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To decide who we are ROLEPLAYING, go HERE
It is also STRONGLY recommended to visit here
Well, ladies and gentlemen!!!
An RPG is opening on the portal:)
So, we invite everyone!!! (but please — no off-topic)
To finally join the ranks, please leave an application:
World — Heroes of Might and Magic V (Hammers of Fate)
Regarding...
Everyone starts at level 1. Levels are granted by the GM (Game Master) for quests and more.
There are 5 parameters: Attack, Defense, Agility, Intelligence, Wisdom.
Initially all parameters = 1
Per level, a character receives 1 point for characteristics and 1 for skills.
Levels can be earned not only through quests, but also for monsters and actions related to exploring the world. In general, for active participation.
At the start, each character has 3 skills that characterize their uniqueness.
At the same time, depending on the chosen path of Sword or Magic, the character chooses one of two additional skills: Path of Magic or Path of the Sword.
Levels are conventionally divided into tiers.
Upon moving to a new tier, the character receives a new skill that they invent themselves.
Also at the start, the character chooses 2 spells or combat skills for themselves.
For every skill and => (spell/technique), there are 6 power levels.
There are general skills that anyone can develop. (L - level of the described skill)
Toughness At toughness level L, the character's health increases by L*D (i.e., total health = base health + L*Defense)
Regeneration Heals L health every post.
Meditation For L of their posts, increases Intelligence by 50% rounded up (i.e., if it was 4 it becomes 6, if it was 5 it becomes 8)
Concentration Increases the duration of spells by L posts.
Assassin The first unexpected strike is always critical. Higher chance to land a crit in battle, depending on skill level.
Stealth Lowers the probability of detection.
Evasion The enemy's first strike cannot be critical (unless they are an assassin, then it's a 50/50 chance). Increases the ability to dodge in battle, depending on skill level.
Armorer Can improve their own and others' weapons (swords, armor, etc.) (+L to parameter). No more than one weapon per day. Requires money (for each plus unit: 5, 15, 35, 65, 105... gold).
Artificer Can create passive artifacts that increase any parameter by L. No more than one artifact per day. Requires silver (for each plus unit: 15, 45, 100, 200, 350... silver). Each hero can have only one active artifact.
Rune Smith Can enchant any item (that does not have magical properties). The item is enchanted with a spell of level L. Enchanting costs 5*L gold. Recharge or top-up requires 10*L silver per charge.
Merchant All goods are 10*L% cheaper.
Orator Increases the ability to persuade someone.
Initially everyone has — 50 silver coins
(rate СА — 1g=5s, 1s=15m, rate ОТ=1g=4s, 1s=20m)[/COLOR]
Quests are given by the Master (with a decent reward and a GUARANTEE of +1 level), NPCs (also masters :) but the reward is smaller) and players to each other (FOR PAYMENT!!! And they aren't given out of thin air...)
Sources of income — quests and trade.
Also in the game, you can buy items for yourself and sell unnecessary or found items. For trade, see the corresponding thread.
Rights of participants in the game.
Participant
- Has the right to free will (no one, not even GMs, can control their actions)
- Has the right to directly participate in all events determined by Game Masters and other Participants.
- Does not have the right to describe the killing of an enemy equal or greater in strength, or a group of enemies more than 1-2 (depending on strength)
- Has the right to buy and sell items.
- Has the right to give quests to other participants personally. (if a reward for the quest is agreed upon, it is paid from the employer's personal funds)
- Must enter the game occasionally...
Game Master:
- Has the right to free will (no one can control their actions)
- Does not have the right to directly participate in all game events, but can indirectly influence them by giving players tasks either personally (very rarely) or by outlining the situation.
- Must provide tasks (outline the situation) if a player has responded to the previous task.
- Must describe the conduct of medium battles (more than one enemy or an enemy practically equal or higher than the participant in strength)
- Must describe the conduct of global battles (mass army clashes)
- Has the right to give quests personally. Reward is at the Game Master's discretion.
- Regulate conflicts
- Must enter the game occasionally...
