Post by Nifredil on Apr 10, 2017 16:19:04 GMT
Advanced Battle Information
This Advanced Battle Section will address subjects that are often asked about. Please remember that these are only guidelines. Always keep to the rules of fair play. Do not try and beat the rules or the meter. It is about fun and creating lasting stories that will last a lifetime and perhaps even longer.
1. ANIMAL COMPANIONS
Rangers, Bards, Druids, and Clerics can all have animal companions.
These are some guidelines to follow:
Rangers attain animals as they level up in training that are consistent with their level.
At level one, they can attain small animals such as a squirrel, a fox, or a cat.
At level two, they gain a small but powerful animal such as a wolf, a bear, or something similar of this size.
At level three, the animal chosen can become a little larger, such as a dire wolf or a well trained warhorse.
At level four, olephants or hippopotami and such creatures are allowed.
At level five, Guildmaster, such things as mammoths are permitted.
Druid options are much the same as the Ranger options described above.
They may choose to have a companion animal that is the same level as their rank, if they wish.
However, they may choose instead to have an elemental pet which is one level lower than their own rank; this animal would then become an elemental animal of the Druid's primary element.
Bards are also allowed a companion animal beginning at level two; the animal is always one level lower than the Bard's own rank.
Clerics are the permitted companions under the same provisions as Bards.
The animal is always one level lower than the Cleric's own rank.
Clerics are also permitted to choose an animal which is two ranks lower than their own rank, and which would be a spiritual companion, or a Warder.
Shamans get Warders. This is an animal that is a spirit, made of celestial energy, as though it was solid aether or solid nether, and of an equal rank to the Shaman.
Mages are permitted Familiars or Minions.
A familiar is a creature that has a personality, whereas a minion does not.
However, a minion can gain or develop a personality once it has been released from its servitude to the mage.
Please note: Always check your sim rules on companion animal matters, as some may operate by different rules.
Animal Companions, Familiars, and Minions do not die until their master is killed on the Field of Battle, as long as they remain within 50 meters of their master. If they are vanquished and are within 50 meters of their master, they simply reset their meter. If they are not within 50 meters, then they must wait until the 50 meter range is met, and then they may reset. Unlike other creatures who are unable to communicate when dead, a companion creature may still communicate (IM) to their master to alert them of their death and location.
2. MIND CONTROL
Only those above the rank of Magister, meaning the Magician, can place anyone under mind control permanently. Mind control is always temporary according to the level and strength of the caster or the item. There are races who are more resistant to some forms of mind control. Should mind control be used on the battlefield, the number for resistance or effect will be announced for that battle.
3. NEGATING A ROLE PLAY
Anyone has the right to disengage from a role play if they feel uncomfortable for any reason. Should this happen, the party or parties removing themselves from the role play can be replaced by NPC, or the role play can be removed and voided as needed. No one should, for any reason, ever feel uncomfortable or that they have to continue a role play.
4. WEAPONS APPROVAL
We use a standard of Spell Fire Scripts for weapons in the GA. If at any point you are unsure of the legality of your weapon(s), you can ask your guildmaster to ask a member of the weapons team. It is your responsibility to have your weapon checked and legal.
5. ARCHMAGE ON THE FIELD OF BATTLE
An Archmage is chosen for each side taking part in the battle and they are the communications on the battle field. They allow for 'voice over' communications during the confrontation. Once they are killed, all voice communications must stop for the side they represent.
6. GENERAL ON THE FIELD OF BATTLE
The General is the only one on each side allowed to use the mini map on the field of battle. Generals are responsible for updating the battle rosters for each battle event, and it is through working with the Realm Leaders and the Magician that they decide who will play what position for that battle.
7. HIGH CLERIC/PRIEST ON THE FIELD OF BATTLE
The High Cleric for each side is allowed five resurrections per battle, unless otherwise stated by the Magician or a Judge. They are limited to two caster types and three non-caster types.
