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Beginner's Guidebook
This introductory guide will familiarize you with the Enchanted Hills at a brief
glance. If you have no idea where to begin, then this is your answer.
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Combat follows a very typical process that changes only during special occasions.
All sanctioned competitions, whether they are duels between mages, all out brawls,
races, etc; must have two important components.
All battles begin in almost the exact same manner. At the start, the proctor must
state the agreed terms. If the participants are willing to allow magic, potions,
etc, then they may make it known. This decision may be reached out of character,
or in character. Keep in mind that the characters have no concept of certain virtual
aspects such as feats.
Combatants must state relevant information for the battle, out of character. This
includes character name, combat dice, health, mana, equipment, and any additional
bonuses relevant to the character granted by race, gear, or feats. Examples of this
would include mana or health regeneration, physical or magical defenses, or periodic
random occurrence based abilities.
Players will then proceed to roll for turn sequence. It is important to realize
that turn orders and sequence are virtual concepts and do not relate to the game
environment. The characters are behaving as if everything is happening in real time,
and do not comprehend the idea of who gets to strike first and the like.
Combat begins when the proctor states his readiness, and each player plays out their
behavior in a turn sequence. Each type of battle may have different terms for finishing,
but typically the end is reached when only one character is left standing.