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Battle System.
Battle is an essential part of WoH and as such it must have rules. While these are the general rules for battles, there are some circumstances that may change the rules and a DM will specify when necessary.
 
Stats.
Here at WoH, there are five basic stats and one advanced stat. Each stat controls a different area of the character attributes. The five basic are health points, mana points strength, defense, magic. The advanced stat is heart. The power of the heart is the only thing that can harm the heartless or nobodies and is raised by all your actions. It is raised by total words typed.
 
Health Points (HP).
This measures a chosen’s physical and magical endurance and decides when a chosen is KO’ed.
Formula: Current HP – Damage Taken = New Current HP.
 
Mana Points (MP).
This measures a chosen’s magical energy and decides if spells or abilities can be used.
Formula: Current MP – Spell/Ability cost = New Current MP
 
Strength (Str).
This measures a chosen’s physical prowess and decides how powerful their physical attacks are.
Formula: Chosen’s Strength + Equipment/Abilities = Attack.
 
Defense (Def).
This measures a chosen’s physical and magical resistance and decides how much damage is taken from an attack.
Formula 1: Chosen’s Defense + Equipment/Abilities = Total Defense.
Formula 2: Attack – Total Defense = Damage Taken.
 
Magic (Mag).
This measures a chosen’s magical prowess and decides how effective spells are.
Formula: Chosen’s Magic + Equipment/Abilities/Spells = Attack/Heal
 
K.O.
When a chosen hits 0 HP they become knocked out. During that time they can do no actions and will be revived with 25% of their HP after 3 turns. A K.O.ed character can be revived by any healing potions or spells.


Turns.
A series of posts in a battle is considered a turn. All players get one post during a turn and another doesn’t start till all players have posted. During a turn, each player has a post and each post contains a number of actions. A combo can be done instead of all other actions..
 
Actions.
A single action in a post can be used for a few things. It can be a standard attack, a magic spell, an item, or an ability. Some spell and abilities requires multiple actions while others must be used at certain times. The number of actions starts at 2 and is increased by Combo Plus or M-Combo Plus abilities.
Starting Actions: 2
 
Battle Tools.

There is a calculator for battle to make it simple and decide if the attack is critical. Simply place in your attack and your opponent’s defense then the calculator will do the rest. There is a log for managers to see results, lying about them results in consequences. The calculator is (here).


Physical Attack.
These are actions that are just straight forward attacks using your weapon. They can cost one action or be used in a combo. They require no MP and all members can use it immediately.
 
Combos.
Instead of individual actions, a player may choose to do a combo. A combo can be made up of either physical or magical attacks, but must be one or the other.  Combo limit starts at 3 and can be raised by the ability combo plus or magic combo plus.
Starting Max Combo: 3
Starting Max M-Combo: 3
Pros: Adds an additional attack with no other costs.
Cons: Uses all actions, no access to most abilities, easily dodged.
 
Dodging Combos.
As soon as one attack in a combo is dodged, the entire combo is dodged unless otherwise stated. Combo Add-ons can make certain attacks undodgeable or allow a combo to continue and Combo Master allows an entire combo to continue after being dodged. This counts for physical and magical combos.
 
Spells.
Spells are magical attacks that use intelligence instead of strength and use up MP. Different spells do different things. Some heal and others damage. Spells must be learned and are not inherent.
 
Critical Strike.
Sometimes attacks will hit an enemy in a weak spot and do extra damage. All chosen have a 5% chance to hit a critical strike each time they attack. This can be raised by learning certain abilities. The Battle Tools handle this and will let you know if you hit a critical strike.
 
Summons.
It cost 2 actions to use summon stones. The creature within the summon becomes an ally in the battle as long as the chosen can afford the MP cost or dismisses them.
 
Abilities.
Abilities can have a number of effects. Some are special attacks while others are passive and help you all the time. The description of the ability will tell you what rules to follow.
 
Items.
Items are used similar to abilities, but instead follow the rules of the item. The item is consumed afterward, unless stated otherwise.


Death.
Death may occur here on WoH, but that won’t be the end. Death can only occur in Death matches as well as site events. Death occurs when a chosen receives 25% of their max HP in damage once they fall into K.O. state. Receiving any damage in a K.O. state restarts the countdown to when they come back on their own. 
 
Rebirth.
When a chosen is killed three things may happen. If they are killed by the heartless, nobody, or any dark based attack, a chosen can choose to become a nobody or a heartless. They then start the process of that advance race. If a chosen is killed by any other means, they must start a new character with 30% less total words and can spend those on that character. They also sell all their equipment and can spend it on new equipment.


Status Effects.
Occasionally an ability or attack will leave an lasting effect that can weaken or strengthen you. These lasting effects are known as status effects and the general rule is they last for three rounds, though some may last longer or shorter. These status effects do a number of different things and as such its important to know them when battling.
 

Status Effects.
Name Effect
Protect Reduces all physical damage by 25%.
Shell Reduces all magical damage by 25%.
Reflect Bounces all magical spells back to its sender.
Haste Increases combo each round by 1 and agility by 30%
Slow Reduces combos each round by 1 and ability by 30%
Stop Stops all actions and damage. Damage is accumulated and dealt after stop is over. last 2 rounds.
K.O. Actions become zero and after 3 turns come back with 25% HP.
Poison Reduces HP by 5% of max per turn.
Blind Gives a 50% chance to miss each action and combo.
Sleep Reduces all action to 0 and is cancelled by any damage.
Confusion Makes each of your targets per action random. Must use a combo during this time.
Silence Disables Magic.
Burn Causes fire damage equal to 20% of spell damage that caused it.
Freeze Makes actions 0 per round and can be cancelled by a fire attack.

 
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