You are about to enter a world of wonder, a gripping, sometimes terrifying land filled with horrors and monsters of all shapes and sizes. Why are you here? You don't know. All you know is that you want to get out. It is this singular drive that propels you into the depths of dungeons, risking life and limb in a brutal struggle for freedom from the depths of despair that surround you.
But not all is hopeless. In the crucible that you face ahead, you will forge new friendships and alliances that will stand beside you, fighting with you and picking you up when you fall. These allies will support you in the toughest times, and, together, you might escape this desolate landscape.
Table of contents:
1: introduction 2: rules 3: vital statistics 4: how to read your HUD 5: inventory and equipment 6: combat 7: map 8: skills 9: artes 10: character creation
1
Posted: Fri Jun 27, 2014 9:12 pm
~RULES~
1. This is not your father's MMO.
2. You will die, and when you die, you will lose everything. Everything you worked for, everything you earned, all gone, your very name will be scrubbed from the world, and, short of the bonds that you forged with others and the progress that you made toward freedom, you will be forgotten.
3. The first party to clear a floor will be immortalized, their names etched into the boss doors forevermore.
4. Roleplay is necessary on roleplay servers. repeated failure to roleplay, or possession of a name that does not meet roleplaying standards will result in a permanent ban from the game. Not the server; the GAME. You will have to buy another access code in order to be allowed back in. There is a designated chat window for OOC. In order to access this chat area, add brackets ( [ ] ) to your text, and your OOC text will be sent to the OOC chat without disturbing other players.
5. Player killing is supported by this game, and when you kill another player you may take one item from their corpse (that will forever be etched with their name), you will gain a portion of all skills belonging to that player, and will be designated with a surname identifying you as a player killer. Any player who then kills you will not be designated a player killer, and may not only loot one item from your corpse, but also every item that you had taken from another player. Your name will not be etched into any equipment. You will not be remembered. Instead, the equipment that is taken from your corpse will be identified as having been taken from a playerkiller. Anyone who kills a playerkiller will be allowed a title befitting of their avenging the murder of a fellow player.
2
Emily Marneth
Captain
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Emily Marneth
Captain
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Posted: Fri Jun 27, 2014 9:13 pm
~VITAL STATISTICS~
Your character has only four statistics to speak of; health, arte points, skill level, and player level.
Health: a measure of your character's life and endurance. When your hitpoints reach zero, you are dead. There are no resurrections, no second chances, nobody to pick you up. You will have thirty seconds after combat ends (two out-of-combat posts) to say your farewells, and then your character will be erased. You may give one item to one person, whether they are near you or not, and your name will be attached to the item. This is the only way you will be remembered, and this item will be mailed to the player of your choosing. Any house that you owned, any equipment that you had on your person or in your personal stash, any money that you had saved up that was not in a guild account will be erased, and anything inside your housing will be erased.
Arte Points are a measure of your momentum in battle. You normally begin battle with zero, but can level up certain skills to increase this amount. You gain these points by overpowering your opponent, or doing exceptionally well, and they allow you to access powerful special abilities know as Artes.
Skill level is the measure of how talented your player is. This game has no magic. Your character will gain skill levels as they use various skills (a partial list of which may be found on page 8 of the manual) and these skills will determine how effective your character is in everything that they do.
Player level is the measure of how developed your character is. As your level increases, so, too, does the skill cap and the amount of HP that your character has access to. You will only level up when you achieve a certain number of skill points, at which point you will be notified in a private message. ((the experience thread))
3
Posted: Fri Jun 27, 2014 9:14 pm
~HOW TO READ YOUR HUD~
ALICE Online employs a minimalist Heads Up Display (HUD) to preserve the feeling of immersion in the game. As such, character names are not listed above a character until they have identified themselves to you, and monster names are not revealed until you have entered combat, at which point they will appear in your combat HUD.
In your standard HUD, which you will see outside of combat, you will not be shown your HP, your active weapons, your equipment, or anything except for the titles of NPCs and characters that you have been introduced to. To introduce yourself to a fellow player, you must state your name, after which your name will forever appear above your head for that particular player.
In combat, you will be able to see your health level and the health bars of all nearby guild and alliance members, along with any opponents. Group member's health bars will be visible if even one member is in combat, regardless of distance.
A playerkiller's title and Health Bar will always be visible.
All health bars are the same size. It is typically impossible to tell how many hitpoints another person or monster has. You may, however, be able to estimate by observing how far it falls compared to the damage you dealt to the enemy.
