Days of Legend Rules & Guidelines
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Introduction

I. Races
To play Days of Legend, you must choose a race, and a class, that you will
play. The chooseable races are listed below.

Human - Proficient with weapons. Starting AP of 1d5.
Dwarf - Fortified Vitality. Vitality boost of +3.
Gnome - Fortified Intelligence. Intelligence boost of +3.
Elf - Fortified Dexterity. Dexterity boost of +3.
Half-Ling - Fortified Evasion. Evasion boost of +5%.
Giant - Fortified Strength. Strength boost of +5.
Metallic - Fortified Armor. AC Boost of 20, Intelligence reduction of 5.
Orc - Fortified Willpower. Saving throw bonus, +20%, and +10% Damage to Spells.
Dragonian - Fortified Armor. AC Boost of 20, Evasion reduction of 20%.

II. Classes
These are the playable classes in the Days of Legend game. Choose wisely.
For example: A gnome magister is good because the gnomes intellect boost
provides extra magick points for the mage.

Warrior - Starting AC of 50. Starting HP of 40. No MP. Starting stats of 5.
(With the exception of Stamina and Intellect, which are 8 and 0)
Paladin - Starting AC of 30. Starting HP of 40. 20 MP. Starting stats of 5.
(With the exception of Stamina and Intellect, which are 8 and 4)
Juggernaut - Starting AC of 100. Starting HP of 20. No MP. Starting stats of 5.
(With the exception of Stamina and Intellect, which are 6 and 0) 
Magister - Starting AC of 20. Starting HP of 20. 50 MP. Starting stats of 5.
(With the exception of Stamina and Intellect, which are 4 and 10)
Devout - Starting AC of 20. Starting HP of 30. 40 MP. Starting stats of 5.
(With the exception of Stamina and Intellect, which are 6 and 8)
Rogue - Starting AC of 20. Starting HP of 20. 20 MP. Starting stats of 5.
(With the exception of Stamina, Intellect, and Evasion, which are 4, 4, and 50%)

III. Stats

Vitality - Determines starting HP and HP per level gained. 1 VP is equal to
5 HP. So 10 VP is 50 HP. Every 20 levels, your VP gain per level is increased
by 1. So after level 20, you will gain 2 VP per level instead of 1. And after
40, 3 VP per level.

Intelligence - Determines starting MP and MP per level gained. 1 IP is equal
to 5 MP. So 8 IP is 40 MP.

Strength - Determines starting AP and gradual AP gain. 5 Strength is equal
to d1 damage. So 20 Strength would give you an AP of 1d7 Damage because every
class starts with 1d4 damage, with the exception of humans. Only 1 Strength
skill point can be added per level, with the maximum Strength being 100, for
3d3 damage.

Dexterity - Determines starting AC and gradual AC gain. Starting AC is
indicated by your class. You must put points in Dexterity to gain AC.
Each 5 AC points reduces the damage you take by 2, making the most damage
your AC can absorb at level 100, Base AC + 40. So a warrior at level 100 with
all skill points into AC, can absorb 45 damage.

Evasion - Determines your chance to be hit by the enemies attacks. Each number
on the die represents a percentage. 1 represents 15%. The highest being 90%
represented by the number 6. Your evasion determines the percentage a monster
must roll to hit you. So if your evasion is 45%, a monster must roll a 3 or
higher, or else his attack will be dodged. All classes except the Rogue start
with 15% Evasion, meaning you can be hit by a 1. Every 20 levels your Evasion
increases by 5%, for a maximum of 40% for a normal class, or 75% for a Rogue.
The monsters percentage roll MUST BE ABOVE your percentage, or it will not hit
you. So if your percentage is 40%, and the monster rolls a 2, it will be dodged.
But if he rolls a 3, you will take a hit. At maximum level, hits made on a Rogue
will always be critical hits.

Saving Throw - Saving throw percentages work the exact same way as Evasion.
With a saving throw, you can avoid your party being wiped out. All races except
the Orc start with 40%. So an Orc must roll a 3 or above to avoid a wipe out.
Only the party leader must make a saving throw. You only need to make a saving
throw when your last party member alive is hit with a killing blow. If you get
a successful saving throw, that party member will be left with all but 1 HP. You
can then flee the battle.

Spell Damage - Spell damage is easier to understand than you think. It works almost
exactly like AP, with one difference. You can get items to add to your spell damage,
so your spell damage CAN go over 3d3. For example: A level 100 Magister with 3d3 Base
SAP (Spell Attack Power) and +10% SAP from items, will do 3d5 damage. Each 1% is like
1 AP. So 10% Spell damage is like an extra 10 AP, meaning d2 more damage.