- STOP off-topic
- Can remove a level
- Permit and forbid play...
One can become a Master only with the approval of at least 50% of Game Masters. (currently there are three of us)
Game Masters
Supreme
Тенгро
Nowizard
Assistant Game Master:
- Has the right to free will (no one can control their actions)
- Has the right to directly participate in all events determined by Game Masters and other Participants.
- Has the right to buy and sell items.
- Has the right to provide tasks (outline the situation) if a player has responded to the previous task.
- Has the right to give quests to other participants personally. (if a reward for the quest is agreed upon, it is paid from the employer's personal funds)
- Has the right to describe the conduct of medium battles (more than one enemy or an enemy practically equal or higher than the participant in strength), without contradicting GMs.
- Has the right to give quests
- Must enter the game occasionally...
Assistant Game Masters
Расулим
Ta Kotoraya
Смок
Yes, ROLEPLAY THE CHARACTERS!!!! Non-roleplay = flood, punished by masters
ESSENCE OF THE GAME
We are all characters in the HUGE world of HOMM... We do what we want, we live, basically:):):)
The world is torn apart by conflicts (between 7 races). Of these, the Empire, Elves, and Academy (together with half the dwarves) make up the Grey Alliance, while the other half of the dwarves and Inferno, Necropolis, and Dungeon make up the Horde of Darkness. And suddenly Incarnations come into the world... Chaos begins.. And the players are heroes trying to stop it... and grab something for themselves!
Currently there are 8 cities (on each map)
СА — Wolfjord (Dwarves), Al-Taren (Academy), Irrilot (Empire), Santagra (Elves)
ОТ — Karahad (Dwarves), Mistrad (Necropolis), Krrah-taak (Inferno), Alstrantara (Dungeon)
You can also appear in the wasteland (+1 to strength until reaching a city, but quests are only in cities)
Conflicts are roleplayed
ROLEPLAY — playing as a character (as if you ARE the character. Wrote "dim-witted dwarf" — then act like a dim-witted dwarf)
Combat
A character can describe a fight with one enemy 3 levels below them (i.e., a level 5 player can describe how they killed a level 2 neutral).
Battles with stronger opponents or in larger numbers are described by GMs depending on the players' ingenuity and the difference between attack and defense parameters of attackers and defenders.
T.e.
If a Character attacks, the player describes how they plan to conduct the fight, how to attack, what advantages of the surroundings to use.
The GM then describes the battle itself — whether the player's assumptions were justified. (when conducting attacks, the "attack" parameter is more important; the more it exceeds the opponent's defense, the greater the chance that everything will go as the player described)
Similarly, if enemies unexpectedly attack characters, the "defense" parameter is more important.
Agility is important in both cases but to a lesser extent.
If you are a mage, then it doesn't matter what defense the enemy has; the main thing is how well you can cast spells and whether the enemy has resistance to them.
Magic
Lexical Formulas
To create spells, a character must speak them; the number of words in the formula is determined by intelligence. (no more than 2*intelligence words in a phrase (prepositions and conjunctions do not count))
But a simply spoken phrase is not a spell.
You can learn to correctly create spells either at the mage guild from a mentor or by reading a book. The more complex the spell, the more lexoforms are needed for its creation.
In complex spells, gestures or special sounds can be part of the lexoformulas.
The ability to learn a complex spell directly depends on Wisdom; also, the higher the wisdom, the greater the chance of successfully inventing your own spell.
Each new unit of wisdom also reduces the current casting period of a spell by 20%. (i.e., if the base casting time for an imp is once per day, then with wisdom 3 it's once every 24*0.8^3 = 12 hours, and with wisdom 8 once every 4 hours)
Recalculation is performed once upon leveling up.
A character can try to invent and cast a spell themselves by analogy with others, but the probability of success is not high (determined by GMs depending on the situation, the beauty of the spell's composition, and its similarity to lexoformulas of the same complexity) if you are capable of casting spells of such complexity.
If you succeed in the spell, you memorize it and can use it further as one learned from a book.
