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Arena Battling: Part 2/How to play

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Contents

Part 1 - The classes

First, you'll need to sign up, like this:

[[User:YOU|YOU]]<sup>[[User:YOU/ABP2/Stats|Stats]]</sup>

Then in your stats, the initial stats are:

  • NAME
  • HP: 100/100
  • MP: 50/50
  • Class: Level 1 Hero
  • Experience: 0
  • Money: 0WC
  • Items:
    • Potion - Recovers 50 HP
  • Skills:
    • Undiscovered - You'll need to pass training to get this skill.

The other classes are (AFTER TRAINING):

Challenger

  • HP: 250/250 (+10 HP a level)
  • MP: 25/25 (+5 MP a level)
  • Weaknesses: Often falls over

Archer

  • HP: 120/120 (+6 HP a level)
  • MP: 130/130 (+6 MP a level)
  • Weaknesses: Arrows often misses

Wizard-Type Guy

  • HP: 110/110 (+5 HP a level)
  • MP: 200/200 (+10 MP a level)
  • Weaknesses: Melee Damage is doubled

Gunner

  • HP: 220/220 (+8 HP a level)
  • MP: 50/50 (+6 MP a level)
  • Weaknesses: Weapon will sometimes overheat. (Guns only)

Citizen

  • HP: 200/200 (+5 HP a level)
  • MP: 100/100 (+5 MP a level)
  • Weaknesses: Suspectible to everything, except Alignment damage.

"Brand Master"

This is a totally unique class that allows you to choose two different classes but you only get half the power from each. Here's some class mixes.

You can switch between the two classes chosen at anytime, however, you can only learn the skills of your selected class when you level up. (For example, a Gunning Swordsman has Gunner as his primary and he levels up, he has to learn a gunner skill and cannot learn a challenger skill for that level. This may change at anytime for fairness issues)

Brand Masters can also switch out an old class for a new class for a small fee. (Example: Player is a Magical Citizen. He swaps the Citizen part for a Challenger) It costs upwards to 200 Wiki Coins and 100 Experience Points to do so along with a 1/4 damage penalty for using the newly mixed class' attacks/skills.

You also get to keep all the skills and weapons used for the old class along with the 1/2 damage penalty, however, if you switch out the new class at any time, you lose the ability to use all the skills and weapons of that class.

EXAMPLE:

  • Player is Magical Citizen.
  • Player switches out Citizen for Challenger by asking the Old Man at the Mountain Village.
  • Player pays upwards to 200 Wiki Coins and 100 Experience Points (On earlier levels, the experience cost is lowered)
  • Player keeps Citizen skills and weapons.
  • Player gains the ability to learn Challenger skills and equip Challenger specific weapons. However, Player may only do 1/4 damage with their Challenger weapons and skills.
  • Player realises that Challenger sucks somehow and switches it back for Citizen.
  • Player's Challenger skills get reset. He/she also loses access to that class' weapons.

In battle example:

  • Player is a Magical Swordsman
  • Player attacks using Magician skill. It deals 1/2 damage.
  • Player attacks using Challenger skill. It deals 1/2 damage.
  • Player attacks using Citizen skill. It deals 1/4 damage.
  • Player uses wallet. It deals 1/4 damage.
  • Player wins the fight (or gets killed)

Thanks to Chaosvii7 for the idea!

Gunning Swordsman

  • HP: 230/230 (+9 HP a level)
  • MP: 175/175 (+5 MP a level)
  • Weaknesses: Guns often overheat and there is also a chance of fumbling

Magical Trevor Citizen

  • HP: 160/160 (+5 HP a level)
  • MP: 100/100 (+5 MP a level)
  • Weaknesses: Melee damage is doubled and you are suspectible to most elements, except Alignment damage.

Typical Robber

  • HP: 210/210 (+7 HP a level)
  • MP: 50/50 (+6 MP a level)
  • Weaknesses: Suspectible to most elements and guns can often overheat.

Jester

Chaos suggested this class in the class ideas article. Thanks!

  • HP: 150/150
  • MP 50/50
  • Weaknesses: Some bombs can be a dud.
  • Jesters are silly types and therefore their skills are equally silly. Their starter skill is 'Bad Joke', a passive skill that increases their chance of critical hitting the enemy for each turn they attack with a dud bomb. (1 in 10 chance for their starter weapon)

Alchemist

Chaos suggested this class. Thanks!

  • HP: 100/100 (+5 HP a level)
  • MP: 100/100 (+5 MP a level)
  • Weaknesses: Mixing potions has a 25% chance of failure.
  • Alchemists can mix up potions by purchasing materials and using their starter skill 'Transmute'. However, they can only carry 10 of each potion. They start with 3 Fire Bomb, Ice Ball and Thunder Bomb potions when they start.

Necromancer

Chaos suggested this class. Thanks!

  • HP: 85/85 (+10 HP a level)
  • MP: 200/200 (+15 MP a level)
  • Weaknesses: Raising the dead may have a 15% chance of backfiring.
  • Necromancers are proficient in raising the dead. 'Summon Skeleton' is their starter skill. For each undead ally on the field, the Necromancer loses up to 5 MP a turn (or even up to 20 MP, depending on the type of rotting dead you've summoned).

Illusionist

Raiku suggested this class. Thanks. (Although I had to slightly modify it a bit)

  • HP: 95/95
  • MP: 105/105
  • Weaknesses: Illusions don't always work.
  • Illusionists can summon illusions of themselves as their starter skill, allowing them to confuse their enemies. Because of their illusionist abilities, they don't hit as hard as any other class.

