG required!  Medic ability, as Herbs/Medicine skill is not used in a fight, affords no RNG bonuses.

 Under the new system, these bonuses only apply if the relevant skill is selected to be RNG'd against their foe! So, for example, if you're a mage character but have no magic skills selected for a fight, unfortunately these ability bonuses wouldn't be of much use! 

Ability Boons are applicable as follows:

  • Bloodhound - +2 Skill Points to Stamina RNG

  • Hawkeye - +2 Skill Points Agility RNG.

  • Fleetfoot - +5 Skill Points to Agility RNG.

  • Fortitude - +5 Skill Points to Stamina RNG.

  • Mage - +5 Skill Points to Magic RNG.

  • Medic - No RNG bonus.

  • Stonewall - +5 Skill Points to Strength RNG.

  • Ranger - No RNG bonus. 

  • Spellbound - +2 Skill Points to Magic RNG. 

  • Surefoot - +2 Skill Points to Strength RNG. 

Ability Bonuses
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Dragon Companions

Dragons, while fun friends for your character, can be incredibly useful during a battle!  Dragon Companions boost your character's stat - based on the dragon's type - if brought to a fight.  Remember, although your character can have as many dragons as they want, a maximum of ONE dragon can be used in a fight and cannot be of the same typing.  Note that, when it comes to dragons, any natural caps do not apply!  For instance, your Light build character may be stuck at 25 points max in strength but, if they have a Strength Dragon, they can feasibly earn more than 25 Skill Points if RNG decides to be kind! Dragons MUST be fully tamed/have their three bonding checkpoints completed in order for them to be included in a fight! 

Dragon Boosts are as follows:

  • Characters below 10 years of age: RNG of up to +5 skill points.

  • Characters 10+ years of age: RNG of up to +10 skill points.

  • If magic dragon type matches character's magic type: An additional RNG of up +5 skill points.

Dragon Companions

Elemental Magic Weaknesses

The elements of magic do come into play as well!  For instance, while an Electricity mage will do double damage to a Water mage, they might not be so effective against an Earth mage!  For your reference, the magical weaknesses/strengths are listed below.  If a magic is pitted against another magic type that it is resistant to, a +10 Magic Skill Points boost is applied.  If a magic is pitted against another magic type that it is weak against, -10 Magic Skill Points are applied.  If a magic is pitted against neither its strength nor weakness, no magic boons are applied.  HOWEVER!  A Master level Water mage will still be able to trump a Basic level Electricity mage.

 Under our new system, these advantages/disadvantages will only apply if the RNG decides to pit said strains against each other- so if you're a water mage and you're fighting an electric mage, be warned- you may possibly be in for a shock (if the RNG decides to pair your strains against each other)! However, if the RNG decides to pit your magic up against their agility, for instance, then you might be safe! 

Note that, currently, these are the strengths and weaknesses!  They may/likely will change as we develop this format more.  Consider them a WIP!

  • Acroris (Psychic) Magic | Strengths: Electricity, Ghoul, Lumos. - Weaknesses: Lektor, Devoro.

  • Devoro Magic | Strengths: All - Weaknesses: None.

  • Desprit Magic | Strengths: Esprit. - Weaknesses: Esprit, Lumos, Devoro. *Cancels Esprit magic out if same level (Magic skill not used in fight)!

  • Earth Magic | Strengths: Electricity. - Weaknesses: Laurel, Water, Devoro.

  • Electricity Magic | Strengths: Water, Wind, Teleportation. - Weaknesses: Earth, Acroris, Devoro.

  • Esprit Magic | Strengths: Desprit. - Weaknesses: Desprit, Ghoul, Devoro. *Cancels Desprit magic out if same level (Magic skill not used in fight)!

  • Fire Magic | Strengths: Laurel. - Weaknesses: Water, Devoro.

  • Foresight (Psychic) Magic | Strengths: All except Lektor & Ghoul. Weaknesses: Lektor, Ghoul, Devoro.

  • Ghoul (Psychic) Magic | Strengths: Foresight, Esprit. - Weaknesses: Lumos, Acroris, Poison, Devoro.

  • Laurel Magic | Strengths: Water. - Weaknesses: Fire, Devoro.

  • Lektor (Psychic) Magic | Strengths: Acroris, Foresight & Ghoul. Weaknesses: Lumos, Devoro.

  • Lumos Magic | Strengths: Esprit, Ghoul, Lektor, Desprit - Weaknesses: Wind, Acroris, Devoro.

  • Poison Magic | Strengths: Ghoul, Telekinesis - Weaknesses: Devoro

  • Telekinesis (Psychic) Magic | Strengths: Teleportation - Weaknesses: Poison, Electricity, Devoro.

  • Teleportation (Psychic) Magic | Strengths: Electricity, Acroris,  - Weaknesses: Lektor, Telekinesis, Devoro.

  • Water Magic | Strengths: Fire. - Weaknesses: Laurel, Electricity, Devoro.

  • Wind Magic | Strengths: Lumos, Teleportation - Weaknesses: Electricity, Earth, Devoro.

Elementa Magic Weaknesses

How Fights are Evaluated

Curious how we judge a fight?  Here are the steps!

  • Step One | Determine boons and add them into Skill Points.

    • SO, first things first. Based off the four stats you and your opponent have selected, we will determine any relevant boons based off abilities, item bonuses, etc...  

  • Step Two | RNG the match ups.

    • We take both characters' selected skills, throw them into a list randomizer, and then determine the match ups based off what the RNG spits out! 