In combat, you will be able to see your current equipment listed in the lower right hand corner of your screen, and your HP and level will be displayed in the upper left corner.
The following information will be used to format every post, whether roleplaying, crafting, or combat.
Current skills in use: OHSS: 85 Evasion: 16 Heavy armor: 23 Endurance: 62 Current active titles:
: +1 to OHSS and block rolls : +1 to all rolls against arachnids : +1 to all rolls against arachnids : +5 to all combat rolls if fighting alone
Current equipment:
Main hand:Gloomfang Description: A legendary straight sword harvested by Alyxandeyr, the Gloomking, from slaying a Gloomweave Spider. The blade, which sprouts from the mouth of a small gloomweave spider, glistens with a sickening sheen, venom permanently coating its silvery-purple edge. The hilt of the sword features a sickly crossguard, the legs of the spider curling upward toward the blade. When Alyx wraps his fingers around the silk-covered hilt, the legs of the spider constrict with the crepitant sound of old bones to secure the weapon to his fist. Dropped by: Gloomweave Spider Type: One Hand Straight Sword +50 roll1 +16 damage +2 poison for 6 rounds durability: 16/16 Upgrade: 0/54 Off-hand:Aegis of the Usurper Description: A legendary shield harvested by Alyxandeyr, the Gloomking, from a gloomweave spider. The shield is a preserved gloomweave spider carapace. The fangs of the spider thrust forward past the wearer's fist, and the spinneret extends to protect Alyxandeyr past his left elbow. When held at rest, the point of the shield rises almost to Alyx' shoulder. The eyes of the spider shine softly, watching his enemies, and the fangs glisten with venom. Type: shield +44 roll1 damage capacity: 26 poison: +2 for 6 rounds Durability: 22/22 Upgrade: 0/54 Head: Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects Upper armor: Beetle Carapace Cuirass Type: upper Grade: heavy Stats: when worn as a set, provides a maximum of 15 damage reduction via heavy armor skill. by itself, mitigates a maximum of 7 damage via heavy armor skill Lower armor: Beetle Carapace Greaves Type: lower Grade: heavy Stats: when worn as a set, provides a maximum of 15 damage reduction via heavy armor skill. by itself, mitigates a maximum of 7 damage via heavy armor skill Ring1: Gloombeetle Ring: Type: Ring +1 damage reduction per attack while worn. Ring2: Ring3: Ring4: Necklace: Trophy: Dire Wolf Trophy (stage 1): The massive paw of a Dire Wolf preserved with techniques that infused Light into the material. While active, this trophy grants the user +5 to their base AP. Combat pet: Utility pet:
Second set:
Main hand: Name: Gloomshard Description: An elegant One Hand Straight Sword that has a white hilt and an almost white pale blade that seems to softly glow from within. It is adorned with brightly polished silver fittings, including a straight, broad crossguard and a small, crown-shaped pommel. It is named because it is as though a shard of light has been made physical and forged into a weapon. Crafted By: Rota Emptiet Abyssian Type: One Hand Straight Sword Durability: 10 Stats: +6 roll1 +10 damage Upgrade: 0/26 Off-hand Name: Gloomguard Crafted by: Rota Emptiet Abyssian Type: shield Durability: 12/13 Stats: +10 roll1 15 damage capacity Upgrade: 0/1
4
Emily Marneth
Captain
Offline
Emily Marneth
Captain
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Posted: Fri Jun 27, 2014 9:14 pm
~INVENTORY AND EQUIPMENT~
All equipment can be accessed by pressing your character button ((will be listed in your profile)). There are no weight limits, and, in fact, no storage limits. All equipment is accessible from any point on the map, and at any time ((though to access your inventory in battle it takes a full post to open and use the item)).
Your character has eight 'real' equipment slots; four rings, a necklace, upper body armor, lower body armor, and a vanity helmet slot. All head equipment is freely customizable in appearance, and all other equipment may be modified by an armorsmith, leatherworker, weaponsmith, jeweler, or tailor. IN addition to these eight slots, you also have eight 'vanity' slots. Unless specifically stated to be a 'vanity' item, no item stats or bonuses will be applied for these items, though your character will be seen to be wearing those items instead of the items that they are actually wearing. You do not need to list your vanity items when listing your equipment in combat unless they give a usable bonus.
