hwkode


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Herringway’s Kode of Battle

Introduction

Welcome to Herringway Arena! Test your skills against famous bosses of all types in this collaborative RPG system.

Each battle consists of one or more enemies, a ref to keep things moving (mostly) and plenty of player-controlled combatants. The goal is to defeat the enemies by cooperating with your teammates, usually by reducing the HP of the enemies to zero before they do the same to you.

Terms

Battle Objectives

The ultimate goal of a battle is to defeat your opponents.

Turn System

Each battle is divided into several (hopefully) rounds. At the start of each round, players choose an action to take. Once everyone has decided what they will do, the actions will execute, with the fastest combatants going first and the slowest going last. Some status effects change the number of turns a player will get in a round. Enemies may be able to take multiple turns as well.

A round will be resolved once all fighters have selected their actions, or when the ref runs out of patience. Fighters that haven’t picked any actions won’t do anything that round. Don’t miss your turn!

Note that some skills may be used freely while deciding actions - You can use as many of them as you want, but unless stated otherwise, you may use each one only once per round.

At the beginning of each round, a Hazard is selected. The effects of the selected hazard will not activate until the next round, however.

Every fighter recovers 10% SP at the start of a round.

Skills

This system has two main types of skills. A-Skills are Active Skills, skills you can use when your turn comes up in battle. P-Skills are Passive Skills, which are always active. Players can choose any combination of skills as long as they do not exceed the point limits. Players currently have 2000AXP and 1000PXP to spend on A-Skills and P-Skills respectively. Players cannot earn additional XP, but the limit will rise over time for everyone as the system progresses.

A-Skills

Many A-Skills have multiple levels, often adding more power and/or effects. Selecting skills will increase a relevant statistic.

Default A-Skills

Everyone has access to these a-skills no matter what they choose.

Physical A-Skills

Name AXP Description Prerequisites Boosted Stats SP Cost
Cutting Edge 100AXP Deals 3.0x water damage.   ATK, DEF 10
Plume Edge 100AXP Deals 5.0x water damage. Cutting Edge ATK, DEF 20
Ragnarok 100AXP Deals 3.0x earth damage.   ATK, DEF 10
Odyssey 100AXP Deals 5.0x earth damage. Ragnarok ATK, DEF 20
Planet Diver 100AXP Deals 3.0x fire damage. 5.0x if jumping.   ATK, DEF 10
Planetary 100AXP Deals 5.0x fire damage. 8.0x if jumping. Planet Diver ATK, DEF 20
Astral Blast 100AXP Deals 3.0x wind damage.   ATK, DEF 10
Thunder Mine 100AXP Deals 5.0x wind damage. Astral Blast ATK, DEF 20
Elec Sword 100AXP Deals 3.0x lightning damage.   ATK, DEF 10
Elec Blade 100AXP Deals 5.0x lightning damage. Elec Sword ATK, DEF 20
Saint Cross 200AXP Deals 5.0x holy damage.   ATK, DEF 20
Jump 100AXP Allows caster to jump into the skies for one turn, out of range of many attacks.   ATK, DEF 10
Dive 100AXP Deals 9.0x non-elemental damage. Only usable while caster is jumping. Jump ATK, DEF 20
Drain Jump 100AXP Deals 5.0x non-elemental damage and heals the caster for the same amount. Only usable while caster is jumping. Jump ATK, DEF 20
Ultra Jump 100AXP Deals 4.0x non-elemental damage and jump back into the sky. Only usable while caster is jumping. Jump ATK, DEF 20
Metal Cut 300AXP Deals 2.0x non-elemental damage. Cuts through defenses.   ATK, DEF 30
Magnum Break 200AXP Deals 3.0x fire damage to all enemies.   ATK, DEF 20
Chomp 250AXP Pull out a random item and throw it.   ATK, DEF 15
Throw 400AXP Throw a held item.   ATK, SPD 0
Sledge 100AXP Deals 4.0x non-elemental damage, 35% chance of inflicting mini status.   ATK, DEF 20
Element Sonic 300AXP Deals 1.25x fire/water/lightning/earth damage to 4 units.   ATK, DEF 40
Muramasa 150AXP Deals damage equal to caster max hp - current hp.   HP, ATK 20
Goblin Punch 100AXP Deals 8.0x non-elemental damage if caster and target’s hp digits add up to the same number.   HP, ATK 0
Magic Hammer 150AXP Deals 1.0x non-elemental damage to target’s SP.   ATK, DEF 20
Ice Shard 150AXP Deals 3.0x ice damage. Hits before other moves.   ATK, DEF 20
Dizzy Punch 200AXP Deals 3.0x non-elemental damage. 50% chance of afflicting target with confusion.   ATK, DEF 20
Dynamic Punch 200AXP Deals 12.0x non-elemental damage, but is likely to miss. Will confuse if it connects.   ATK, DEF 20
Sky Uppercut 150AXP Deals 4.0x non-elemental damage and can hit targets that are normally unreachable.   ATK, DEF 15
Shadow Claw 200AXP Deals 4.0x dark damage. Increased chance of critical hit.   ATK, DEF 20
Steal 150AXP Steals an item from the target.   ATK, SPD 10
Steal Dexterity 150AXP Inflicts slow on target and grants user haste. Steal ATK, SPD 25
Steal Power 150AXP Inflicts Attack- on target and grants user Attack+. Steal ATK, SPD 25
Steal Defense 150AXP Inflicts Defense- on target and grants user Defense+. Steal ATK, SPD 25
Steal Health 150AXP Inflicts Poison on target and grants user Regen. Steal ATK, SPD 25