8. ADVANCED NON-COMBAT RANDOM NUMBER GENERATION
This Advanced Battle Section will address subjects that are often asked about. Please remember that these are only guidelines. Always keep to the rules of fair play. Do not try and beat the rules or the meter. It is about fun and creating lasting stories that will last a lifetime and perhaps even longer.
1. ANIMAL COMPANIONS
Rangers, Bards, Druids, and Clerics can all have animal companions.
These are some guidelines to follow:
Rangers attain animals as they level up in training that are consistent with their level.
At level one, they can attain small animals such as a squirrel, a fox, or a cat.
At level two, they gain a small but powerful animal such as a wolf, a bear, or something similar of this size.
At level three, the animal chosen can become a little larger, such as a dire wolf or a well trained warhorse.
At level four, olephants or hippopotami and such creatures are allowed.
At level five, Guildmaster, such things as mammoths are permitted.
Druid options are much the same as the Ranger options described above.
They may choose to have a companion animal that is the same level as their rank, if they wish.
However, they may choose instead to have an elemental pet which is one level lower than their own rank; this animal would then become an elemental animal of the Druid's primary element.
Bards are also allowed a companion animal beginning at level two; the animal is always one level lower than the Bard's own rank.
Clerics are the permitted companions under the same provisions as Bards.
The animal is always one level lower than the Cleric's own rank.
Clerics are also permitted to choose an animal which is two ranks lower than their own rank, and which would be a spiritual companion, or a Warder.
Shamans get Warders. This is an animal that is a spirit, made of celestial energy, as though it was solid aether or solid nether, and of an equal rank to the Shaman.
Mages are permitted Familiars or Minions.
A familiar is a creature that has a personality, whereas a minion does not.
However, a minion can gain or develop a personality once it has been released from its servitude to the mage.
Please note: Always check your sim rules on companion animal matters, as some may operate by different rules.
Animal Companions, Familiars, and Minions do not die until their master is killed on the Field of Battle, as long as they remain within 50 meters of their master. If they are vanquished and are within 50 meters of their master, they simply reset their meter. If they are not within 50 meters, then they must wait until the 50 meter range is met, and then they may reset. Unlike other creatures who are unable to communicate when dead, a companion creature may still communicate (IM) to their master to alert them of their death and location.
2. MIND CONTROL
Only those above the rank of Magister, meaning the Magician, can place anyone under mind control permanently. Mind control is always temporary according to the level and strength of the caster or the item. There are races who are more resistant to some forms of mind control. Should mind control be used on the battlefield, the number for resistance or effect will be announced for that battle.
3. NEGATING A ROLE PLAY
Anyone has the right to disengage from a role play if they feel uncomfortable for any reason. Should this happen, the party or parties removing themselves from the role play can be replaced by NPC, or the role play can be removed and voided as needed. No one should, for any reason, ever feel uncomfortable or that they have to continue a role play.
4. WEAPONS APPROVAL
We use a standard of Spell Fire Scripts for weapons in the GA. If at any point you are unsure of the legality of your weapon(s), you can ask your guildmaster to ask a member of the weapons team. It is your responsibility to have your weapon checked and legal.
5. ARCHMAGE ON THE FIELD OF BATTLE
An Archmage is chosen for each side taking part in the battle and they are the communications on the battle field. They allow for 'voice over' communications during the confrontation. Once they are killed, all voice communications must stop for the side they represent.
6. GENERAL ON THE FIELD OF BATTLE
The General is the only one on each side allowed to use the mini map on the field of battle. Generals are responsible for updating the battle rosters for each battle event, and it is through working with the Realm Leaders and the Magician that they decide who will play what position for that battle.
7. HIGH CLERIC/PRIEST ON THE FIELD OF BATTLE
The High Cleric for each side is allowed five resurrections per battle, unless otherwise stated by the Magician or a Judge. They are limited to two caster types and three non-caster types.
8. ADVANCED NON-COMBAT RANDOM NUMBER GENERATION