upper equipment either light/medium/heavy lower equipment either light/medium/heavy
Quote:
Examples of starter armor:
Name: Rookie Light Upper Type: upper Grade: light Stats: set bonus: +25% evasion maximum damage mitigation without set bonus: 1 with set bonus: 3
Name: Rookie Light Upper Type: lower Grade: light Stats: set bonus: +25% evasion maximum damage mitigation without set bonus: 1 with set bonus: 3
Name: Rookie Medium Upper Type: upper Grade: medium Stats: set bonus: +0% evasion maximum damage mitigation without set bonus: 3 with set bonus: 6
Name: Rookie Medium Upper Type: lower Grade: medium Stats: set bonus: +0% evasion maximum damage mitigation without set bonus: 3 with set bonus: 6
Name: Rookie Heavy Upper Type: upper Grade: heavy Stats: set bonus: -25% evasion maximum damage mitigation without set bonus: 4 with set bonus: 9
Name: Rookie Heavy Upper Type: lower Grade: heavy Stats: set bonus: -25% evasion maximum damage mitigation without set bonus: 4 with set bonus: 9
Upper and lower equipment will be either light medium or heavy. If a full suit of either light, medium or heavy armor is worn, you will gain a special bonus:
light: +25% evasion medium: no bonus or detriment heavy: -25% evasion
starting equipment will have a maximum possible mitigation of 3/6/9 damage, but have no natural damage reduction. This mitigation does nothing as of the creation of your character, but with the use of skills may be taken advantage of later.
With the implementation of update 0.0.14, a balancing system was enacted. Equipment now has a maximum effective level for any given situation, determined by the stats of the character, and the type of stat on the weapon.
roll1 bonus: equal to or less than your skill level roll2 bonus: equal to or less than your skill level damage mitigation: equal to or less than your skill level damage reduction: equal to or less than your skill level damage bonus: equal to or less than two times your skill level damage over time: damage per round equal to or less than your character level debuff: can reduce any one stat by no more than 1 point per skill level
if your character is mentored, then their effective level and skill levels will be used instead of their full ability.
5
Posted: Fri Jun 27, 2014 9:15 pm
~COMBAT~
Combat in ALICE Online is determined by player skill and the character's skills (a combination of bonuses for roleplaying and the actual in-game skills of your character). During combat your HUD will display the vitality of your opponents, and also any group members, guild mates or alliance members involved in the battle. Your equipment will be displayed in the lower right hand corner of your screen.
(Combat is determined by random dice rolls. [1d100+skill ranks in combat skill vs opponent's 1d100+skill] in any given attack round, you will roll 2d100, and your opponent will roll 2d100. These four rolls determine 1.) your attack/defense roll [You must choose one or the other. Evasion is a passive skill, but blocking relies on a defense roll, while parrying relies on an attack roll] 2.) your evasion roll [1d100/2 + skill] 3.) your opponent's attack or defense. If attacking, a monster's defense is 50% roll3 4.) your opponent's behavior.)
roll 1+skill is compared to roll 3+skill, [specific skills will be discussed later] should roll1 beat roll3, you have landed an attack on your opponent. roll 2+skill will be compared to roll 3+skill, and if roll2 beats roll3, it will result in a dodged attack, meaning no damage for the character. roll 4 will simply determine the attitude of the monster. In regular combat, this roll is governed by the monster's personality chart, listed in its bestiary entry. In special circumstances, a moderator will use this number to determine what the monster is/will be doing. Special circumstances include but are not limited to boss fights and special event monsters.
Damage is determined using the same rolls; when dealing damage to an opponent, you will deal the difference between your attack roll and the opponent's defense roll [(roll1-roll3)/4 = damage dealt]. While taking damage, the same formula is used.
When grouping, an opponent's attack and defense roll loses 5% of its total for every additional member of the group, with the maximum group size being 5, due to being outnumbered. Be wary, though, as this also applies to player characters who are outnumbered; you might lose up to 25% of your rolls if you are outnumbered in battle.
Special rules apply to blocking and parrying. While parrying, one must sacrifice their chance to attack the opponent by rolling an attack to block the opponent's attack by striking their weapon. Exceeding the opponent's roll by fifty will deal a point of durability damage to the opponent's weapon. Failing by even one point will result in you taking damage as if your roll1 was half of what it really was.
