Game MechanicsFirst of all, please refer to
gaia-reborn.proboards.com/thread/4/rules for our actual forum rules. In here you will find several rules that explain any intricancies or edge cases if you are confused on any technical aspects of skills, items, monsters, or mechanics. Most are enforced rather strictly, but for roleplaying purposes you may make an exception as long as it doesn’t lead to godmodding. You may also refer to them if you’re at a loss of how something would work out. Don’t be afraid to call in a Staff member or converse with other members if you have further questions. Do note that most of the mechanics listed here are to catch miscellany. Please read the other threads in our player manual first!
Gaia Reborn
Magic Bag: Every Adventurer came into this world with their starter equipment and their magic bag. Gaians found this bag on their person around the same time they gained their magic ring. Their starting magic bag, while looking small on the outside, is bigger on the inside through the concept of game hammerspace which Gaia Reborn maintained even after the Apocalypse. One can easily fit some spare weapons, materials, consumables and tools into them, but it has a maximum volume of 42 cubic meters, and is incapable of storing something too large to fit though the opening - like an entire desk. Furthermore, only animals that are in the Gatherable list can be put in the magic bag. Lastly, any other bags or containers crafted do not benefit from this hammerspace, so treat your starting bag nicely.
Ammunition: Adventurers that started with ranged equipment find themselves with a simple leather quiver capable of holding standard wooden arrows and bolts with simple heads. Those that didn't start with a ranged weapon, can find the quivers lining various shops. These aren't very strong, damaging, or aerodynamic, so making or buying your own is recommended. However, they ensure that at least one never runs out of ammunition. Some accessories may be magic quivers that hold other, different stronger arrows.
Temperature: Initially Temperature was a rare mechanic, only seen in some designated higher-level areas, where it would inflict penalties. Ever since the Apocalypse, however, all weather and temperature affects this. Players that are
overheated or
undercooled will suffer a steady minor Health and Mana drain and an average reduction to all their stats. Wind and Rain can make undercooling worse, or help leverage overheating. Do note that all weathers such as heat, cold, wind and rain inflict fatigue or may inflict sicknesses.
Sickness: However, post-creation, it is still possible for Adventurers to become sick. Weather and temperature is very real since the Apocalypse (please refer to Temperature), and it is possible to run colds, infections or diseases. Most don’t inflict harsh penalties, but Adventurers are recommended to remain healthy and cautious.
Fatigue: Initially not a mechanic or problem in Gaia Reborn while still a game and players were mere avatars, the Apocalypse has massively shook this up. On top of balancing Health and Mana, the now real players must balance their own Stamina as well. It’s not a visible stat that can be seen, it is literally a player’s real, actual stamina. When players
overwork themselves to the limit during combat or travels, they may find their Health and Mana Regeneration lowering appropriately from exhaustion. Having high proficiencies or talent levels makes players less fatigued while performing related tasks.
Royal Guards: Heavily armored humanoids of unknown origin, these immensely powerful entities appear to swiftly dispatch of any persons disturbing the security and public order within cities and safe zones. Whenever a fight breaks out in these places, the Royal Guards are there mere moments later. Should the players involved not stand down, they will be eliminated. In the first few days after the Adventurers appeared in Romalia, the Guardians had their hands full.
Character StatusNo handicaps: Every Adventurer that came into Gaia Reborn through the Apocalypse was
cured of their handicaps or afflictions, as their avatar they have manifested in is devoid of any imperfections, nor does the avatar creator allow these in the first place. Humans with paralyzed legs, asthma, or poor eyesight find themselves without these handicaps and afflictions in the world of Gaia Reborn. That is not to say, however, that a mute person will suddenly know how to speak, and someone with a paralyzed lower body will have difficulties getting used to walking at first.
