End of Legends: Character creation guide.

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Armor Types
There are three basic types of armor craft. Each of these has a heavy,  medium and light classification in them. But  these armor craft types help to better specify an armors ability to strategy in combat.
Standard: This armor is made from material that have been reinforced to be more bullet resistant,  using modern armor making techniques. With known armor craft abilities and discoveries armor crafters have been able to reinforce leather( light)  Bone and scale(medium)  or metal (heavy)  to extreme bullet resistant quality. Will resist extra damage from critical hits using a physical resistance roll.  Also does +3 boost in speed, +2 in skill,  +2 in power,  and +5 in physical and magic resistance. 
Magic:  This armor is made for those who intend to become proficient in casting and resisting spells and magic. This armor comes with an extra magic affinity slot and the ability to attach custom or extra spell types to pieces of armor. This armor is generally made from materials like hair or feathers (light),  plants and wood(medium),  or crystals (Heavy)  +1/2 of a spell affinity slot per piece. +1/2 In custom spell type creation per piece,  +10 boost in magic resistance,  +10 boost in magic and learning.  -2 speed.  
Special: This armor is made from material that is created for odd and anti magic types.  This armor is fashioned from materials like Copper(light),  Silver (medium)  and gold(heavy).  It is made to concentrate Alchemy.  +10 learning per piece  +10 speech per piece ,  +12 boost in magic resistance per piece. +9 in physical resistance.  +15 recovery per piece. 
Custom:  If non of the other armor types suit you,  then you have the option of creating and submitting your own armor style to the End of legends website. This armor is yours and can only be given out to other buy you,  through our site,  for monetization if that suites you.

Armor Coating
Non Armor can be improved in many ways.  These types of improvements can be performed by skilled armor smiths,  who either have perfected the general craft or created a craft of their own.
Armor can be improved to resist either elements of Alchemy or magic,  specifically,  or have its general durability improved.  Some armor can be made to boost certain attacks or abilities and allow for the use of special combo's that where not possible before armor was improved.
Combo Reinforcement: This reinforcement allows for the user to combine moves that are difficult to combine more efficiently with a move cost reduction.  This allows for special moves and standard moves to cost less based on their type.  Does not work for defensive combos standard moves. ½ combo cost.  -1/4 of defense. 
Defense Armor: This armor improves your ability in defense.  Your ability to use moves defensively is improved and has a reduction in cost.  It is easier to chain together defensive moves and maneuvers.  Or use special moves defensively. Reduces cost of by ½ but reduces your attack,  -1/4.
Element Armor: This armor reduces the damage you take when attempting to resist magic elements,  or strengthen the power of your magic affinity.  This armor can aid in resisting anti Magic and spell reduction attacks.  Resist magic +1/6 per piece.
Cursed Armor: This armor Carries a constant cursed effect to it.  This affect is very subtle,  but must be applied to an entire set of armor.  It becomes stronger with every enemy who attacks you,  by 1/6
Smoke Armor: This Armor makes it easier for you to remain invisible or turn invisible if it is not a class specific ability.  Every piece of smoke armor you wear improves your roll against being seen by 1/6.

Armor Coating Cont… 
Hex armor:  This Armor creates an area of Hex effect in a certain parameter.  This Hex effect is expanded two steps for every piece of armor that you have with the same effect. 1 piece is 5 Steps +1/6 intensity to effect per piece. 
word Armor: This armor improves your magic attack melee attack and defense for every time you have a conversation with another player -character-. 