Magical A-Skills

Name AXP Description Prerequisites Boosted Stats SP Cost
Fira 100AXP Deals 3.0x fire damage.   MAG, MDEF 10
Firaja 100AXP Deals 5.0x fire damage. Fira MAG, MDEF 20
Blizzara 100AXP Deals 3.0x ice damage.   MAG, MDEF 10
Blizzaja 100AXP Deals 5.0x ice damage. Blizzara MAG, MDEF 20
Thundara 100AXP Deals 3.0x lightning damage.   MAG, MDEF 10
Thundaja 100AXP Deals 5.0x lightning damage. Thundara MAG, MDEF 20
Aera 100AXP Deals 3.0x wind damage.   MAG, MDEF 10
Aeroja 100AXP Deals 5.0x wind damage. Aera MAG, MDEF 20
Bio 100AXP Deals 3.0x poison damage.   MAG, MDEF 10
Bioga 100AXP Deals 5.0x poison damage. Bio MAG, MDEF 20
Zammle 100AXP Deals 3.0x dark damage.   MAG, MDEF 10
Kazammle 100AXP Deals 5.0x dark damage. Zammle MAG, MDEF 20
Holy 200AXP Deals 5.0x holy damage.   MAG, MDEF 30
Gravity 100AXP Deals 25% HP worth of gravity damage.   MAG, MDEF 30
Graviga 100AXP Deals 50% HP worth of gravity damage. Gravity MAG, MDEF 40
Quake 300AXP Deals 6.0x earth damage. Targets everyone.   MAG, MDEF 15
Drain 100AXP Deals 3.0x damage, and heals user for the same amount.   MAG, MDEF 15
Osmose 50AXP Drains SP from an enemy. 1.0x multiplier.   MAG, MDEF, SP 1
Osmosega 100AXP Drains SP from an enemy. 2.0x multiplier. Osmose MAG, MDEF, SP 1
Hyper Beam 300AXP Deals 12.0x non-elemental damage. Caster cannot act next turn.   MAG, MDEF 50
Flare 300AXP Deals 6.0x non-elemental damage. Pierces defense.   MAG, MDEF 30
Ultima 300AXP Deals 5.0x non-elemental damage to all enemies.   MAG, MDEF 30
Psyshock 100AXP Deals 4.0x non-elemental physical damage.   MAG, MDEF 20
Aqua Breath 200AXP Deals 4.0x water/wind damage to all enemies.   MAG, MDEF 30
Breath Wing 200AXP Deals 25% HP gravity/wind-elemental damage to all enemies.   MAG, MDEF 60

