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The Rules:Intermediate
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Intermediate Rules

These are rules most players should know, but they're not necessary to start playing.

Table of Contents

Weapons and Specs
Betting
Ranks, Points, and Trade-Ins

Weapons and Specs

Weapons

If you have several weapons on your character sheet, you should IM the host which one you're bringing to the fight. He won't usually assume you're bringing the best one. However, you only need to send these if there's an option. If you have a Long Sword and a magic Battle Axe as melee weapons, and just a Bow and Arrows as a missile weapon, you only need to tell him whether you're bringing the axe or the sword. He knows you're using the bow.

Dual Weapons

Thieves and multi-classed thieves are able to use two weapons simultaneously. No other class shares the ability to use dual weapons.

Fighter/Thieves and Ranger/Thieves, capable of using a d10 melee weapon, will be allowed to use 2 d6 melee weapons, one in each hand. Fighter/Thieves and Ranger/Thieves may also choose to wield a d8 melee weapon in one hand, and a d4 weapon in the other. Thieves, Cleric/Thieves, and Druid/Thieves, capable of using a d8 melee weapon, will be allowed to use a d6 melee weapon in one hand, and a d4 weapon in the other or 2 d5 melee weapons. Illusionist/Thieves and Mage/Thieves, capable of using a d6 melee weapon, will be allowed to use 2 d4 melee weapons. Any such class may opt to use or own a combination of weapons less than those allowed to their class. For example, a Fighter/Thief could wield a d6/d4 dual combination, or a d4/d4, since both are less than theallowed d6/d6. This is purely a matter of role-playing preference.

Currently, the greater of the two weapons must be in the primary hand, which is the one which will hit first on any given roll of 2d20. Thus, dual weapon combinations may be listed as d6/d4, but not d4/d6. There are no exceptions to this rule.

Characters owning and able to use dual weapons are requested to choose going into a match if they want to use one or two weapons, assuming the possibility exists on their character sheet. If they decide to sell off their single weapon and have only one dual combination, they need not specify they are bringing it.

The dual weapons must be purchased or transferred from another character. All new characters receive only one melee weapon when the character is created (see Character Creation). Though a character could conceivably create a character with the more expensive weapon and buy the other as soon as they had sufficient funds, most dual weapons are purchased as soon as the character has won a few fights.

Dual weapons taken to a fight must be in the character's personal armory. They may not be taken to the match from a guild's armory, although single weapons may be borrowed for a match normally this way. Characters owning one of a pair of weapons intended to be used as duals may not borrow the other one from a guild. Strictly speaking, all dual weapons must be personally-owned. Guilds may not transfer money to characters for the purchase of weapons via the Trading Post, nor may they transfer weapons directly, unless that character has first transferred an item or gold total of equal value to the guild.

Any character wielding a dual weapon combination (other than a Fighter/Thief) will do 0.5 less damage than usual on a critical hit. These reductions apply the entire match when dual weapons are brought, even to damage done with the character's missile weapon. For example, a Ranger/Thief wielding dual weapons would only do x2 damage on a 20. A pure Thief would do x2.5 damage on a 20, and x1.5 on a 19. A Druid/Thief would do x1.5 damage on a 20.

Heat, in the Druid Spell List, affects both dual weapons simultaneously. Critical misses result in the temporary loss of both weapons, and the usual loss of the subsequent round to pick them both up.

Specs

Special items, or "specs," are items that enhance your character's powers in the ring. They include magic weapons, scrolls, talismans, and other items, and can be found and purchased at the Trading Post. Specs tend to be expensive because fights are meant to be between people, not fancy items. Both players should agree on the specs before the fight is called to the ring.

There is no limit to the number of specs brought into most matches; however, most special events will usually set some sort of restriction. Most items count as a single spec, with the following exceptions: Three free rounds count as a spec, rounded up. Six enchanted missiles count as a spec, again rounded up. No melee weapons nor Tournament Powers are considered specs. It is the players' responsibility to check that the specs of both combatants appear correct. If stats are confirmed and a character has taken a spec the other player did not know about, it will not be retracted during the match. It is also unlikely the character that snuck the spec will be given fair treatment the next time he fights by other characters.

Guilds have a vault of specs they loan to their members when needed. These are typically geared to the guild. For example, the Tower of Illusions Guild is more likely to have a wide variety of scrolls for Illusionists than the Stronghold of Warriors Guild. If you aren't sure which specs your guild offers, check with one of the officers.

Characters may borrow a melee weapon from their guild, if they wish, as long as it is usable by their class. Typically a lesser weapon is borrowed for a single fight, as a handicap against someone of lower rank.

In order to use missiles from their guild, characters must already own the type of weapon they want to use. For example, a Fighter must have a Bow and Arrows on his sheet before he can use the magic Arrows +1/+1 in his guild. Bows, crossbows, and slings cannot be borrowed from a guild on a fight-by-fight basis. Talk to a guild officer if you want a new missile weapon.

Free Rounds

Sometimes, the difference in balance can be fixed by offering one or more free rounds to the lesser-ranked character. These are counted as specs, as noted in specs, at a 3:1 ratio. Free rounds occur at the beginning of the fight. In effect, one character passes while the other acts normally. Generally, 5 free rounds means your character will have 5 rounds to act, regardless of critical misses, and the opponent will wait for you to continue (even at the end of the last free round).

