When you have created your character’s story and wellbeing within the world of Ironveil, you get to select their physical capabilities and special abilities in a stat-wise fashion. After choosing the race you have decided to play, you get to divide stat points among 5 stats:
Each statistic score in character creation is set at 7 initially. Depending on your chosen race, you get a certain number of points you can divide across these stats, with the maximum points you can put into any stat being +8. After this distribution, your racial bonuses are applied on top of your statistics.
Each race has a different set of bonuses, abilities and a number of free points to distribute (see also: Races).
Sometimes in the text we will refer to STR, DEX or CON characters.
In this case we mean characters in which a specific stat score is the highest among all the stat scores, with no cases of ties.
For example, a character who has 14 Dexterity, and all his other stat scores are less than 14, is a DEX character.
Strength
Strength (or Str) measures a character’s ability to exert physical force. This stat increases the damage and accuracy your character has with some weapons.
Dexterity
Dexterity (or Dex) measures a character’s speed, agility, reflexes and fine motor skills. This stat increases the damage and accuracy of fine and ranged weapons, while also increasing their Movement and their Evasion. (see also: Derived Stats.)
Constitution
Constitution (or Con) measures a character’s fortitude, and their ability to handle pain before falling unconscious. This stat increases a character’s total Hit Points by 8 per stat point.
Faith and Luck:
These two stats will be used in future expansions of this combat system. It is possible that the two will still be used in events managed by gamemasters to accommodate those that have points in these stats.
Whenever a feature requires you to add a Modifier (Mod) of a specified statistic to a roll, an ability or a feature, you add an extra number to it based on how good your character is in the specified statistic.
Modifiers are calculated as follows:
[ Specified Statistic - 10 ]
In this text, the lowercase stats such as “Dex” will refer to the stat’s modifier.
You add an accuracy bonus to attacks made with weapons, which is equal to the modifier of the corresponding accuracy score. This is either Strength or Dexterity, as shown in a weapon’s properties.
Accuracy is calculated as follows:
Accuracy = [ (Str/Dex) + Bonuses ]
Bonuses to accuracy may come from other sources like being mounted
Your character’s natural defences and means of evading or deflecting attacks depend on your character’s ability to move and dodge quickly. Dexterity increases the evasion of a character, in addition to certain abilities and weapons.
Evasion is normally calculated as Follows:
Evasion = [DEX - 2 + Bonuses]
Where DEX is your dexterity score.
On special occasions, when the situation prevents you from adding Dexterity to your evasion, it might become:
F.F Evasion = [5 + Bonuses]
This is also called flat-footed evasion.
The following Bonuses apply to a character’s evasion:
Bonus Name | Bonuses |
---|---|
Smaller Size bonus (Goblins and Elfins) | +1 |
Flying | +1 |
Wielding a Shield | +4 |
Wearing Armour | Table |
On the first turn of combat, players roll 1d20+Dex to determine their initiative order, where Dex is their dexterity modifier.
Whoever rolled highest starts in combat, with all other players taking their own turn after them in descending order. This rule also applies to those who later join the fight.
This roll is automated by the command: /crp roll initiative
If the same number is rolled by two players, the player with the highest Dexterity goes first.
If both characters have the same Dexterity, both players roll initiative again to see who goes before the other.
An Asaerne always starts in combat, regardless of their roll. If multiple Asaernes are present, the Asaerne with the highest Initiative roll starts.
Each turn lasts 5 IC seconds.
The first action you take during combat is the Movement action. During this action, you can move a number of blocks (meters) equal to your speed, which is:
Speed = 6 + Bonuses
Bonus Name | Bonuses |
---|---|
Flying | +3 |
Out of water Merfolk | -1 |
DEX character | +2 |
Mounted | +3 |
The bonuses are showed in the table
The following rules also apply to the Movement Action:
Diagonal movements are allowed.
A flying character can move in three dimensions (see also: Special Rules), while gliding has no impact on CRP.
Landing or taking off requires a flying character to take a **Dash action**.
Generally a Movement Action isn’t emoted.
After a character has performed their movement, they can take one Main action. You can choose to perform:
You can use up to 2 emotes per *Main Action. For example you emote once before rolling to hit, and once after rolling to hit.*
Taking the Dash Action allows you to move an amount of blocks equal to your speed.
If you are a STR or CON character, you can start a Grapple Action at the end of a Dash Action.
Taking the Attack Action allows you to attack another character within the range of your weapon. When you do so, you make a number of [d20 + Accuracy Modifier] rolls equal to the weapons attack number.
You use the Stat Mod. specified in the weapons properties as accuracy for the attack. An attack hits if the roll is equal to or higher than the target’s Evasion.
When an attack hits, it applies its full damage as shown in the table below. A weapon’s damage is reduced if the target of the attack is wearing armour or has gotten damage reduction from any another source.
When you perform the Feint action, you and another character within your melee range roll d20+Luck.
Your roll must be equal or higher by a difference of 5 or more for the Action to succeed.
If the Feint Action fails, your turn ends.
If the Feint Action has success, you can perform a normal Attack Action where your opponent uses their flat-footed evasion.