Spells = "lexical forms". That is, you can write "Fireball", and it won't fly anywhere. But you can write
"Sphere of Fire, Driven by Wind, Which Bursts Upon Impact" — and you will get a decent fireball.
And "Intelligence" limits the number of words in the lexical construction
(for example, for example №1 knowledge 1 is needed, but for №2 — 3)
And, making a logical error, you will spend time on nonsense.
That is, you'll have to struggle with spells. Knowledge increases with level OR for a payment of 10s-20s-30s (the higher your knowledge, the higher the payment) and REAL TIME one hour-two hours-three hours etc.
Why so? Because spells will become stronger
And also, grammatical errors also lead to failure.
And if you, for example, write "Spell summoning a dwarven tamed bear, subordinate to me, a meter away from me", then you will get it.
But if you blurt out "Spell summoning a dwarven tamed beaR (medved), subordinate to me, a meter away from me", then you'll get an uncontrollable ANYHOW animal-bear from the lower circles of hell with 75% immunity to everything a meter away from yourself.
Also if you are capable of summoning a bird and try by analogy to summon something stronger (a dragon), for example, simply replacing the word bird with dragon, it's unlikely anything will come out...
The lexoformula for a black dragon might sound roughly like this...
"Huge as an obsidian mountain of magic he is not subject in any way, from black ash his scales <pouring mekra ash into fire> powerful wings cut the clouds <cross-shaped hand pass> flame breathes his head <lowering hand into bonfire with ash> claws longer than orc sabers teeth sharper than a thief's dagger to me alone he is subordinate <finalizing spell cry 'anom!'>" (intelligence 18)
All spells follow these principles:
1. Logical Structure (everything must be structured)
2. NON-interference with the life and property of beings outside the field of vision
3. IMPOSSIBILITY of summoning INVULNERABLE and\or LONG-TERM (more than Real Days) creatures and MATERIAL things\disturbances of permanent existence (for example, gold\holes\traps etc.)
Also during battle you can inflict or receive wounds of various degrees of severity and types.
Wounds are divided by
degree of seriousness
Not serious - 1
Medium - 2
Serious - 3
Fatal - 4
and
type of wounds
Puncture wounds - inflicted by piercing or piercing-cutting weapons (daggers, swords, rapiers). Light puncture wounds are easily curable. But serious injuries are very dangerous (affect vital organs, limb failure, loss of consciousness up to fatal outcome)
Curability (<wound complexity>:<curability level>) 1:1, 2:2, 3:4, 4:death
Lacerations - inflicted by spiked, jagged objects or separate spells like explosions. Such wounds can cause pain shock. Heavy bleeding is possible. Difficult to cure, but they are not fatal (though death may occur from blood loss).
A character with such wounds won't go far, and if not treated in time, you might end up in heaven/hell.
Curability 1:2, 2:3, 3:4, 4:5
Cuts - light injuries, but the most likely. Inflicted by sharp cutting objects; many such injuries lead to serious blood loss, but they are easily healed. Deep cuts lead to rotting and character illness. But in the worst case, it can lead to loss of limb control (cutting muscles) or death (throat, abdomen).
Curability 1:1, 2:2, 3:3, 4:5
Hacks - something like deep cuts. Capable of leading to loss of limb or death.
Curability 1:2, 2:3, 3:5, 4:incurable
Bruises - inflicted by clubs or fists, put the opponent out of action; if not treated in time, hematoma and eventually necrosis of the limb are possible. Small health damage, but serious loss of motor functions.
Curability 1:1, 2:2, 3:3, 4:4
Soul wounds - Inflicted by death magic or mental magic. They damage not the body, but the spirit. This can manifest in many different ways. From numbness of limbs to unconscious change of character or, for example, uncontrollable falling into a berserker state.
Curable only by magic and very difficultly.
Curability 1:3, 2:4, 3:5, 4:incurable
Magical wounds Deal damage to the aura weakening abilities for spellcasting (or depriving them completely). Also possible limb failure or strange diseases.
Curability 1:2, 2:3, 3:4, 4:5
Weapons are divided by the type of wounds inflicted and bonuses to combat art.
