CombatRP

CombatRP is a feature inside the roleplay experience that allows players to ICly engage in fights which have multiple rules in order to be performed in an appealing and non-toxic way, using several systems and quite different from your usual CombatRP system, as this happens to be both more complex and more worked on. Please make sure to read over the information below, even if you have previously taken part in other CombatRP situations, since these CombatRP changes are massive.

How does it work?
CombatRP does NOT work with a pvp-based mechanics, since PvP is globally turned off to avoid FailRP. Then... how does one fight another person or entity? Well, for PvP it is your usual standard CombatRP, it's based on turns and rolls. When starting a fight, both of the participants have the right to start with an action. The one who types the action first will be the one starting, and they will have to roll.

For PvE however, systems like Base Enemy Defense, Party Rolls and Dodging attacks will become relatively important. Of course, it is still executed through actions and rolls, but many things can differ.

Topics to address
Overtime, this chat will be updated with more systems that have been ready to deliver, but for now you may have a list of exactly what are they:

1. Basic Knowledge

1.1 Health System

1.2 Energy System and Spells

1.3 Spell Casting Times

1.4 Weapon information

1.5 Class passives

1.6 Perms

1.7 Lives

2. PvP

3. PvE

Health System
Health is measured in what we call "Blood Orbs". But what are Blood Orbs? Blood Orbs are what we use to measure someone's HP and how many hits they can take before they get knocked down. Depending on your class, you may have more or less Blood Orbs, but, for players, all Blood Orbs take a total of 1 Critical Success or 3 normal hits to break, if your number of Blood Orbs reaches 0, you get knocked onto the floor until either someone does any "Grip" action on you, or after 5 minutes. Blood Orbs can be re obtained through resting, potions or eating food."Starter"Monk: 3 Blood Orbs

Warrior: 3 Blood Orbs

Pit Fighter: 2 Blood Orbs

Scholar: 1 Blood Orb

Rogue: 1 Blood Orb"Divergent"Elder: 5 Blood Orbs

Sigil Knight: 7 Blood Orbs

Dragon Knight: 5 Blood Orbs

Illusionist: 4 Blood Orbs

Spy: 4 Blood Orbs

Samurai: 5 Blood Orbs

Mage Caster: 4 Blood Orbs

Bard: 3 Blood Orbs

Akuma: 5 Blood Orbs

Warlord : 8 Blood Orbs

Church Knight: 8 Blood Orbs

Necromancer: 3 Blood Orbs

Assassin: 4 Blood Orbs"Purgatory"Dragon Sage: 8 Blood Orbs

Sigil Knight Commander: 10 Blood Orbs

Dragon Slayer: 7 Blood Orbs

Master Illusionist: 6 Blood Orbs

Survivalist: 8 Blood Orbs

Duelist: 6 Blood Orbs

Ronin: 6 Blood Orbs

Archmage: 5 Blood Orbs

Ultra Bard: 4 Blood Orbs

Oni: 6 Blood Orbs

Abyss Walker: 11 Blood Orbs

Wraith Knight: 11 Blood Orbs

Deep Knight: 11 Blood Orbs

Master Necromancer: 5 Blood Orbs

Phantom Dagger: 6 Blood Orbs

Energy System (And how Spells work)
Spells and Energy are two forever connected things, as to cast spells you will without a doubt always need energy, mana or tithe, whatever the name you decide to use for it.

How does Energy work?
Energy works alike to the Health System, but instead of Blood Orbs, one has Mana Orbs. These orbs work the same way as Blood Orbs, but they do not deplete through hits, they deplete through spells usage, but not all kinds of spells. Only those that do not belong to your school of magic, and were learned through external sources. You can regenerate mana by abstaining from using any kind of spells, even from your own school. It will regen 1 orb per turn.

What are these "Spells" learned by external sources?
These spells are learned from external mages that while being more powerful, can backfire and hurt you instead, or cause an undesired effect on you. These can be found, or even sold if it truly does interest you, more specifically by The Collector, an entity that appears at indefinite places around Tera, specially in Old Sanctuaries. These spells can be divided in 6 types!