Ninja

Lemon suggested this class. Thanks. (Slight modification though)

  • HP: 150/150 (+12 HP a level)
  • MP: 150/150 (+12 MP a level)
  • Weaknesses: Pirates and Zombies (if they hit) deal double damage.
  • Ninjas are quick and nimble types and therefore, they take the full brunt of all attacks, however, their agility can allow them to evade or even counter enemy attacks. 'Distraction Dummy' is the first skill they learn for whatever reason.

Part 2 - How to play?!

After that, you must know how to play:

Be sure to boldify your name in capitals and the colons have to be bolded too:

CONCHRIS: I'm talking!

'''CONCHRIS:''' I'm talking!

Also, for actions, use italics in those neat little curly brackets or whatever:

CONCHRIS: {shoots example man}

OR

{Conchris shoots example man}

'''CONCHRIS:''' ''{shoots example man}''

''{Conchris shoots example man}''

You don't necessarily have to stick with those brackets though, well, until there are actual rules to this place.

Part 3 - Battling

In battle, you attack first unless told otherwise, yeah.

Attack much like this:

CONCHRIS: {attacks something}

OR

{Conchris attacks something}

'''CONCHRIS:''' ''{attacks something}''

OR

''{Conchris attacks something}''

The champions get to control the enemies. You get to control your own sidekicks.

The fight goes on until a condition is met, usually when the HP drops to 0.

If you're defeated, you won't be able to continue to fight unless you have a sidekick or two or three.

There is an exception to the Champions control enemies rule, if the enemy hasn't acted within the last 2 minutes or more, feel free to take control of them for the rest of the fight until the champion (Conchris) edits the battle page again. Be sure to deal damage accordingly and remember, the enemy doesn't always miss!

Part 4 - Sidekicks and how they work

Later on, when Conchris stops being lazy for once, sidekicks will become available in Whimsy Town. How do they work? They are controlled by you and you must decide what they should do in battle.

The sidekicks also have their own unique classes that can determines their skills. Here is some examples:

Fighter

Fighters are usually good attackers and they can be equipped with Challenger specific weapons (unless otherwise stated of course). They aren't that great on defense.

Their starter skill is the passive skill: Rage - When hit, there is a 25% chance that the sidekick will gain a boost in 20 damage when attacking next round.

Magicians

Magicians cast magic. They are awful at full on attacking and they can be equipped with Wizard-type Guy specific weapons (unless otherwise stated).

Their starter skill is the passive skill: Magic Barrier - When hit, there is a 25% chance that the sidekick will regenerate an extra 50 MP for the owner next round.

Soldiers

Soldiers are allaround in attack and defense but they are useless at close-range. They can equip any Gunner specific weapons (unless otherwise stated).

Their starter skill is the passive skill: Auto Lock-on - When hit, there is a 25% chance that the sidekick will allow all attacks to hit the enemy that attacked him/her next round.

Part 5 - Status Effects

Here comes the typical status promblems! There are also some other kinds but here's the basic ones:

  • Poisoned
    • What does it do? You take 5 - 10 damage for each round of combat you do.
    • How to cure it? Wear it out or use an Anti-Anti-Antidote.
  • Paralysed
    • What does it do? Prevents you from attacking for a few turns.
    • How to cure it? Wear it out or use a Lightning Rod.
  • Turned To Stone
    • What does it do? You can't move and you can only attack with ranged magic (Magic related to melee attacks are useless).
    • How to cure it? Wear it out, get hit by a melee attack or use a Hard Soft Potion.
  • Dizzy
    • What does it do? You randomly attack anyone in battle.
    • How to cure it? Wear it out, get hit by a melee attack or finish the battle.
  • Darkened
    • What does it do? You lose 20 - 40 HP for every two rounds of combat you do but your attacks deal double damage.
    • How to cure it? Wear it out or heal using a potion.
  • Frozen to Square
    • What does it do? You are unable to move. Horray for status problem clones!
    • How to cure it? Use fire magic, get hit by a melee (5%), wear it out or somehow finish the battle.

These are just the few status effects, however, there are some positive ones.

Part 6 - Experience

How do you earn experience? Do quests, kill monsters or do certain tasks. To earn bonus experience from quests, you must perform some secret tasks such as No Killing or No Melee attacking.

Let's get the little levels list as well for the sake of it:

  • Level 1 - 0 Experience
  • Level 2 - 500 Experience from Level 1
  • Level 3 - 1,000 Experience from Level 2
  • Level 4 - 1,500 Experience from Level 3
  • Level 5 - 2,000 Experience from Level 4
  • Level 6 - 2,500 Experience from Level 5
  • Level 7 - 3,000 Experience from Level 6
  • Level 8 - 3,500 Experience from Level 7
  • Level 9 - 4,000 Experience from Level 8
  • Level 10 - 5,000 Experience from Level 9
  • Level 11 - 5,500 Experience from Level 10
  • Level 12 - 6,000 Experience from Level 11
  • Level 13 - 6,500 Experience from Level 12
  • Level 14 - 7,000 Experience from Level 13
  • Level 15 - 8,000 Experience from Level 14

These are the main story levels, but you can see a trend as to levels above Level 15!

Part 7 - What to do now?

You could sign up or, well you know, go to another interactive if this doesn't appease your interests.

Make sure to read the rules before signing up and have fun.

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