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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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Health and Mana

Health is a direct reflection of your character's stamina. “Hit Points” put a character's health pool into physical numbers. When a they are damaged, they lose hit points. Then they are healed, they gain hit points. When they rest, they gain hit points.

It should be heeded that your Hit Points are not to be taken lightly. It is a very real threat that a character may die - Tempting fate by rushing to the front lines with 3 or less Hit Points would therefore be an unwise decision. Once a character is reduced to 0 Hit Points, they fall unconscious and are disabled. Falling further below this mark means they begin to die, and lastly, falling below -10 from a lethal blow is the gateway to death, but it can be resisted...

Mana is a sort of intellectual reserve used for magical spells. Mana is considered a finite resource that demonstrates concentration, mental fortitude, and intellectual fatigue. It is important that this is reflected in character.

Spell Potency and Resist

Potency refers to how effective a mage's spellcast is against an opponent trying to resist.

Resistance refers to how effectively a person can resist or defend a spellcast against them.

Critical Strike Threshold

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.

The point at which a character will achieve a critical strike is known as the threshold. By default, all characters have an innate threshold of 20(roughly 5%). This can be lowered through feats, equipment, and racial classification.