Hello, and welcome to the second game of the Arena! This game will be in the style of a Team Deathmatch, meaning there will be two teams that fight to destroy the other. I've added a new aspect to the game: potions! These will give you temporary boosts to your stats or even heal you a small bit. The prize for winning this game will be 200 Credits to each member of the winning team!
The Rules
Changes to the rules since the original posting have been written in red. Changes to the rules since the last change have been written in orange.1. Before the game starts, players will sign up in this thread and be placed into one of two teams. Each player will choose a class, two of that class's abilities, and two potions. A class, its abilities, and/or potions may be randomly given by the Host if a player so chooses. The potions players may choose from include health, strength, defense, agility, and luck, but players may not start with two health potions.
2. Spectators may place bets on players at this point like so:
Player Name: Wager. Please open an account at
the Bank before betting. When the application period is concluded, all bets will be locked in.
3. Each player will start with 40 health points. A player may not be healed over the 40 HP cap.
4. At the start of the match, the Host will perform a 1d20 roll for initiative for each player, determining the combat order for the first round. If there are equal initiative rolls, additional rolls will be used to determine who comes first. After the combat order is determined, the Host will post for all to see.
5. At this point, the Host will ask for all players to Personal Message them what their stances and actions will be like so:
Stance, Action, Target (if applicable), Potion Action (if applicable). The players will have 48 hours to PM their action (72 hours on the first round).
6. There are two stances: offensive and defensive. Stances are set/changed right before an action is performed and will stay the same until changed again before another action.
a. Offensive stance is the default stance and has no effect on damage given or received. Some abilities require one to be in offensive stance to perform.
b. Defensive stance reduces damage taken by 1d10. A player in defensive stance may attack, but their attack is a 1d20-10 roll. Negative damage is counted as a miss.
7. There are three basic actions: attack, block, and use an ability. Only one action may be performed per turn.
a. The regular attack is a 1d20 roll, which the Host will perform.
b. Blocking reduces all damage targeted at the player by half (rounded down). Blocking can only occur while in defensive stance. Blocking will last until another action is performed on the next round.
c. Each class has a different special ability which only it can perform. Unless stated otherwise, each ability can only be performed once every three rounds, and each ability has a separate cooldown.
For example, if a player uses one ability on round 1 and the other ability on round 2, they may use the abilities again on rounds 4 and 5, respectively. Passive abilities last until the player performs another action on the next round. Again, some abilities require one to be in offensive stance to perform.
8. There are five types of potions: health, strength, defense, agility, and luck. Players may only hold up to two potions at once. Potions will be consumed before performing an action and last one turn.
Each player may pass a single potion per round to another player if the passing player does not consume any potion that round and the receiving player has an empty potion slot. The receiving player may only consume the received potion starting the next round. a. The health potion heals the player for
10 HP.
b. The strength potion increases the player's next attack by 5 damage.
c. The defense potion decreases the player's damage received from each attack by 3 damage.
d. The agility potion increases the player's initiative by 10.
Note: this may change the player's place in the combat order. e. The luck potion allows for a reroll for a specified action, and the higher roll is used.
9. If a player does not perform an action, they will receive 1d5 damage. Each subsequent turn of inactivity will increase the die by 5, meaning the second turn would be 1d10, the third 1d15, etc.
10.
Each player’s action will literally occur in the combat order (unless affected by changed initiative from certain abilities or the luck potion). For example, if a player is going to perform a block, but another player with a higher initiative attacks them first, then the block will not reduce any of that damage as the blocking player had not acted yet; however, if another player with a lower initiative attacks the blocking player, then the damage will be reduced as the blocking player had by then already acted.
11. The results of the round as well as the combat order for the next round (determined by new initiative rolls) will be posted by the Host at his discretion, though in a timely manner. The process will repeat until only one team remains.
12. At the end of the battle, the winning team will receive their prizes, and the betting spectators will either gain or lose credits depending on their wagers. This will all be recorded in a post at the Bank, and the relevant Bank accounts will be updated.
Classes
There are 14 classes in this game. There are several changes to the classes from last game, including 5 new classes (the Alchemist, Commander, Death Knight, Druid, and Mystic), so make sure to read through each and not assume they'll all be exactly the same. Abilities with an asterisk* must be performed in offensive stance. I created the classes myself, so if you have any feedback on their balance, please let me know.
Classes
Alchemist
The Alchemist can only give potions to players who have an empty potion spot, and he may also keep them for himself if he has empty potion spots.
Make Health Potion: Creates a health potion. May be used once every four turns.
Make Strength/Defense/Agility/Luck Potion: Creates a strength/defense/agility/luck potion of the Alchemist's choice. May be used once every two turns.
Bard
Charm: The target cannot perform an action for two turns or until he takes damage.
Confuse: For the target's next two turns, their targets are chosen at random among their enemies.