When you perform the Grapple action you choose another character within 3m as your target:
You and your target roll 1d20+Str. Your roll must be equal or higher by a difference of 5 or more for the Action to succeed.
If the Grapple Action fails, your turn ends.
If the Grapple Action has success, both of the characters will be considered grappled. You will also be considered the grapple leader.
Grappled: A grappled character can’t take a move or dash action, and they use flat-footed evasion. The grappled condition ends for both characters when the grapple leader declares it, at the start of their movement action in their turn. To break out of a grapple, you therefore have to become its leader by winning a Grapple Action with your opponent.
A character may be grappled by multiple different characters. Multiple grapple conditions stack.
Being a STR, CON or DEX character, or wielding particular weapons may grant Special Actions.
Here’s the list of the Special Actions:
Special Action | Requirements |
---|---|
Headbutt | DEX/CON character |
Quick Draw | DEX character |
Raise Shield | STR character, Shield |
Sweap | STR character, Axe |
Focused Shots | Warbow |
Leaping Charge | Wings |
You can find their descriptions here
The following are reactions that do not occur during your turn and happen under certain conditions. They do not require you to use them as part of your Main Action.
You can only perform one Reaction per round of battle.
Reaction | Requirements |
---|---|
Counter-attack | Sword/Trident |
Leaping Dodge | Wings |
You can find their descriptions here
A character is defeated if the total damage they have received in combat exceeds their maximum Hit Points. They are considered unconscious but alive.
Crp ends when all participants agree to end hostilities, when all characters on one side are unconscious, or if all parties involved end up at least 30 blocks away from each other at the end of a round.
If there is a winning party, it decides what to do with the defeated and unconscious players.
Those shown in the table are weapons made of iron. Weapons made of wood, stone, or other materials that are not iron or netherite gain the “improper” property.
Weapons with a range of 4 meters or less are considered melee.
Weapon Name | Range | Accuracy Mod. | Special Actions | Attacks Number | Damage | Properties |
---|---|---|---|---|---|---|
Unarmed Attack | 2m | Str | - | 2 | 2d8 | - |
Sword | 3m | Str | Counter-Attack | 2 | 3d10 | Light |
Mace | 3m | Str | - | 1 | 8d8 | Heavy |
Axe | 4m | Str | Sweap | 1 | 8d8 | Two-handed, Warrior |
Trident | 4m | Str | Counter-attack | 1 | 5d10 | Throwing(8m), Polearm |
Warbow | 12m | Dex | Focused Shot | 2 | 3d10 | Two-handed, Ranged, Ranger |
Crossbow | 18m | Dex | - | 1 | 5d10 | Two-handed, Ranged |
Shield | 3m | Str | Raise Shield | 1 | 3d10 | Off-Hand |
Weapon’s Damage
The Total Damage of the weapon for each hit is rolled as shown in the table. No stat modifier applies to it.
Heavy: This Weapon cannot be used while flying.
Improper: All damage dealt with this weapon is halved, rounded down.
Light: Weapons with the Light property can be drawn as a part of the attack action.
Ranged: You cannot attack with this weapon if you were attacked with a melee weapon during your last round, unless you use the Headbutt action.
Ranger: You must be a DEX character to use this weapon.
Polearm: You are unable to carry more than one of these weapons IC. If you have more in your mc inventory, only one can be used in combat.
A polearm’s melee range is reduced by 1 while flying.
You can only throw one trident in a fight.
Throwing(X): You can throw the weapon at a target within X blocks. It deals the same damage as it would if used normally. After you’ve thrown your weapon, your main hand is considered empty-handed.
Two-handed: Requires the use of both hands, not allowing the use of off-hand equipment. Additionally, two-handed weapons can’t be used while mounted or flying.
Warrior: You must be a STR character to use this weapon.
Shield
A shield adds +4 to the Evasion value. If wielded with both hands, an unarmed character can use it as a main hand weapon. You cannot attack with a shield and with your main hand weapon in the same turn.
A player can only wield one weapon at a time. A player can only wield one off-hand at a time.
This is a list of all allowed armor pieces, with their associated DR and Evasion bonus.
Winged races cannot wear chest armour
Item | Damage Reduction | Bonus Evasion |
---|---|---|
Leather Helmet | 1 DR | - |
Leather Chestplate | 2 DR | - |
Leather Leggings | 1 DR | - |
Leather Boots | - | - |
Iron Helmet | 1 DR | +1 |
Iron Chestplate | 2 DR | +2 |
Iron Leggings | 1 DR | +1 |
Iron Boots | - | - |
Netherite Helmet | 1 DR | +1 |
Netherite Chestplate | 2 DR | +2 |
Netherite Leggings | 1 DR | +1 |
Netherite Boots | - | - |
Damage Reduction Whenever you take damage from an attack or another source of damage, you reduce the total damage you take by an amount equal to the DR your armour provides.
Merfolk’s Thick Skin: Merfolk cannot wear armour, they are always considered with 6 DR (and not 4 DR like a character in full leather).