Armor — by bonus to defense art.
It is also STRONGLY recommended to visit here
Well, ladies and gentlemen!!!
An RPG is opening on the portal:)
So, we invite everyone!!! (but please — no off-topic)
To finally join the ranks, please leave an application:
World — Heroes of Might and Magic V (Hammers of Fate)
Regarding...
Everyone starts at level 1. Levels are granted by the GM (Game Master) for quests and more.
There are 5 parameters: Attack, Defense, Agility, Intelligence, Wisdom.
Initially all parameters = 1
Per level, a character receives 1 point for characteristics and 1 for skills.
Levels can be earned not only through quests, but also for monsters and actions related to exploring the world. In general, for active participation.
At the start, each character has 3 skills that characterize their uniqueness.
At the same time, depending on the chosen path of Sword or Magic, the character chooses one of two additional skills: Path of Magic or Path of the Sword.
Levels are conventionally divided into tiers.
Upon moving to a new tier, the character receives a new skill that they invent themselves.
Also at the start, the character chooses 2 spells or combat skills for themselves.
For every skill and => (spell/technique), there are 6 power levels.
There are general skills that anyone can develop. (L - level of the described skill)
Toughness At toughness level L, the character's health increases by L*D (i.e., total health = base health + L*Defense)
Regeneration Heals L health every post.
Meditation For L of their posts, increases Intelligence by 50% rounded up (i.e., if it was 4 it becomes 6, if it was 5 it becomes 8)
Concentration Increases the duration of spells by L posts.
Assassin The first unexpected strike is always critical. Higher chance to land a crit in battle, depending on skill level.
Stealth Lowers the probability of detection.
Evasion The enemy's first strike cannot be critical (unless they are an assassin, then it's a 50/50 chance). Increases the ability to dodge in battle, depending on skill level.
Armorer Can improve their own and others' weapons (swords, armor, etc.) (+L to parameter). No more than one weapon per day. Requires money (for each plus unit: 5, 15, 35, 65, 105... gold).
Artificer Can create passive artifacts that increase any parameter by L. No more than one artifact per day. Requires silver (for each plus unit: 15, 45, 100, 200, 350... silver). Each hero can have only one active artifact.
Rune Smith Can enchant any item (that does not have magical properties). The item is enchanted with a spell of level L. Enchanting costs 5*L gold. Recharge or top-up requires 10*L silver per charge.
Merchant All goods are 10*L% cheaper.
Orator Increases the ability to persuade someone.
Initially everyone has — 50 silver coins
(rate СА — 1g=5s, 1s=15m, rate ОТ=1g=4s, 1s=20m)[/COLOR]
Quests are given by the Master (with a decent reward and a GUARANTEE of +1 level), NPCs (also masters :) but the reward is smaller) and players to each other (FOR PAYMENT!!! And they aren't given out of thin air...)
Sources of income — quests and trade.
Also in the game, you can buy items for yourself and sell unnecessary or found items. For trade, see the corresponding thread.
Rights of participants in the game.
Participant
- Has the right to free will (no one, not even GMs, can control their actions)
- Has the right to directly participate in all events determined by Game Masters and other Participants.
- Does not have the right to describe the killing of an enemy equal or greater in strength, or a group of enemies more than 1-2 (depending on strength)
- Has the right to buy and sell items.
- Has the right to give quests to other participants personally. (if a reward for the quest is agreed upon, it is paid from the employer's personal funds)
- Must enter the game occasionally...
Game Master:
- Has the right to free will (no one can control their actions)
- Does not have the right to directly participate in all game events, but can indirectly influence them by giving players tasks either personally (very rarely) or by outlining the situation.
- Must provide tasks (outline the situation) if a player has responded to the previous task.
- Must describe the conduct of medium battles (more than one enemy or an enemy practically equal or higher than the participant in strength)
- Must describe the conduct of global battles (mass army clashes)
- Has the right to give quests personally. Reward is at the Game Master's discretion.
- Regulate conflicts
- Must enter the game occasionally...
- STOP off-topic
- Can remove a level
- Permit and forbid play...
