Battling is a great alternative for those who can't or don't want to RP!
Battles are one-on-one, and it is not mandatory to roleplay them. You can just roll dice!
However, there is a limit of 2 battles per week PER USER. This may change to per Kosi in the future, when there are more. If you go over this limit, only the first two will count in terms of earning shop points, items, and EXP. I will be keeping track. (You're absolutely free to battle for fun though) Battle Reset is at 12:00 am PST on Mondays! Battles count for the week they were started
Eggs and Newborns are not capable of battling. Please don't make your babbies fight.
Yearlings can battle with other yearlings, but can only receive shop points for participating. No EXP or items for winning will be gained.
Adults and Ascended can battle freely and also gain EXP and item prizes.
Ascended can battle with other ascended or adults.
++How to Battle
Initiative
❧ When you've gathered your participants, the turn order is based on your Kosi's speed stats. Highest goes first, lowest goes last.
Fight
❧ After the turn order has been determined, battling may begin.
❧ Players will take turns, according to the initiative order. Players get one action per turn. They can either do a basic physical attack, a basic magic attack, or use a skill.
❧ If doing one of the basic attacks, players will roll two dice. The first (1d20) determines whether the attack misses(1-5), hits(6-19), or crits(20). The second determined damage. Basic Attack: roll 1d10+ATK modifier | Magic Attack: roll 1d10+MAG modifier. Skills never "miss" or "crit".
❧ A miss does no damage (ignore the second dice), whereas a crit does double damage.
❧ If you have more than one opponent, please specify who you are attacking. Some skills may hit multiple opponents.
❧ If you run out of mana, you can still keep battling but only with the basic attacks.
Victory
❧ Participating in a private battle will give you 1 Kosi Point, whether you win or lose.
❧ Please make note in the thread topic that your battle is finished, and I or a manager will make a short OOC note of the participants receiving the Kosi points. The winner will have a chance to gain an additional prize. The battle manager in charge will roll for this, though there's a chance there won't be an additional prize.
❧ In the future, there may be familiars who increase your odds of winning the item. And familiars that increase one of your dice rolls by one.
++Leveling Up
After battles are over, the winner gains 2 EXP and the loser gains 1 EXP. Every 5 EXP, your Kosi levels up. Each level gives you 2 stat points you can allocate however you want.
After reaching maximum points in every stat, your Elykosi will gain a Kosi Point for each level up instead.
Potential Items that can be received after a battle is won. (Probability of each is a secret atm)
Yggdrasil Seed - Used to grow your Kosi to the next stage immediately. 3 are needed to ascend an adult Kosi.
An additional Kosi Point.
Common/Uncommon familiar of choice. (Already existing only)
Rare or Custom familiar of choice (Only custom atm. Can be custom color of pre-existing species, or a new species entirely. Will be an open species though.)
Heart Crystal - Use during breedings to get an extra kit.
Accessory (of choice for now) - add an accessory to your Kosi, but is usually not passed down to children. More info on this when breedings become a thing.
CLASSES
Each class is favored by a certain species, and weak for a certain species. Each class has two skills, a class skill that can be used as many times as you want, and a special skill that costs can only be used once per battle.
Favored classes (ie Elykosi Enchanters) get to spend 1 less mana when using their class skill. Weak classes (ie Elykosi Berserkers) have to spend 1 more mana when using their class skill.
Enchanter Favored by the Elykosi
Class Skill | Wither - 4 mana cost | -1 to one enemy's stats for their next two turns. Does not stack.
Special Skill | Bolster | + 2 to your or an ally's stats for your next two turns.
Swiftrunner
Class Skill | Double Attack - 4 mana cost | Roll 2d6+SPD damage
Special Skill | Haste | Roll 1d10. If you roll a 6 or higher, negate last damage you took.
Arcanist
Class Skill | Arcane Storm - 4 mana cost | Roll 1d12+MAG. Hits all enemies.
Special Skill | Revitalize | Roll 1d4 to regain MP for yourself or an ally.
Guardian
Class Skill | Crystalskin - 4 mana cost | Next time you take damage, subtract your DEF from it.
Special Skill | Heal | Regain 10% max health + DEF for you or an ally.
Berserker Weak for the Elykosi
Class Skill | Enrage - 4 mana cost | Add your ATK again to your next ATK. Does not stack with Bloodthirst.