God Spells, which one can only successful cast with a Critical Success (rolling max), Curse Spells that one must roll above 10 to successfully cast, Regular Spells which one has to roll above 5 to successfully cast it, Snap Spells which will always successfully cast but take away your entire energy, Summoning Spells that will require you to have a specific item with you to execute and Unobtainable Spells which are spells designed for NPCs or Story Bosses."NOTE: This spells must be learnt before usage"

Specific Costs and what the Spells do God Spells
Manus Dei: Casts a large hand from the heavens to pin down targets. This pin down can remain there for a total of 5 turns, and will consume 2 mana orbs per turn. The hand will do equal to 10 hits of damage total if it holds for the 5 turns, aka 2 Orbs. The initial hit does about 1 orb, and the others do evenly 1 hit per turn. This costs 8 Mana Orbs. Backfiring this spell will pin you down for a turn, dealing the initial orb of damage.

Fimbulvetr: Casts a large portal anywhere the spell hits, even if it stops on the sky, from that portal a incredibly large ice chain will appear, and crash onto the nearest target, generating large ice walls around it. This spell will deal around 3 Orbs. This costs 7 Mana Orbs. Backfiring this spell will do it's complete damage (3 Orbs)

Stasis: In a large field around you (20 blocks range) time is stopped and your strength enhanced. You have 5 free turns before everything goes back to normal, all attacks will hit but none can act as critical success regardless of the roll. Each hit will count as 2 hits instead of one while on that. This spell costs 6 Mana Orbs. Failure to do this spell will stop you for 5 turns.

Memento: Memento is a spell that allows you to copy the previously used spell of your opponent and use it against them, in a God Tier. This spell will always do 3 Orbs of Damage. This spell costs 1 + additional other orbs tha the copied spell was worth to cast. Failing to do this spell will result in that same spell that you had created explosing on you, dealing 2 Orbs.

Hoppa: Hoppa is a god tier wind spell that will allow you to generate a tornado from pure mana. This tornado will not affect you and it will pull enemies in and do a constant 1 Orb per turn for 2 turns. If it backfires, you'll be pulled in the tornado, removing your immunity.

Mori: By far the most dangerous to cast and to get hit by. Mori is a spell that will deplete your entire bar and execute you, removing a life off you instantly if you are hit. This costs one's entire energy, regardless of how large that quantity is. If failed, this will instantly kill the user instead of the target.

Curse Spells
"NOTE: Being accursed means that you cannot cast any spells during this period. You become magic impotent until the accursed effect wears out (Taking up to a turn of cancelled magic usage)"Ignis: Ignis is a torrent of fire that can be cast from the user's hands. This torrent is straight, reaching up to 4x4 blocks ahead of the user. If the user moves while casting this spell they may get burnt a little. This can do up to 2 Hits of damage, if the fire is treated immediately, if not the fire will do 1 hit of damage per turn. This spell costs 1 Mana Orb. Backfiring this will knock you back, ablaze and accursed.

Gelidus: Gelidus is a torrent of snow that can be cast from the user's hands. This torrent is straight, reaching up to 4x4 blocks ahead of the user. If the user moves while casting this spell they may get burnt a little. This can do up to 2 Hits of damage total and freeze someone for a turn. This spell costs 1 Mana Orb. Backfiring this will knock you back, frozen and accursed.

Tenebris: Tenebris is a spell that powers your fist into one punch that separates all the target's limbs that then come together again, causing massive pain to to the target, but not much damage. The target will become accursed after being hit, but does not take physical damage, instead, is stunned on the floor, in pain. It will cost 2 Mana Orbs. If this spell backfire, the user will feel immense pain on their body, stunning them for a turn on the floor.

Regular Spells
Celeritas: Celeritas is a spell that enhances the speed of the target by 2x for 2 turns. It costs a singular Mana Orb. If backfired, the spell decreases the caster's speed for a few seconds.

Snarvindur: Snarvindur is a spell that creates a large propelling force in the direction the caster is facing, this will knock the opponent forward 3 blocks, effectively flinging them. This costs a singular mana orb. If it backfires, the user is flinged back 3 blocks.

Gate: Gate is a spell that allows you to teleport your entire party with you to a desired pre determined location that you already know by mentioning it's name and casting the spell. This costs 1 Mana Orb. It can backfire by teleporting you to anywhere except where you'd want to be.

Velo: Velo is a spell that creates a small ball of light that floats near the caster, only used to give light and nothing else. Velo has no mana cost, and cannot backfire.

Armis: Armis will allow you to summon a weapon made of mana and throw it towards a desired target. This weapon will not impale but can do major cuts. This spell does 3 Hits of damage. This spell costs 2 Mana Orbs. If this spell backfires, the sword will come directly to you, doing the 3 Hits of damage.