One can become a Master only with the approval of at least 50% of Game Masters. (currently there are three of us)
Game Masters
Supreme
Тенгро
Nowizard
Assistant Game Master:
- Has the right to free will (no one can control their actions)
- Has the right to directly participate in all events determined by Game Masters and other Participants.
- Has the right to buy and sell items.
- Has the right to provide tasks (outline the situation) if a player has responded to the previous task.
- Has the right to give quests to other participants personally. (if a reward for the quest is agreed upon, it is paid from the employer's personal funds)
- Has the right to describe the conduct of medium battles (more than one enemy or an enemy practically equal or higher than the participant in strength), without contradicting GMs.
- Has the right to give quests
- Must enter the game occasionally...
Assistant Game Masters
Расулим
Ta Kotoraya
Смок
Yes, ROLEPLAY THE CHARACTERS!!!! Non-roleplay = flood, punished by masters
ESSENCE OF THE GAME
We are all characters in the HUGE world of HOMM... We do what we want, we live, basically:):):)
The world is torn apart by conflicts (between 7 races). Of these, the Empire, Elves, and Academy (together with half the dwarves) make up the Grey Alliance, while the other half of the dwarves and Inferno, Necropolis, and Dungeon make up the Horde of Darkness. And suddenly Incarnations come into the world... Chaos begins.. And the players are heroes trying to stop it... and grab something for themselves!
Currently there are 8 cities (on each map)
СА — Wolfjord (Dwarves), Al-Taren (Academy), Irrilot (Empire), Santagra (Elves)
ОТ — Karahad (Dwarves), Mistrad (Necropolis), Krrah-taak (Inferno), Alstrantara (Dungeon)
You can also appear in the wasteland (+1 to strength until reaching a city, but quests are only in cities)
Conflicts are roleplayed
ROLEPLAY — playing as a character (as if you ARE the character. Wrote "dim-witted dwarf" — then act like a dim-witted dwarf)
Combat
A character can describe a fight with one enemy 3 levels below them (i.e., a level 5 player can describe how they killed a level 2 neutral).
Battles with stronger opponents or in larger numbers are described by GMs depending on the players' ingenuity and the difference between attack and defense parameters of attackers and defenders.
T.e.
If a Character attacks, the player describes how they plan to conduct the fight, how to attack, what advantages of the surroundings to use.
The GM then describes the battle itself — whether the player's assumptions were justified. (when conducting attacks, the "attack" parameter is more important; the more it exceeds the opponent's defense, the greater the chance that everything will go as the player described)
Similarly, if enemies unexpectedly attack characters, the "defense" parameter is more important.
Agility is important in both cases but to a lesser extent.
If you are a mage, then it doesn't matter what defense the enemy has; the main thing is how well you can cast spells and whether the enemy has resistance to them.
Magic
Lexical Formulas
To create spells, a character must speak them; the number of words in the formula is determined by intelligence. (no more than 2*intelligence words in a phrase (prepositions and conjunctions do not count))
But a simply spoken phrase is not a spell.
You can learn to correctly create spells either at the mage guild from a mentor or by reading a book. The more complex the spell, the more lexoforms are needed for its creation.
In complex spells, gestures or special sounds can be part of the lexoformulas.
The ability to learn a complex spell directly depends on Wisdom; also, the higher the wisdom, the greater the chance of successfully inventing your own spell.
Each new unit of wisdom also reduces the current casting period of a spell by 20%. (i.e., if the base casting time for an imp is once per day, then with wisdom 3 it's once every 24*0.8^3 = 12 hours, and with wisdom 8 once every 4 hours)
Recalculation is performed once upon leveling up.
A character can try to invent and cast a spell themselves by analogy with others, but the probability of success is not high (determined by GMs depending on the situation, the beauty of the spell's composition, and its similarity to lexoformulas of the same complexity) if you are capable of casting spells of such complexity.
If you succeed in the spell, you memorize it and can use it further as one learned from a book.
