- Vagabond's Quest System Explanation -Here, I will explain how the game decides different aspects of your combat, for instance when you can hit/save/cast/critical hit or not. The way the game decides is based off a 20-sided dice principle. This principle does not include how much you may attack/cast/save for, but does apply to when your armor/shield will defend you and also how the casino determines whether you win or lose your bet with your sided dice. - To-Hit/Cast/Save/Critical Hit System - To-Defend System for Armor/Shield - Casino: How Bones Works - Spell Formula Explained - Weapon Formula with Attacks Explained To-Hit/Cast/Save/Critical Hit System For every time you hit, critical hit, cast, or save the game will roll one die with 20 sides for each one (1 roll to hit, 1 roll to cast, 1 roll to save, and 1 roll to critical hit). Now, in your stats, if the game rolls the die for you to hit and the result number is above your to-hit, then you are allowed to attack. If the result number is below your to-hit, you are not given the chance to attack and it is called a 'miss'. Here is an example: Believe that your to-cast were to be 10. Now, if the game were to roll the 20 sided dice, and the result number were to be 15, then your character would be allowed to cast because the result number was above your to-cast. Although, if your to-cast were still 10, and the game rolled a 7, then your character wouldn't be allowed to cast their spell and it would be considered a miss. So the lower your to-hit/cast/save/critical hit is, then the better chance you have of landing it. So, to summarize how the game works, this is how it goes. As long as the 20 sided dice result in a number above your to-hit/cast/save/critical hit then your character will follow through, though if the 20 sided dice results in a number below your to-hit/cast/save/critical hit than your character will fail to follow through with their attack or save. Notice: Your to-critical hit is different from your to-cast and to-hit. If you are able to land a critical hit, your damage you deal out from your attack, if you are able to land your to-hit, will double. So if your hitting 1,000 damage, and your to-critical hit lands, your damage is doubled to 2,000. Though if you don't land your to-hit and land your to-critical hit, you will, what is called obviously, a 'critical miss'. Critically missing forces you to miss your next turn, which gives your opponenet a free hit at you. To-Defend System with Armor/Shield The 20 sided dice principle also works with armor and shielding as well. When you are given armor it is given in this format: Hit Points/To-Defend, for example: Dragon Armor of Hope, 3200/1. The lower the to-defend is for the armor or shield the better chance you will have of your armor or shield using it's hit points to defend you. If the 20 sided dice rolls a number above your to-defend of your armor or shield than your armor or shield will defend you. If the result is below your to-defend, your defense will fail and your opponent has a direct hit at you. Notice: Armor only receives half of the damage the opponent will do in one turn, and a shield will retent full damage the opponent will do in one turn. Casino: How Bones Works The casino works differently with the game, Bones. However many sided bones you have, the game will roll 5 of those sided bones. For instance, if you had 7 sided bones (which is the lowest you can achieve in the casino), and then the game rolls 5 of those 7 sided bones, you have to hope that at least a pair of those sides will match. For example, say the game rolls one of the bones (still using the 7 sided bones), and it lands on the 4th side. Then another bone is rolled and also lands on the 4th side. You will have all ready accomplished getting a pair of one match and will win back some of your betted gold. The more matches of one side you get, the more gold you will win back. Tip: Not just getting the same sided bone gets you money. Getting 3 of one side, and 2 of another gets you gold, or 2 and 2 of another side will also get you gold. Though the ultimate match to get is all of them the same, and you will receive the jackpot. Spell Formula Explained To explain this I will use an example. Say you had the spell 'Mind Vortex (4d40)'. To break down 4d40, look at this. -'4d' This means the game is rolling four dice. -'40' This means the game is rolling a die with 40 sides. Each side would represent one damage. So the maximum amount of damage on one dice would be fourty (40). So if the game is rolling 4 dice with each one having 40 sides, the maximum damage you could do with the Mind Vortex spell is 160 damage (4 * 40 = 160). So this spell can do damage ranging from 1 - 160. This is how a spell's damage is determined. Here are two other ways to help comprehend your understanding of this topic: (1)Replace the 'd' in '4d40' with a times symbol (*). So when figuring the maximum damage you can always think of it as an equation: 4*40 = 160. (2) Just think every time you see the spell formula to just expand it and say: 4dice40sided. So you know your rolling 4 dice, each one being 40 sided. Weapon Formula with Attacks Explained To best exemplify this topic I will use examples to depict how the formula is used and works, along with how attacks are calculated as well. Say you used Gildern Quarter Staff (1d14+2) in combination with the attack, Power Slash (1x150%). First I will break up the weapon formula. -'1d' This means the game is rolling one die. -'14' This means the game is rolling a 14 sided dice, each side representing 1 damage. So right now the maximum damage the weapon can do is 14 damage, right? Wrong. -'+2' This means the game adds 2 damage to the total amount. Not all weapons have the addition of damage, but to cover the topic I added it. So now, the total damage this weapon can do is 16 (1 * 14 + 2). So the damage this weapon can do is between 3 - 16. Why isn't the range between '1' - 16? Because you are adding the two damage the weapon allows. These are two other ways to help better comprehend your understanding of this topic: (1) Replace the 'd' in the weapon formula to a mathematicl times symbol (*) so that you can just multiply the first number to the second number to find how much the maximum damage the weapon will do. (2) Or, you could take the weapon equation (1d14+2) and change it into this; 1die14sided+2damage. Ok, now to add in the attack power. Instead of using the standard 1x attack, we will use Power Slash (1x150%) to better explain the subject. What does 1x150% mean you ask? You take the amount of damage the weapon will make and multiply by 150%, or 1.5. (150% = 1.5). So if the weapon did maximum damage, in combination with the attack, Power Slash, then it would do 24 damage (16 * 150%). Tip: If it's hard to use percentages, change the percentage into a decimal by moving a decimal from the right two numbers. So 150% with a decimal at the end ( 150.) moved over two numbers would be 1.50, though the 0 is pointless so its actually 1.5. Hopefully this generally explained the topic on how the Vagabond's Quest game works. Though if you have questions regarding this page because you didn't understand it or there is a error or inaccuracy of some sort, please email me.
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This Vagabond's Quest System Explanation was composed by -Grandmaster Human Thief Fna- Comprised 2002 |