Though riskier and less common, you can also set up a fight where the opponent will pass 5 rounds, instead of allow you 5 free rounds. This means if you critmiss, you have effectively lost one of your rounds.

Giving Specs

If you aren't sure about giving a spec, consider what kind of help it will be to your opponent. If he's a Fighter with a Talisman of Agility, he should hit you 5% more often. If he gets a Talisman of Strength, he'll do 1 more point of damage each hit. Many specs are more useful against certain classes.

Generally, players will decide specs before the fight begins. If they aren't known by the time the host calls the fight to the ring, you'll need to hustle or he might cancel the fight on you. Of course, if you want a challenge, you can tell your opponent he can have "any scroll or regular talisman of +1 enchantment," say, and try to figure out what it is as the match progresses. Or, to add spice, you could both decide to bring one spec, without telling the other what it is. Of course, you'll still have to IM the spec to the host, when the fight is called to the ring.

If the host deems the specs (or lack thereof) unfair, he may change them or request other specs be used. If this happens, he will communicate the changes to both players. If no other option is imminent, he will cancel the fight.

Betting

Once stats have been confirmed, the host will allow approximately two minutes for "house" bets. Bets range anywhere from 1 to 100 gp, and are paid off at a 1:1 ratio. If you bet 51 gp or more, you must stay in the room for the duration of the fight, or the bet will be lost. If you leave unintentionally, the host will allow you a few minutes to return before the bet is confiscated. For bets of 50 gp or less, you can leave any time after the host acknowledges it. In any case, if you leave before the host sends a return IM, the bet will be ignored.

It isn't possible to "borrow" gold to bet. Keep track of your gold total, and be aware of which bets you win and lose. If you bet more than you have and win, the bet will probably be invalidated at a later date. If you bet more than you have and lose, you will be put into debt. Most hosts won't tell you or mail you which bets you won earlier, and they don't want to pull up your stats to tell you how much gold you have.

Bets will only be accepted from players who are in the chat room. Characters involved in a fight cannot bet, either on their own fight or on any other, until the fight ends. This exemption begins as soon as they are called to the ring. However, you are still allowed to place "side bets" with other players who are willing to do so.

You won't always know what the players have in mind for a fight before you bet on it. The host will keep the exact nature of specs secret. If the specs or conditions of the fight change, for some reason, after it begins, all bets will be refunded. The same thing happens if there is a forfeit, or if the fight is cancelled. If there is a change before the fight begins, the host will typically re-open bets, for a short time.

Make it clear who you are betting on and how much you are betting. Don't use ambiguous terms, and if you are an officer betting for a guild, don't use notations like "50/50" unless you specify what "50/50" means in the same IM. "50/50 on The Ermine (personal/guild)" is clear enough.

Ranks and Rank Points

Rank Points

Depending on your class, you may have a few rank points when you start. However, they will accumulate quickly as you advance. Each hit point you gain beyond 30 is worth 2 rp (rank points). Each spell point you gain beyond 20 is worth 1 rp. The formula for rank points looks like this:

(Hit Points - 30)* x 2 +
(Spell Points - 20)** +
(Tournament Wins) x 25*** +
(Pluses To Hit) x [20, 16, 12, 8, or 4]****

* There is no rank point value if you have less than 31 hit points.
** There is no rank point value if you have less than 21 spell points.
*** Tournament spells excluded.
**** Listed on your Class Description.

Ranks

There are nine ranks you can attain in The Arena, based on your character's accumulated rank points.

Apprentice: 0-30
Journey(wo)man: 31-65
Crafts(wo)man: 66-100
Master: 101-200
High Master: 201-350
Grand Master: 351-500
Champion: 501-750
High Champion: 751-1000
Grand Champion: 1001+

Experience Points

Experience points (XP) can be earned by roleplaying during a shift of the Arena. Anyone in the room can earn XP by roleplaying their character based on the following scale.

  1. 0 XP = no significant roleplaying
  2. 1 XP = normal roleplaying, whether fighting or "hanging out"
  3. 2 XP = exceptional roleplaying above and beyond the normal

The amount of XP awarded in a shift is by OGF discretion. The OGF need not notify you of how many points you won during a shift, if any, but the points will appear on the sheet each week.

Significant roleplay is usually around 45 minutes of roleplaying. It's enough for a set of regular fights to finish while you're in the room and enough to catch the OGF's attention. Intentionally annoying the OGF with your roleplay to get his attention might not be a good idea, however. You don't need to be roleplaying constantly or even particularly well to gain a point, as long as you aren't being nonsensical. The OGF can withhold a point or even fine them for excessive OOC, although this will be rare.

Experience points can be used for a variety of things, including trade-ins for other stats or for creating a guild.

Trade-Ins

You can trade in points to permanently improve your character's To Hit score. The number of points this costs and how early you can do it are listed on your class profile.

You can also convert spell points to hit points, if you need to. This is less cost-effective than winning the hit points directly. The bottom of each class profile lists a trade-in ratio, ranging from 2 to 5 spell points for 1 hit point. These exchanges cannot be reversed, so be certain your character is ready for them.

It is also possible to convert experience points to either hit points or spell points. For every two experience points you earn, you may trade-in for 1 hit point or 1 spell point.

All trade-ins may be made via the Trading Post.

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