Ellanthea Rule Book
Ellanthea Rule Book
Welcome to the book and come to the epic Ellen Thea 6!
Before entering the game, you need to understand some basic knowledge, otherwise all kinds of troubles encountered in the game will be beyond your expectations!
To go on an adventure, you first have to create a character. For the race of this character, you need to choose one of the ten core races that the system opens. They are:
Human, elf, dwarf, dwarf, halfling, halfling, godborn, half-orc, half-elf, barbarian, undead.
(*If you want to know the abilities of each race, you can check Appendix 1.) )
For this character's class, you need to choose one of the following basic classes open in the system. They are:
Combat Department: Warrior, Juggernaut, Paladin, Knight, Lord, Mage Hunter, Black Knight, Ranger, Monk.
Divine Arts: Priest, Druid, Evil God Sacrifice, Demon Hunter, Vampire Hunter.
Spells: Mage, Warlock, Warlock, Demon Worshipper, Winter Ring Mage, Bard.
Note that with the exception of humans, any race will have a base class that cannot be employed.
Below, you need to assign your attributes.
Strength, agility, physique, intelligence, perception, charisma.
Each property has a minimum of 8 and a maximum of 18, hoping that you can allocate your property reasonably.
(*If you want to know the potency of each attribute, you can see Appendix 2.) )
After assigning attributes, it's time to decide on your skills!
(*If you want to know more about each skill, and how effective they are, you can check Appendix 3.) )
Then it's the turn of the specialty, please don't worry, the ability of the specialty needs to be after you enter the game, after completing the first mission, the system will automatically help you choose the initial specialty!
Below, please select your initial birthplace! Once you've made your selection, the game is officially underway!
(ps: There is too much information in the appendix, I will post it slowly in the future, and I will not take up the word count now.) )
Appendix o Rules of the Great 6 of Ellen Thea
First, the basic rules.
Dice: In Erentea 6, random values such as damage are calculated as follows: xdy+z (x,y,z are positive integers). x is the number of dice, y is the number of dice, and z is the added value of the dice after the calculation is completed. For example, 2d6+1 damage is 2 6-sided dice plus a 1 bonus. So the damage is between 3 and 13 points.
Let's talk about two other things.
AC: armor-c1ass - The level of defense.
dc:difficu1ty-c1ass -- difficulty level.
To put it bluntly, AC is defense, which is composed of basic defense (1o), agility adjustment, innate defense, shield defense, deflection defense, etc., etc., which is generally a fixed value, affected by morale, sacred desecration, environment, insight and other factors. Whether someone hits you or not depends on his attack, roll the dice + ab and your anetbsp; DC-certified is required for everything done in DNETD. Successful DC for stealing things, DC for persuading others, DC for successfully casting spells to identify spells, DC for disarming traps, and so on. Roll the dice + compare the value of the corresponding skill or attribute with the value of the DC to determine whether it is successful or not. For example, the thieves in the party decide to steal the pants that the NPCs are wearing...... DC is set to 45, and the thief's kung fu skill is 26 points, and the roll of the dice is 2O points, then he has successfully stolen the pants that others are wearing......
Isn't that a bit of an understanding?
2. Advanced rules.
1) Wheel
In Ellen Thea 6, the mage will often use the 'wheel' to count. Then, a round in the Great 6 of Ellen Thea is 6 seconds.
2) Expertise
Many people are trained, or born, to grasp things that others can't. For example, you can fight with two weapons in two hands, for example, you are naturally stronger, for example, you will have magical expertise that others don't have...... The scope of the specialty is very wide, but you can basically think of it as a bonus to the character attributes.
3) Spell slots
Unlike many worlds that rely on mana to cast spells, in Erentea 6, you need to consume 'spell slots' to cast spells. The number of spell rings represents how many layers of magic web you can touch. And the spell slot represents how much magic you can borrow from this magic net.
For example, a first-level mage, his spiritual power has just come into contact with a layer of magic nets, so he can only cast one one-ring spell. And if he is a ** master, he can have access to 7 layers of magic nets, and he has a very deep understanding of each layer of magic nets. Then, he'll have a dizzying array of spell slots.
After casting a spell slot, the mage will 'disappear' from the mage's mind. If you want to recast spells, you'll need to take some time to memorize them.
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