While blocking, you sacrifice your attack to focus on defending against the opponent's attack by holding up a shield to block damage (you cannot block with a weapon in ALICE Online). By sacrificing your attack in this way, you almost guarantee that you will reduce the damage of an attack directed at you. By exceeding the opponent's attack, you will completely negate damage up to your shield's [defense] stat. By losing to the opponent's attack, you will negate damage up to 75% of your shield's [defense] stat By losing by more than fifty to the attack, you will negate damage up to 50% of your shield's [defense] stat, and your shield will lose a point of durability. By losing by more than 75 to the attack, you will negate damage up to 25% of your shield's [defense] stat, and your shield will lose a point of durability. By losing more than 100 to the attack, you suffer full damage. Your shield will lose two points of durability as it is bashed aside.)
While blocking, all enemy attacks that are directed at you will be deducted from your block score in a row. Meaning that if you roll a 100, and your three enemies roll 25, 50, and 75, you will be hit as if your block was exceeded by 50. (25+50+75=150) This can be seen as an enemy knocking back your shield to open you for counterattack.
outside of combat, health regenerates to full in one post.
~Advanced maneuvers~
If you choose not to evade, you can boost your attack or defense roll to [1d100 * 150%] + skill if you choose not to attack or defend, you can boost your dodge to 1d100 + skill
While in combat, you can make a parry, defense, or evasion roll to bring you out of combat. If the roll succeeds, you may leave combat range or aggro range and are safe from attack if someone else remains in combat range. Once outside combat range, a full round must be spent to get back into range, during which no player attack can take place. (Enemies can not be kited in this manner; they are free to attack you if you are the only one that they are fighting. They will simply charge you or use an arte to close the distance.) While you cannot attack while returning to combat range, you may parry, defend or evade as normal.
While in combat, the role of is a difficult one; controlling the enemy's attention is incredibly complicated, and trying to be everywhere at once is impossible. But sometimes, you can't hold the monster's attention, and it will attack a stray player. In order to combat this, you may make a turn. During such a turn, you only have half of your normal defense roll, (defense, parry, evasion) but you can use that half a roll to defend someone else. This is a synergistic ability, and is stronger if you are both defending (in which case the defense roll and half roll get added together, ONLY if they are the same type (evade/block/parry) ). If one is not defending, or is defending with a different type of skill, the two rolls are treated as separate. There are a few ways for this situation to resolve:
both may succeed, meaning neither take damage the helper may succeed and the helpee fail, and both are protected form damage the helper may fail and the helpee succeed, meaning just the helper is struck the helper and helpee may fail, and they are both struck
If both rolls are the same, then they will be treated as one roll, and either both will be hit, or both will be safe.
Ranged combat is performed with a bow at a distance. In order to successfully attack with a bow, the player must be outside of normal combat range. This effectively means that you, if soloing, have roughly one shot with a bow per battle, to pull the enemy toward you. The archer excels in a group, when someone else can hold the monster's attention while they rain death down upon the enemy from afar.
6
Emily Marneth
Captain
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Emily Marneth
Captain
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Posted: Fri Jun 27, 2014 9:16 pm
~MAP~
The world of ALICE Online consists of 100 floors, ranging in atmosphere from desolate, hellish wastelands to lush, enchanted forests. In order to progress to the next floor, a group must clear the boss of the dungeon located on each floor. The first players to defeat the boss monster on each floor will have their names carved into the doors of the boss room forever. In order to get to the dungeon, the player must fight their way across the map to the entrance, and then they must explore the maze that is the dungeon until they find the boss door, at which point they may face the boss or risk losing track of the boss room by leaving.
(At the beginning of each dungeon, the stats of the dungeon are listed. These include 'gate guard', 'number of rooms', and 'loot table'. Traveling to the dungeon requires a number of posts of 'travel' which is basically a series of combats that represent the mobs that you would run into on the way there. The number of travel posts will be listed on the first post of each floor. In order to get into the dungeon, the players must defeat the gate guard; a miniboss that shields the door from low-level entrants. The gate guard respawns, and must be fought each time one wishes to enter the dungeon. Once defeated, any number of people may pass through the door before he respawns, so long as they were present for him to be defeated.
Once inside the dungeon, a random number will be generated, from 1 to [number of rooms]. This decides what room you will have discovered. Each time a room is generated, it will be saved, and any player coming upon that room may choose to ignore it in favor of a newly undiscovered room. For instance, if you roll room 5 of 10, but someone had already cleared room5, you may choose to move to either room 6 or 7, or to reroll entirely. Should you choose to enter room5, it will be the exact same as it had been for the person before you, though the loot table will be re-randomized for drops. When a new room is being generated, a handful of dice will be rolled. Four 1d100s will be rolled, and the player will be committed to the room. They will either clear it or die trying, with very few exceptions.
roll1: type of mobs (a chart listing the number of mobs will be listed on the first page of the dungeon) roll2: number of mobs roll3: rare instance (a moderator will be consulted if you roll higher than a 75 on this roll. You may either proceed to clear the room or wait until they respond, either way will not change the result. This is the one thing in a room that may be different depending on the instance. roll4: chest. The first player to clear any room will be the only one to be given access to the chest of that room, which will disappear forever after it is opened, until such a time as that character has died, at which point any chests that they opened will reset.
