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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 is most typically an exchange of strikes and blows between two or more competitors.
Once a logger and a proctor have been established and combat begins, or an enemy
is encountered and an event dungeon master calls for the party to advance, each
player will then begin deciding what actions to take against their opponent(s).
Each turn, a character may make a single action. An action may consist of one or
more different things, however it is important to learn what can be done within
the scope of a single turn.
Melee Hit
A melee hit represents a single roll of one combat die. It is the most basic form of
attack, and multiple hits make up a full strike.
Melee Strike
The melee strike is the most typical form of attack against an enemy, player, or
object. The strike consists of a single roll up to all of the character's available
combat dice, or multiple rolls divided up between any number of targets up to the
maximum available dice. Collectively this entire assault is known as a 'strike',
and consumes the player's entire turn.
Critical Strike
A critical strike is, whether through sheer luck or unerring skill, a decisive blow
which has the potential to deal tremendous damage to an opponent is delivered.
To perform a critical strike, the player rolls 1d20,
and the outcome will determine whether a strike is critical. This is factored based
on the character's 'critical strike threshold'. If the player rolls a value equal
to, or higher than the their critical strike threshold, then each melee hit that
connects will deal double the damage.