IV. The Basics of Damage

Damage is determined by your AP or SAP (read above). 1d5 AP would mean your attack would
do damage equal to 5x the number on the die, and you would only roll one die. So a roll
of 6 with 1d5 AP would come to 30 damage, minus the damage absorbed by the monsters AP.
Same for SAP.

IV.2. Critical Hits

Critical hits are when you roll a 6 for both hit chance and damage. If you roll a 6 for AP,
then roll a 6 for chance to hit, you will perform a critical hit, which ignores all of the
monsters AC.

V. Setting Out

To play Days of Legend, you must fight monsters, which are outside of town.
Every party starts in Nerhoz, the first town in the game. To set out, you move
your party out of town by means of the Party Leader (The Days of Legend equivalent
of a Dungeon Master) Once outside, you roll the die to determine the monster you
will fight. There are 6 monsters per area, and each side on the die corresponds to
a monster. The party leader may choose what monsters to put on what numbers and may
design his own monster character sheets. Your party then takes turns attack the
monster. To determine who attacks and when, you of course, roll the die. Assign
each party member a number on the die and the remaining numbers to the monster.
The person who's number is rolled, attacks, until everyone has attacked, at which
point, it starts over again, BUT, the numbers that you rolled stay in effect until
the end of the battle. So if I had 2 other players with me in a party of 3, and 1
monster, I would assign 3 numbers on the die to each of us, and the remaining 3 to
the monster. We would take our turns in order of the first round for the rest of
the fight. So if I rolled so that the order of attacking was 1,3,2,4,6,5, and the
monsters numbers were 3, 2, and 6, then for the rest of the battle, it would go
party member, monster, monster, party member, monster, party member, and those party
members would go in order of the first roll. A party may consist of no more than
4 members.

VI. Bosses

To advance to the next area, you must defeat each area's boss, which is always a
toughie, because he will most likely have double your maximum health and magick,
depending on your party leaders monster sheets. Bosses will ALWAYS drop a rare
item, which is also determined by your party leaders character sheets. After
defeating a boss, you can choose to go to the next area, or stay behind and
continue to fight monsters in the current area. Once you advance to the next area,
you cannot go back to the previous one, so make sure you have everything you need
from an area before leaving.

VII. Party Wipe

If all members of your party are killed, it is called a party wipe, and you will
lose any EXP or items you gained since after the last time you left town, so it
is wise to return to town to rest often. Party wipes can only be avoided by saving
throws, which are explained above. Returning to town to rest is essentially like
saving your file in a video game. If you die without saving, you will have to
"reload" and will lose anything you didn't "save".

VIII. Resting

When you return to town to rest, your HP and MP will be returned to full, and
any diseases or poisons you had will be gone. Each towns Inn has a specific
fee you must pay in order to rest.

IX. Shopping

To shop for new items, or potions, you simply return to town and choose a shop.
Each town has a weapons, armor, and general shop. Weapons shop will contain
weapons from the 10 levels in your area, Armor shops will contain armor of the
levels of your area, and General shops will contain basic need items such as
potions, hi-potions, remedies, and salves that will cure various diseases. You
may buy these with gold that you obtain from killing monsters.

X. Drops

Each monsters character sheet will have a "loot table" which will contain all
of the items the monster can drop, and the number that you must roll on the die
to get that item. The more rare the item, the higher the number you must assign
to it. The entire party can use items such as potions. So if you gain a potion,
anyone in the party can use it. If there are super rare items in a loot table,
each party member must roll in a process of elimination type game, where the
person who rolls the highest, gets the item. If two party members get the same
number, they will continue to roll until one of them wins, unless it is a class
specific item, in which case it will only be rolled on by members of that class.

XI. Leveling Up

The max level you can reach in Days of Legend is 100. To level up, you must gain
EXP by killing monsters. Each monsters character sheet will show how much EXP you
will get from killing that monster. If there is more than one monster in the fight,
you will get that monsters xp times the number of monsters. Your character sheets
will show how much EXP you need to level up. EXP carries over to the next level,
so if you were level 1, and had 350/400 EXP, and then killed a monster that gives
100 EXP, you would have 50/whatever the XP for the next level.

XII. Monsters Levels

Monsters levels will always be the same as yours, unless the party leader changes
the character sheets to say otherwise. But no monster may exceed the maximum level
for the area you are in.
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