Special Skill | Bloodthirst | Your next attack is a guaranteed critical hit (double damage) at the cost of 10 HP
Battles are one-on-one, and it is not mandatory to roleplay them. You can just roll dice!
However, there is a limit of 2 battles per week PER USER. This may change to per Kosi in the future, when there are more. If you go over this limit, only the first two will count in terms of earning shop points, items, and EXP. I will be keeping track. (You're absolutely free to battle for fun though) Battle Reset is at 12:00 am PST on Mondays! Battles count for the week they were started
Eggs and Newborns are not capable of battling. Please don't make your babbies fight.
Yearlings can battle with other yearlings, but can only receive shop points for participating. No EXP or items for winning will be gained.
Adults and Ascended can battle freely and also gain EXP and item prizes.
Ascended can battle with other ascended or adults.
++How to Battle
Initiative
❧ When you've gathered your participants, the turn order is based on your Kosi's speed stats. Highest goes first, lowest goes last.
Fight
❧ After the turn order has been determined, battling may begin.
❧ Players will take turns, according to the initiative order. Players get one action per turn. They can either do a basic physical attack, a basic magic attack, or use a skill.
❧ If doing one of the basic attacks, players will roll two dice. The first (1d20) determines whether the attack misses(1-5), hits(6-19), or crits(20). The second determined damage. Basic Attack: roll 1d10+ATK modifier | Magic Attack: roll 1d10+MAG modifier. Skills never "miss" or "crit".
❧ A miss does no damage (ignore the second dice), whereas a crit does double damage.
❧ If you have more than one opponent, please specify who you are attacking. Some skills may hit multiple opponents.
❧ If you run out of mana, you can still keep battling but only with the basic attacks.
Victory
❧ Participating in a private battle will give you 1 Kosi Point, whether you win or lose.
❧ Please make note in the thread topic that your battle is finished, and I or a manager will make a short OOC note of the participants receiving the Kosi points. The winner will have a chance to gain an additional prize. The battle manager in charge will roll for this, though there's a chance there won't be an additional prize.
❧ In the future, there may be familiars who increase your odds of winning the item. And familiars that increase one of your dice rolls by one.
++Leveling Up
After battles are over, the winner gains 2 EXP and the loser gains 1 EXP. Every 5 EXP, your Kosi levels up. Each level gives you 2 stat points you can allocate however you want.
After reaching maximum points in every stat, your Elykosi will gain a Kosi Point for each level up instead.
Potential Items that can be received after a battle is won. (Probability of each is a secret atm)
Yggdrasil Seed - Used to grow your Kosi to the next stage immediately. 3 are needed to ascend an adult Kosi.
An additional Kosi Point.
Common/Uncommon familiar of choice. (Already existing only)
Rare or Custom familiar of choice (Only custom atm. Can be custom color of pre-existing species, or a new species entirely. Will be an open species though.)
Heart Crystal - Use during breedings to get an extra kit.
Accessory (of choice for now) - add an accessory to your Kosi, but is usually not passed down to children. More info on this when breedings become a thing.
CLASSES
Each class is favored by a certain species, and weak for a certain species. Each class has two skills, a class skill that can be used as many times as you want, and a special skill that costs can only be used once per battle.
Favored classes (ie Elykosi Enchanters) get to spend 1 less mana when using their class skill. Weak classes (ie Elykosi Berserkers) have to spend 1 more mana when using their class skill.
Enchanter Favored by the Elykosi
Class Skill | Wither - 4 mana cost | -1 to one enemy's stats for their next two turns. Does not stack.
Special Skill | Bolster | + 2 to your or an ally's stats for your next two turns.
Swiftrunner
Class Skill | Double Attack - 4 mana cost | Roll 2d6+SPD damage
Special Skill | Haste | Roll 1d10. If you roll a 6 or higher, negate last damage you took.
Arcanist
Class Skill | Arcane Storm - 4 mana cost | Roll 1d12+MAG. Hits all enemies.
Special Skill | Revitalize | Roll 1d4 to regain MP for yourself or an ally.
Guardian
Class Skill | Crystalskin - 4 mana cost | Next time you take damage, subtract your DEF from it.
Special Skill | Heal | Regain 10% max health + DEF for you or an ally.
Berserker Weak for the Elykosi
Class Skill | Enrage - 4 mana cost | Add your ATK again to your next ATK. Does not stack with Bloodthirst.
Special Skill | Bloodthirst | Your next attack is a guaranteed critical hit (double damage) at the cost of 10 HP