Rules
Of
Magic
Magic is the binding force of action an consequence that fuels the ever growing and conflicting balance of energy of a living planet and its life blood of elements.  Magic can e a force of both destruction and creation,  life and death,  and those created by magic can more than definitely be destroyed by it.  To understand magic in its complexity,  one need only to take a moment to watch snow melt on the face of a mountain,  watch as it becomes the avalanche that then becomes the stream,  the river,  the ocean,  the storm, and the fire.  Devastation born from life,  and life born from devastation, the very intent of conflict of resolution made from interaction of abundance and absence. 
Magic,  in short,  is the need of balance,  and struggle of dominance between the elements,  and who master this balance, can learn to summon the voice of the elements speak their and warrant their aid in both life and death.
Every element has its own language,  each has its own restriction,  but recent knowledge has uncovered the ability to mix and create new and evermore devastating forms of magic. 
The forces named inside the circle of magic are the magic elements themselves, in their purest form,  each as capable of life as it is of death.  Each if mastered,  able to combine with others to form a new harmony of elements. 
Fire,  water,  wind,  earth, lightning, time, space, soul, Dragon, light.
A s magic is a force of opposing powers it to has an opposing power.  Science is a force much like magic,  but its language is a combination of numbers and equations known as science. Science is a force that extends outside of this world,  the sky the stars, the very forces of thought and existence attached to the forces of physics.  This language is known as the force of anti magic,  and its elements go beyond what is the nature of balance,  but control and separation. Those who practice the forces of science are known as Alchemist. 
Cold, Chemical, Sound, Atomic, Magnetic, Void, Chaos, Psychic, Holy,  Shadow.
Casting Types
There are six different ways to cast magic available to those who choose to master the art of magic.  These spell types are the fundamental and practical use of magic,  and Alchemy that have been used since the very dawn of magic to wage war between nations governments and schools of magic.  These magic attacks and defenses are:
Bolt:  Cast a projectile of magic energy,  this spell type is made to cause damage to your enemy's or target specific areas for affect at a distance. Bolt can be small or large,  depending on the level used.  This spell type can be modified in a variety of ways by those who have mastered the element. 
Shield: This spell creates a wall of magic that can be used to protect others or yourself. This spell is useful mainly in defense against magic attacks.  This spell type can be used to also augment or reinforce certain objects like walls or sheild from magic attacks if the object is willing or able to withstand magic.  Magic shields do not resist physical attacks. Have limited existence depending on the cast level,  magic shields placed on the field cannot be moved. 
Hex: Hex casting is a spell made to enchant an area of earth.  This area can be used or created to boost or deplete magic transfer magic power, augment physical ability with magic or undo other hexed areas,  and create areas of conditional casting,  or magic damage or effects that are constant.  The size this area depends on the caster as well as the strength and one usually comes at the cost of the other. 
Curse:  A curse is a magic effect that this is made to shift the intended power of a weapon, or armor.  Curses create weakness,  and reverse stats,  or exchange stats with opponents.  Curses can only be initiated by direct contact or contact with an object that has been cursed like items.  The list also includes to bullets and clips.  You can also Effect things with odd moves or attacks that must be used in order to regain normality.  Curses come with costs and rewards. 
Cast Types Con… 
Aura:  Aura allows you to absorb certain types of magic that would harm or affect you,  and allows you to use this power or effect in your own magic.  They work most effectively against the same element,  but can reduce the damage you take against certain spells weapons and attacks. 
Magic Eye: This cast type allows you the ability to cast spells of protection from curses hexes and attacks to a partner or object.  It also allows you to see objects that are enchanted,  and will also give you incite into what they do,  if element types are similar.  Magic Eye can allow you to combine attacks and spells with allies using the same element connection.  A mind ink if you will.  This spell cast type will however restrict your ability to cast other magic,  and can be used against you to do damage to multiple targets.
School Type
A School Type is the method in which spells and magic are cast.  A sorcerers or Alchemists school type can influence the effectiveness of certain spells and elements as well as power and odd ability.  The school types are:
Card Style: Cast spells attached to cards, (Adds 8 extra steps to range of bolt spells)
  Coin Style: Coin style extends the duration of your shield spells,  lvl 1 shields stop lvl 2 spells.
Doll Cast: Extends the area of hex spell effect by 5 steps. 
Feather Spell: Allows aura spells to absorb other magic’s more proficiently.  Adds +1/4 to absorb. 
Smoke spells: Your magic is harder to detect or translate or sea.  Your magic is invisible.
Salt and Ash: Your Magic is most powerful as a curse or anti curse,  and adds one extra.
Origami: Spells can be more easily customized or adjusted at a lower level. 
Ink: Your Curses and hexes are hard to remove.  Magic eye can be applied to two targets. 
Raw Cast: Your magic doesn’t require a sacrifice item.  But will cost you 1 health per cast. All other magic types must use bought item. Can only carry one item.  Items have limited use. 

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⏰ Última actualización: Jun 06, 2019 ⏰

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