  • Step Three | Autowins determined, and then RNG anything left over. 

    • If a skill is a higher level than the other (say medium vs basic, or legendary vs master, etc...) the higher level always wins. 

    • A few lingering skills may wash out to the same level, so these will need to be RNG'd to determine who wins.

    • If in the event that we have a tie, then experience will be used as the tie breaker! 

  • Step Four | Declare the winner!

    • After all that number crunching, a winner will surely have risen!

How Fights are Evaluated

Example Fight

For example, let's say Bob and Joe are having a tussle over who gets to dance with Mary Jane at the Prom and their selected stats are as below:

 

 

 

 

 

 

 

 

 

 

 

 

 

 



 

Following the step-by-step format above, the first thing to do is to determine character boons and dish those out to the relevant stats! So, accounting for their builds, Bob would get a +15 boost to his strength for his heavy build, but UNFORTUNATELY, because he did not select strength as one of his four stats, he wouldn't get those this fight! Joe, however, would get a +15 boost to his agility for his light build since that's one of his selected stats!

We also take note of their abilities - but know that those will only be applied after the RNG rolls (if needed!) (for example- if the RNG pits two equally leveled strains together, then we'd take those abilities into account in the RNG roll/adjust the numbers we're rolling from. However, if the RNG pits, say, a master stat against a basic stat, then the master stat will auto-win regardless of ability). Additionally, we'll assume that Joe is over the age of ten, meaning his strength dragon can earn him up to an extra +10 strength skill points (the RNG is rolled 1-10 to determine just how many points that would be!). For this example, the RNG said this dragon would earn him an extra +5 strength skill points for this fight! 

So, after all that math, here's what our boys' stats look like! 


 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

Now, we take these stats into a list randomizer to figure out what's going up against what! After plugging the stats in, here is what the RNG decided! 

 

 

 

 

 

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So, our RNG match ups are as follows: 
 

  • Bob's Magic (Earth) vs. Joe's Agility

  • Bob's Stamina vs Joe's Strength

  • Bob's Magic (Fire) vs. Joe's Magic (Water)

  • Bob's Agility vs. Joe's Stamina


Now we can go through and compare levels to see if any of these are auto-won! 

  • Magic (Earth) vs. Agility: Joe Auto-Wins (Basic vs. Medium). JOE WINS. 

  • Stamina vs. Strength: Bob Auto-Wins (Advanced vs. Basic). BOB WINS. 

  • Magic (Fire) vs. Magic (Water) : Same Level, needs to be RNG'd! 

  • Agility vs. Stamina: Same Level, needs to be RNG'd! 
     

Oh goodness it's an even match! However, these next two rolls could turn the tide either way! Looks like it's up to the RNG to come in and work it's magic! So, let's start with the magic duel - since these two strains are a perfect example of magic type advantages and disadvantages! 

So, because Bob has Fire magic and he's up against a water magic user, that would put him at a disadvantage for this roll- and vice-versa, puts Joe at an advantage! So for Bob, that means we're going to take his stat for fire magic and reduce it by ten. Then, for Joe, because he has the advantage here, we'll add +10 to his skill total. This leaves Bob with a 45 in Fire Magic, and Joe with a 77 in water magic. To roll to see who wins this bout, we take both those numbers, add them together, then assign a range for the RNG to roll from. So, Bob will be assigned to 1-45, and Joe will be 46-122. 

Looking at the agility vs stamina bout in a similar way (take the stats, add 'em, RNG from the range), our last two bouts are as follows:

  • Magic (Fire) vs. Magic (Water) : 1-45 (Bob), 45-122 (Joe) = 80. JOE WINS! 

  • Agility vs. Stamina: 1-23 (Bob), 23-57 (Joe) = 22. BOB WINS! 
     

OH GOODNESS! IT'S A TIE! After the four rounds, Bob has won two and so has Joe! How to we determine a winner in this scenario?! Well- we look to experience next! If for whatever reason, we still have a tie even after experience points are factored in, then the fight will truly be a draw! Sometimes folks are just evenly matched, you know? As it so happens, Bob has 1 experience point; and since Joe, unfortunately, had no experience, that puts Bob ahead just enough to claim the victory here! Looks like Bob's the one going to Prom! 

Bob's Stats (Heavy Build)

Ability: Fortitude.
Agility: 23/25 [Medium Level - Build Cap of 25 Points Max]
Stamina: 68/115 [Advanced Level]
Earth Magic: 15/100 [Basic Level]
Fire Magic: 55/100 [Advanced Level]
Experience: 1
 

Joe's Stats (Light Build)

Ability: Fleetfoot.
Agility: 15/115 [Basic Level]
Stamina: 34/100 [Medium Level]
Strength: 18/25 [Basic Level - Build Cap of 25 Points Max]
Water Magic: 67/100 [Advanced Level]
Experience: 0
* Owns a Strength Dragon!

Bob's Stats (Heavy Build)

Ability: Fortitude.
Agility: 23/25 [Medium Level - Build Cap of 25 Points Max]
Stamina: 68/115 [Advanced Level]
Earth Magic: 15/100 [Basic Level]
Fire Magic: 55/100 [Advanced Level]
Experience: 1
 

Joe's Stats (Light Build)

Ability: Fleetfoot.
Agility: 15/115 [Basic Level]
Stamina: 34/100 [Medium Level]
Strength: 18/25 [Basic Level - Build Cap of 25 Points Max]
Water Magic: 67/100 [Advanced Level]
Experience: 0
* Owns a Strength Dragon!

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Example Fight
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