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Player Handbook
Firebot RPG was built to be as simple as possible on the front end since it is meant to be played through a chat interface. However, the backend is a deep system of different mechanics that we'll cover here for anyone wanting to dive deep into the game. It's important to note that a lot of the numbers listed in here are adjustable by the person running the bot. The owner can rebalance a lot of the game as they want. So, not all of these numbers may be accurate to your game. These are just the defaults.
There are four main stats in the game, strength, dexterity, intelligence, and health. These are all trained up separately.
- Strength - Benefits heavy weapons, and partially benefits regular weapons.
- Dexterity - Benefits finesse weapons, and partially benefits regular weapons.
- Intelligence - Benefits elemental damage.
- Health - Determines how many hit points you have.
All characters in the game have certain equipment slots they're able to equip items to. These slots are:
- Main Hand (main) - The main hand slot for weapons.
- Off Hand (off) - The off hand slot, for weapons or shields.
- Armor - The armor slot, which contains a full set of whatever armor you're wearing.
- Backpack - The backpack slot is a temporary slot. When you get loot, it will go to your backpack for you to review if you want to equip it. If you get another item, the previous item in the backpack will be discarded. It only holds one item.
All weapons in the game will have at least one weapon property on it. These have special effects in combat.
- Ammunition - This is a ranged weapon which must be reloaded to fire. It has penalties when used in melee combat, but most of the time has tremendous range.
- Finesse - This weapon will use only DEX for it's hit bonus and damage bonus.
- Heavy - This weapon will use only STR for it's hit bonus and damage bonus.
- Light - This weapon will ignore the innate chance to miss if it's used in the off hand.
- Reach - This weapon can be used at short distances in the approach phase. Reach weapons always have a range of 50.
- Thrown - This weapon is treated as a ranged weapon, but typically has short range. It ignores the usual ranged weapon penalties in melee.
- Two-handed - This weapon requires both hands to use.
- Versatile - This weapon will use your highest stat out of STR or DEX for it's hit bonus and damage bonus.
All armor and shields will have armor properties.
- Heavy - 50% arcane failure chance, 30ft approach speed, 25% dex bonus to AC.
- Medium - 30% arcane failure chance, 40ft approach speed, 50% dex bonus to AC.
- Light - 0% arcane failure chance, 50ft approach speed, 75% dex bonus to AC.
In addition, monsters can wear no armor. In this case they get: 0% arcane failure chance, 60ft approach speed, 100% dex bonus to AC.
Combat is done in two phases, a ranged phase and a melee phase.
In the ranged phase, we take into account thrown and ranged weapons. This phase happens before melee combat. If both combatants are using ammunition weapons, then this phase is a simple shootout to the death. Otherwise, the combatants will get closer to each other each turn, firing and throwing weapons, until they meet and enter melee combat.
The initial distance between both characters is calculated by finding the longest range weapon in the combat between the two characters, and then selecting a random number between half that value and the max value.
The player with the shorter range weapon will then try to approach the other player, moving at a speed equal to what their armor allows each turn. If they have any ranged weapons, like thrown items, they will start throwing or shooting those items when they get in range.
Once the distance between the characters is zero, the combat shifts to melee.
The melee phase uses both main hand and off hand items to attack the other player. This is done by rolling a d20 and adding any applicable bonuses based on weapons.
Off hand items can either be weapons or shields. Shields just give bonus defense. Weapons will be used to attack each turn, but have an innate 25% chance to miss unless it has the light weapon property.
Ammunition weapons used in melee combat will always have a innate 25% chance to fumble the reload. This balances out the fact that these weapons generally hit several times before melee combat begins.
Spells function much like regular weapons. The difference being that they generally have a lower physical damage scale and a much higher base elemental damage. The properties on spells work exactly the same as properties on weapons. For example, a spell with the "light" property in the off hand will not suffer offhand penalties.
On top of regular penalties, magic also can fail to cast entirely based on the armor being worn by the user. For example, heavy armor causes the user to fail to cast 50% of the time.
When you hit an enemy with a spell, they have a chance to resist. This is done with each character rolling 1d20 + int bonus. If the defender wins then they will resist and take half damage. Otherwise, they'll take full damage.
Enchantments are special effects on items that either increase the damage or defense. These do "elemental" damage in addition to the regular physical damage of the item. You can increase any or all of these.
- Earth
- Wind
- Fire
- Water
- Light
- Darkness
For weapons, every 1 points in an enchantment equals one extra damage of that type. An example for a dagger roll if you had 1 point in Fire would be, 1d4 + 1(fire).
For armor, every 1 points gives you 1 resistance to the damage type. So, if you had one point in Fire and someone did one point of Fire damage to you, you'd resist the damage.
You can take your gear to the blacksmith, if it is unlocked, to reinforce and improve your gear. Doing so will increase the quality of the item.
For weapons, 1 reinforcement point will give an item +1 to hit.
For armor and shields, 1 reinforcement point will give it +1 armor class.
In this RPG the things you do have an impact on the world overall and all other players playing. Winning combat and doing good deeds will raise the world stats, while losing combat will have negative effects.
- Happiness - This is how happy the people in the world are right now. The happier they are, the more they'll pay you for jobs.
- Resources - This is how many resources the world has access to. This has an impact on prices when purchasing things from stores.
- Research - This is how close the world is to researching new technology. At 100%, a building in the world will be upgraded.
The world has several buildings that can be leveled up to help everyone in the world.
- Blacksmith - Increases the max level of refinements items can have.
- Enchanter- Increases the max level of enchantments items can have.
- Tavern - Immediately boosts happiness by a significant amount.
- Shipyard - Immediately boosts resources by a significant amount.
- Guild - Increases the amount paid by jobs, as well as unlocks new, harder, jobs.
- Trainer - Increases the limit of stats you can train.