Pondus: Pondus is a spell that decreases the speed of the target costing up to 2 Mana Orbs. If backfired, the caster's speed is decreased for some time.

Snap Spells
Snap Gelidus: Snap Gelidus will create a floating path of ice, damaging you slowly for each second you pass on it for 1 hit per turn. The damage will heal after you stop using Snap Gelidus after a turn. Does NOT curse. It consumed all your energy upon usage and can only be maintained for 3 turns.

Snap Ignis: Snap Ignis summons a fireball. This spell is very volatile, and can potentially hit many people including the caster if not careful, leaving you burning and ablaze.

Snap Telorum: Cause 3 light swords to rain from the sky at the target location, each damaging and stunning anyone hit. (Stun for 1 turn and doing a total of 2 Orbs of damage)

Snap Sagitta Sol: Snap Saggita Sol is a variant of a summoning spell, allowing you to create a variant of a Sagitta Sol, a Mythril Sword version of it.

Snap Celeritas: Celeritas is a spell that enhances the speed of the user or target by 3x for 1 turn.

Snap Armis: Snap Armis will allow you to shoot several weapons mana of mana and throw it at a desired target. These swords will not impale and will only do major cuts. This spell does 1 Globe of damage

Snap Snarvindur: Snap Snarvindur acts similar to the original however instead of creating a large propelling force forward (5 blocks range and fling) it creates a medium propelling force in a full circle around you (2 blocks and fling).

Summoning Spells
Howler Summoning: Summons a blue wolf with 7 purple eyes, a creature specific to the Tundra area that can be captured and later summoned into battle by any class. Howler's roll 5 and are hit if the player rolls above 5. This spell costs 1 Summoning Scroll per summon

Saggita Sol: Sagitta Sol is a spell that summons a golden archer that shoots magical arrows for 2 turns, dealing 4 hits total per archer in their full arrow rotation. This spell costs 1 Sun Scroll per summon. Saggitta Sol minions have to roll 10 each time they want to hit an arrow on their 2 turns of life.

Shrieker Summoning: Shriekers are creatures of the deep, this is the first spell of Necromancer but normal players can also use it to a lesser extent (Necromancer spell is called "Rise" instead of "Shrieker Summoning"). One can only cast 1 Shrieker upon getting the spell. Shriekers can roll up until 5 and each minion summoning cost 1 Corpse.

Unobtainable spells
Rho Aias: Rho Aias is an ancient lost spell of an unbreakable spell shield, with up to seven layers. In its greatest form, it is said to be seven flower petals made from light. It takes the form of a seven layered Bounded Field in the shape of an iridescent flower. For curiosity, this costs 28 Mana Orbs.

Rho Ars: Rho Ars, created by the same man who created Rho Aias is said to be an unbreakable time loop where they die and revive until the end of eternity. In the act of Deuxmachia, it was cast by it's creator upon 3 of the 14 Gods, who remain perpetually stuck in this loop. For curiosity, this costs 34 Mana Orbs

Ars Almadel Rubrum: The creation of the Stars, the Moon and Planets, all this essence of things created by GOD is put together, to create the Last Sealing Spell. Developed at the end of Deuxmachia by two people, the one who did all the Rho spells, and the Scarlet King. For curiosity, this costs 25 Mana Orbs

Tribute of GOD: Iä Rho Sauron: Calls down the Wrath of the Palantír, large pale creatures of over hundred of meters tall that walk in a formation army, rumbling everything in their path, following a singular mind, the caster of Rho Sauron. For curiosity, this cost 100 Mana Orbs total

Rho Mori: A version of Mori that will never backfire, and is faster, way more deadly. For curiosity, this costs up to 110 Mana Orbs.

Spell Casting Times
As you may suspect, spells are usually not cast instantly in Tera. There are certain rules to cast spells, the time to cast a spell AND the resources it consumes, be it energy or physical things. In Tera, spells are divided in categories, 5 categories to be precise but we'll only learn 4 as it will be most useful for you.

What counts as Casting a Spell?
Before you cast it, you must action that you are preparing said spell and wait out the turns needed to roll it and send it out. In those turns, you mustn't do any action regarding attacking, only defending and even so, limited (rolls 15 while preparing a spell instead of 20)

Spell Casting Spells
God Spells - Takes 3 turns to cast

Curse Spells - Takes 2 turns to cast

Regular Spells - Takes 1 turn to cast

Snap Magic - Casts instantly

Summoning Magic - Takes 5 turns to cast

Class Spells - Takes 1 turn to cast