If the room in question has a special note beside it, then a moderator has special plans for it. If you roll that room, consult the moderators and they will tell you what your character finds when they step into the room.
The boss room is a random room in the dungeon, and is the only room specifically labeled (in game, it's a huge set of doors that marks the entrance to the room, along with an empty plaque) If you roll the boss room, you may choose to fight the boss then and there. If you choose not to, then the boss room will be left undiscovered, and only if you have the cartography skill can you avoid hunting again randomly for it.)
7
Posted: Fri Jun 27, 2014 9:51 pm
~SKILLS~
ALICE Online has no experience points. Instead, players level up a massive list of skills to gain levels and increase their health. When enough skill points has been gained to progress to the next level, you will level up, gaining 20 HP.
Every player begins with zero points in any skills. The known skill list is as follows (this is not a complete list, but rather a general overview:
Combat Skills
One Handed Straight Sword better at piercing armor than other weapons Two Handed Straight Sword better at piercing armor than other weapons One Handed Curved Sword inflict bleed damage Two Handed Curved Sword inflict bleed damage One Handed Axe excels in breaking through enemy defenses Two Handed Axe excels in breaking through enemy defenses One Handed Hammer excels in sundering equipment Two Handed Hammer excels in sundering equipment Bow can be used from a distance, but not at close range. Useful for debilitating the enemy from afar. One Handed Spear excels in keeping enemies from getting too close, providing a bonus to evasion Two Handed Spear excels in keeping enemies from getting too close, providing a bonus to evasion Beastmaster Controlling monsters to work with you instead of against you Block: Using shields Evasion Light Armor Medium Armor Heavy Armor
Non-combat Skills
Tailor: Crafting light armor Leatherworker: Crafting medium armor Armorsmith: Crafting heavy armor and shields Weaponsmith: Crafting weapons Chemist: Crafting potions Lightsmith: Crafting crystals Carpenter: Crafting buildings and furniture out of wood Masonry: Crafting with stone Mining: Extracting minerals and crystals from the earth Forestry: Collecting wood for use in crafting Gathering: Collecting materials from the landscape Hunting: Collecting Materials from the corpses of animals Cooking: Producing food Cartography: Creating maps Hide: Moving without enemies seeing you
8
Emily Marneth
Captain
Offline
Emily Marneth
Captain
Offline
Posted: Mon Jun 30, 2014 10:15 pm
~Artes~
Artes are abilities and special attacks that go along with a certain skill. They will be awarded when a player has reached a certain skill level, and can be anything from cooking a new type of meal to performing a fifty-hit combo or more.
(In order to use a combat Arte, one must have the necessary amount of AP (Arte Points). you gain AP through normal combat. Whenever roll1 surpasses roll3 by more than ten, you will gain 1 AP. For every ten thereafter, you will gain 1 additional point. This means that surpassing it by 20 will yield two points, 30 = 3, etc. etc. An Arte, when used, will be used alongside the skill from which it is derived (in combat, you always list the skill you will be using, you just put the arte underneath that.))
While using an arte, you will not gain AP for exceeding your opponent's roll
Every level increases your base AP by 1, starting with 1 at level one.
User-name: Your gaiaonline username Posting: how often you expect to post Time zone: your time zone
~Character Data~
Name: Your character's name. Must be a roleplaying name devoid of titles Race: can be any humanoid race. That means bipedal, two armed. Age: can be any age within roleplaying reason Gender: Date Created: the date that your character sheet was posted originally
~Appearance~
Height: Weight: Hair: Eyes: Physical Description: the way your character carries themselves and behaves Clothing: what your character is wearing Background: a roleplaying background or account of your character's exploits in the game Personality: your character's behavior and outlook Other: any additional information that your character may need, or that you may need for your character
~Achievements~
~Possessions~
Equipment:
you begin with three pieces of equipment:
upper armor lower armor and a weapon with an optional shield
Valuables
Money:
Gil: Zenni:
~Artes~
~Stats~
Level: you begin at level 1 Health: you begin with 20 HP