Gore and maiming: While a video game, Gaia Reborn simply had generic blood particles on some moves. However, since the Apocalypse, many find themselves squeamish at combat at seeing the physical harm they inflict on Monsters. Monsters can easily be disfigured, bled out or charred. Panpaidi are more difficult to maim. Hacking off a limb or damaging organs or extremities is very difficult, and most pain suffered is dulled, but they do still bleed and suffer mortal injuries. However, please refer to the
Site Rules’ “Posting Content” rule.
Death & Respawning: When their health drops to 0, a Panpaidi “dies”. Souls remain tethered to their bodies for 10 minutes after death with the possibility of being revived, though the severity of wounds may make a Panpaidi simply unrevivable. If the time passes without a successful resurrection, the Panpaidi dies. For Gaians, this means true death, with no respawning or chance of coming back, their soul moves on and they are lost for eternity. For Adventurers, the end is not the end, but it still has consequences. After the ten minutes pass, an adventurer's soul tears from their bodies, and they become trapped in their memories, fixated on a single
Remembrance: a specific person, pet, place, piece of knowledge, or ability from their life prior to the Apocalypse. They have a dream-like experience based on all the memories they have associated with the
Remembrance, before they begin to find themselves waking up. They appear in the Cathedral of the last city they visited where one was present. The Adventurer feels the loss of all but a few minor memories tethered to the
Remembrance, not knowing what specifically it was that they lost, but feeling the hole it left behind. It seems that more often than not, the first memories to go are the most specific and meaningful ones.
Respawning may feel a bit like waking up from a deep and detailed dream and knowing something special happened without a clue of what it was, but the experience is much more traumatic, the loss of part of one's self much stronger than the loss of whimsical imaginings. Player death is never insignificant, and the weight it burdens a player with should not be immediately dismissed and forgotten.CombatAlly and Party Member: Many Skills and Spells specify and distinguish between ally and party member. An ally is any Panpaidi the user is not in combat with, or some Monsters after having won their friendship. This also includes the user themselves, meaning any skill that can target an ally can target themselves. Some skills only target party members; these skills do nothing to allies unless they are invited to the user’s party, and only then do they affect them.
Being in and out Combat: Many Skills and Spells specify being in or out of combat. A Panpaidi or Monster counts as
in combat the moment they have dealt or received damage or a debuff (Attack Down, Sleep, Electrocute, etc). They count as
out of combat if they go an entire 30 seconds without having dealt or received damage or a debuff. This means you remain in combat for 30s after having killed an enemy.
Cast vs Animation time: Many Skills have either a cast or animation time. A skill with a Cast Time has the cooldown start upon the end of the Cast Time, a skill with an Animation Time has their cooldown start upon the start of the Animation Time. If either gets interrupted by a status effect, the mana cost is spend and wasted, as well as the cooldown. However, skills with cast times do nothing until they are finished, so interrupting them fully prevents the effect. Interrupting a skill with an animation time means they still got part of their skill off, such as one out of three slashes.
Resistance and Weakness: Many enemies or pieces of equipment have resistances, weaknesses, immunities or absorb Elements and Statuses. For Elements, Weakness doubles the damage taken and Resistance halves the damage taken. For Status Effects, weakness doubles the duration and Resistance halves the duration.
Critical Hits: Every Basic Attack, Skill or Spell has the chance to be a Critical Hit. The chance for this is about 5%, and Critical Hits double damage dealt. If an attack, skill or spell hits a Monster's obvious weak point - such as an eye - the attack is a guaranteed Critical Hit. In PvP, Critical hits are disabled unless the skill states it guarantees a Critical Hit.
Parry and Block: Just like real combat, it is possible to parry or block an enemy’s attacks with your weapon or shield respectively. Both completely negate the enemy’s attack. However, stronger attacks, when Parried or Blocked, may still deal slight damage from the shock of impact, so beware.
Friendly Fire: all damaging AoE Skills and Spells are able to hit allies as well as enemies. However, when an ally is hit by an AoE, they only take
half of the damage, and they will not inflict any additional
effects such as Debuffs they had.