Leather A leather harness reduces any incoming damage for the horse by 6
Headbutt: If you are a DEX or CON character you can knock an enemy within 3m away with a headbutt or other combat maneuvers as part of your Attack Action.
This allows you to use ranged weapons in melee fights without penalties, ignoring the “Ranged” property.
(IC note: When emoting, remember to include an unarmed strike as part of the attack. This unarmed strike doesn’t deal any damage.).
Quick Draw: Once per combat, if you are a DEX character and your main hand is unarmed or you are wielding a ranged weapon, you can change your current weapon set to a light weapon and take an Attack Action.
You are allowed to use Dex instead of Str as your accuracy stat until the end of the turn.
Raise shield: If you are a STR character and you are holding a shield, you can perform a Dash action and double your shield’s evasion until your next turn. You cannot do this while you’re flying.
Sweap: If you are wielding an Axe, instead of the normal Attack Action, you can choose to attack every character within 4m from you (all creatures are attacked regardless of allyship).
Focused Shot: If you are wielding a Warbow and you haven’t moved this turn, instead of the normal Attack Action you may attack with your warbow, using the table below as damage formula. Your damage and range will scale with your STR score according to this table:
STR score | Damage | Max Range | Attacks Number |
---|---|---|---|
7 or less | 3d10 | 16 | 2 |
8-9 | 3d10+3 | 20 | 2 |
10 or more | 3d10+4 | 22 | 2 |
Leaping Charge: If your character has wings, you can charge the enemy in a straight line, gaining +3 accuracy to hit.
When you do this, move up to 9 meters toward a target and make an Attack Action.
(You can move up to 9 meters even if your speed is less than 9).
The following conditions must also be met:
Counter-Attack: A Counter-attack is a reaction that happens during another character’s turn.
Once per turn, when someone within your melee range attacks you during their turn and misses all their attacks, you get a bonus attack against them with the weapon you’re wielding in their own turn.
When you do so, you apply your Dex modifier instead of Str to accuracy.
Moreover, all these conditions must be respected:
Leaping Dodge: A Leaping Dodge is a reaction that happens during another character’s turn.
Once per turn, if your character has wings and your opponent has missed all their melee attacks or grapple against you, you can move 6 meters during his turn. You cannot perform a leaping dodge while mounted.
A character who can fly in the area where the fight takes place receives +1 to their evasion and +3 to their speed unless they declare they are not flying as part of their movement action. It is not possible to use heavy or two-handed weapons while flying.
It is not possible to Fly underwater.
Landing or taking off requires a flying character to take a full move action.
While flying, a character gains a stat called balance, which is equal to 25+Str, where Str is their Strength modifier. If damage would be dealt with a single hit, which is equal to or higher than the Balance score, they fall to the ground and lose their flying condition.
Some commands have been added to help flying characters in their three-dimensional movement:
/crp move start [distance] After you run this you can move freely but the plugin will prevent you from moving too far accidentally. Finish the movement with /crp move finish
/crp move finish
/crp move lock Locks movement (you won’t be pushed off your spot or anything)
/crp move unlock Unlocks movement
A character who falls from a height of more than 5 blocks will take damage during combat. This damage is equal to [ 8 x (Blocks Fallen after 5) ].
A mounted character gets +3 bonus to speed and accuracy, though their evasion will be flat-footed.
A mounted character can only use the types of movement their mount possesses, such as flying, swimming or walking. Two-handed weapons can’t be used while mounted.
While mounted, a character gains a stat called Balance, which is equal to 25+Dex, where Dex is their Dexterity modifier. If damage would be dealt with a single hit, which is equal to or higher than the Balance score, they fall from their horse and lose their mounted condition.
When this happens, the horse will run away and become unusable until the end of combat.
There are two usable mounts: The Horse and the Camel. The Horse possesses 60 Hit Points, while the Camel has 70 Hit Points and they both possess an Evasion Score of 10. Reducing a mount to 0 Hit Points makes the character fall from it.
Reducing a mount to 0 Hit Points makes it unconscious, but alive. It follows the same rules of defeat as Player characters do.
a horse has the same effect as unseating its rider, except that the horse will not be usable in any combat or RP for a whole IC day.
Any CRP that occurs underwater (fully below the water level) between a Merfolk and a creature that is unable to recover oxygen underwater is automatically failed in favour of the Merfolk. In the case of CRP between two Merfolk or two creatures that can survive underwater, combat occurs normally. You can move in all three directions when fighting underwater, but you do not receive a flying (swimming) bonus unless you are a Merfolk.
Ranged weapons don’t work underwater, throwing weapons do.
It is forbidden to equip or unequip any armour during CRP, unless all the players agree and interrupt the CRP.
Switching your active weapons is allowed according to the following conditions:
A burning character receives 12 fire damage at the start of their turn. Fire damage doesn’t get reduced by armour’s DR. Burning normally lasts 1 turn, unless differently specified.
A flying character always ignores special terrain rules.
A character standing over an ice block will is flat-footed
A character standing over lava will receive 12 fire damage at the start of their turn, as per the rule “Burning”.