Fear: Decreases the target's attacks/abilties on their next two turns by 5 damage.
Berzerker
Dodge: You have a 50% chance to not be affected by each action targeted at you for two turns.
*Rage: Deals 1d25 damage. Reduces initiative on next round by 5.
*Sprint Attack: Increases initiative by 10 and deals 1d22 damage to the target.
Cleric
Bless: Increases the target’s attacks/abilities on their next two turns by 5 damage.
Heal Other: Heals the target for 1d20 HP. It cannot be casted on oneself.
Resurrect: Brings a dead player back to life with 1d15 HP. May only be performed once every 5 turns.
Commander
*Call to Arms: For up to three targets, increases their next attacks/abilities by 4 damage each, and increases their initiative on the next round by 5.
*Rally: For up to three targets, decreases their damage received from each attack/ability by 4 for one turn.
*Rout: For up to three targets, decreases their attacks/abilities by 4 damage each for one turn, and decreases their initiative on the next round by 5.
Death Knight
*Cursed Blade: Deals 1d30 damage to target and 1d5 damage to self.
Sacrificial Healing: Heals the target for 1d25 HP, and deals 1d5 damage to self.
Unholy Wrath: Takes two turns. All damage you receive on the first turn, you deal to a single target on the second turn. Is not affected by target's block or defensive stance. Must be in offensive stance on second turn.
Druid
*Beast Form: Causes you to turn into a beast that may only perform regular attacks, which do 1d20+3 damage, and must stay in offensive stance. At the end of each turn, has a 50% chance to return to human form.
Call Wolf Companion: Calls a wolf companion for one turn. You may have the wolf attack a target for 1d22 damage, or you may use it to absorb up to 20 damage targeted at you.
*Leech Life: Deals 1d15 damage, and heals you 1d5 HP.
Mystic
Receives two random abilities at start. After the use of each ability, it is replaced with a new random ability. The two ability slots have separate cooldowns, and abilities will be given to the Mystic through PM.
Paladin
Holy Ward: Decreases the target’s damage received from each attack/ability by 3 for two turns.
Pray: Increases damage dealt and decreases damage received by 2 for two turns.
*Smite: Deals 1d25 damage if the target's last action dealt damage to another player. Deals 1d12 damage, otherwise.
Ranger
*Double Shot: Deals 1d10 damage to two targets.
*Precise Shot: Deals 1d15 damage and is not affected by the target’s block or defensive stance.
*Rapid Shot: Increases initiative by 10 and deals 1d20 damage. Increases initiative on next round by 10.
Rogue
Evade: You take no damage and are not affected by abilities.
Set Trap: Sets a trap that will deal 1d8+5 damage to the first enemy player to enter defensive stance or 1d10+5 damage to the first enemy player to block. Is not affected by the trapped player's block or defensive stance. Acts like a separate entitity from the Rogue, so is not affected by abilities that are dependent on or would affect the Rogue: Smite, Flame Cloak, Counterattack, Reflect, damage-altering abilities, or the strength potion.
*Sneak Attack: Deals 1d18+5 damage if the target's last action was an ability. Deals 1d10 damage, otherwise.
Sorcerer
*Acid Spray: Deals 1d15 damage, then on the next round deals 1d8 damage that is not affected by the target's block or defensive stance.
Flame Cloak: Deals 1d20 damage to anyone who attacks you.
*Lightning Bolt: Deals 1d10+5 damage and has a 50% chance to deal 1d10 damage to a random enemy.
Warrior
Counterattack: Reduces damage taken by half. Deals 1d10 damage to anyone who damages you.
*Power Attack: Deals 1d23 damage.
*Whirlwind Attack: Choose an initiative value. Deals 1d10 damage to any enemies within 3 initiative of that value.
Wizard
Dispel: The target cannot use abilities for two turns.
Reflect: Any damage or abilities done to you, you do back.
Slow/Hasten: Decreases or increases target's initiative by 20 for one round, 10 for two rounds, or 5 for three rounds.
Players
Blue TeamColberius X --
Cleric Colberius:
Bless, Heal Other;
Health, DefenseMathyland --
Ranger Mathyland:
Precise Shot, Rapid Shot;
Health, StrengthRasdanation --
Death Knight Rass:
Cursed Blade, Sacrificial Healing;
Health, LuckSapphiron --
Commander Sapphiron:
Call to Arms, Rout;
Health, AgilityYellow TeamCrushita --
Ranger Crushita, "The Bow of the Faithful":
Precise Shot, Rapid Shot;
Health, StrengthElbbsas --
Alchemist Elbbsas:
Make Health Potion, Make Other Potion;
Health, Agilitytaulover --
Paladin Tau:
Holy Ward, Smite;
Health, AgilityxXTheHydraXx --
Rogue Hydra:
Set Trap, Sneak Attack;
Health, Strength