Spells = "lexical forms". That is, you can write "Fireball", and it won't fly anywhere. But you can write
"Sphere of Fire, Driven by Wind, Which Bursts Upon Impact" — and you will get a decent fireball.
And "Intelligence" limits the number of words in the lexical construction
(for example, for example №1 knowledge 1 is needed, but for №2 — 3)
And, making a logical error, you will spend time on nonsense.
That is, you'll have to struggle with spells. Knowledge increases with level OR for a payment of 10s-20s-30s (the higher your knowledge, the higher the payment) and REAL TIME one hour-two hours-three hours etc.
Why so? Because spells will become stronger
And also, grammatical errors also lead to failure.
And if you, for example, write "Spell summoning a dwarven tamed bear, subordinate to me, a meter away from me", then you will get it.
But if you blurt out "Spell summoning a dwarven tamed beaR (medved), subordinate to me, a meter away from me", then you'll get an uncontrollable ANYHOW animal-bear from the lower circles of hell with 75% immunity to everything a meter away from yourself.
Also if you are capable of summoning a bird and try by analogy to summon something stronger (a dragon), for example, simply replacing the word bird with dragon, it's unlikely anything will come out...
The lexoformula for a black dragon might sound roughly like this...
"Huge as an obsidian mountain of magic he is not subject in any way, from black ash his scales <pouring mekra ash into fire> powerful wings cut the clouds <cross-shaped hand pass> flame breathes his head <lowering hand into bonfire with ash> claws longer than orc sabers teeth sharper than a thief's dagger to me alone he is subordinate <finalizing spell cry 'anom!'>" (intelligence 18)
All spells follow these principles:
1. Logical Structure (everything must be structured)
2. NON-interference with the life and property of beings outside the field of vision
3. IMPOSSIBILITY of summoning INVULNERABLE and\or LONG-TERM (more than Real Days) creatures and MATERIAL things\disturbances of permanent existence (for example, gold\holes\traps etc.)
Also during battle you can inflict or receive wounds of various degrees of severity and types.
Wounds are divided by
degree of seriousness
Not serious - 1
Medium - 2
Serious - 3
Fatal - 4
and
type of wounds
Puncture wounds - inflicted by piercing or piercing-cutting weapons (daggers, swords, rapiers). Light puncture wounds are easily curable. But serious injuries are very dangerous (affect vital organs, limb failure, loss of consciousness up to fatal outcome)
Curability (<wound complexity>:<curability level>) 1:1, 2:2, 3:4, 4:death
Lacerations - inflicted by spiked, jagged objects or separate spells like explosions. Such wounds can cause pain shock. Heavy bleeding is possible. Difficult to cure, but they are not fatal (though death may occur from blood loss).
A character with such wounds won't go far, and if not treated in time, you might end up in heaven/hell.
Curability 1:2, 2:3, 3:4, 4:5
Cuts - light injuries, but the most likely. Inflicted by sharp cutting objects; many such injuries lead to serious blood loss, but they are easily healed. Deep cuts lead to rotting and character illness. But in the worst case, it can lead to loss of limb control (cutting muscles) or death (throat, abdomen).
Curability 1:1, 2:2, 3:3, 4:5
Hacks - something like deep cuts. Capable of leading to loss of limb or death.
Curability 1:2, 2:3, 3:5, 4:incurable
Bruises - inflicted by clubs or fists, put the opponent out of action; if not treated in time, hematoma and eventually necrosis of the limb are possible. Small health damage, but serious loss of motor functions.
Curability 1:1, 2:2, 3:3, 4:4
Soul wounds - Inflicted by death magic or mental magic. They damage not the body, but the spirit. This can manifest in many different ways. From numbness of limbs to unconscious change of character or, for example, uncontrollable falling into a berserker state.
Curable only by magic and very difficultly.
Curability 1:3, 2:4, 3:5, 4:incurable
Magical wounds Deal damage to the aura weakening abilities for spellcasting (or depriving them completely). Also possible limb failure or strange diseases.
Curability 1:2, 2:3, 3:4, 4:5
Weapons are divided by the type of wounds inflicted and bonuses to combat art.
Armor — by bonus to defense art.