Support A-Skills

Name AXP Description Prerequisites Boosted Stats SP Cost
Cura 300AXP Heals 2.0x damage.   MAG, MDEF, HP 10
Curaja 300AXP Heals 4.0x damage. Cura MAG, MDEF, HP 20
Astra 200AXP Blocks a status effect-causing attack.   MAG, MDEF, HP 20
Prayer 150AXP Heals 1.0x damage and grants regen status to targets.   MAG, MDEF, HP 30
Protect 100AXP Doubles physical defense.   DEF, MDEF, HP 30
Shell 100AXP Doubles magic defense.   DEF, MDEF, HP 30
White Wind 300AXP Restores an amount of HP equal to caster’s HP to all allies.   DEF, MDEF, HP 40
PSI Healing α 100AXP Heals negative status effects, except death.   DEF, MDEF, HP 20
PSI Healing Ω 100AXP Heals negative status effects, including death. PSI Healing α DEF, MDEF, HP 40
Slots 300AXP Spin the slots for something good!   HP, SP 15
Disappear 150AXP Gain the missing-in-action status for one round.   ATK, SPD 15
Dragon Dance 400AXP Grant Haste, Attack+ and Defense+ to user.   HP, SPD 40
Find Item 300AXP Look around for an item. This doesn’t use a turn and can only be used once per round.   HP, SPD 0

P-Skills

P-skills are your passive abilities. Many of these can change your playstyle significantly.

Name PXP Description
Magic Power+ 500PXP Increases magic power by 50%.
Attack Power+ 500PXP Increases attack power by 50%.
Piercing Blow 500PXP Fight now ignores defense.
Reckless 200PXP Increases attack power by 50%, decreases defense by 25%.
Sluggish 200PXP Increases attack power by 50%, decreases speed by 50%.
Turbo SP 500PXP Magic strength and cost increased by 30%.
Elemancy 500PXP Elemental spells treat enemy resistance as if it were 25 lower.
Mystic Blade 250PXP Spells can be cast through weapons. Treat as physical attacks instead.
Geomancy 500PXP Gain a stat bonus and/or status effect related to the current arena, usually positive.
Mugging 250PXP Steal x skills have increased success rate and can deal damage.
Integration 500PXP Can choose to “equip” items instead of using them, gaining a (usually) beneficial boost.
Status Boost 500PXP Negative status effects are more likely to land.
Bloodbath 500PXP Increases damage by 50% at the cost of 12.5% max HP per turn.
(Element) Resist 200PXP Increases resistance to an element by 25.
Auto-protection 150PXP Begin battle with protect and shell.
Undead 100PXP Begin battle undead.
Double or Nothing 100PXP Attack and magic power double, but your accuracy is halved.
Regenerative 300PXP Begin battle with permanent regen.
Lightweight 100PXP Begin battle with permanent float.
Speedy 200PXP Begin battle with permanent haste.
Evasive 500PXP Boosts physical evasion by 50%.
Dual Wield 500PXP You automatically use Fight in addition to your selected action.

Base Stats

With no skills or other modifiers, everyone has 100 HP, 100 SP, 50 ATK, 50 DEF, 50 MATK, 50 MDEF and 10 SPD. The main way to increase stats is to invest AXP in relevant [A-Skills]. Final stats are determined by a set of formulae:

ATK, DEF, MATK and MDEF: StatBonus = sqrt(3 * XPSpentInRelevantSkills)

HP: StatBonus = sqrt(4 * XPSpentInHPSkills + 0.5 * XPSpentInDEFSkills + 0.1 * XPSpentInMDEFSkills)

SP: StatBonus = sqrt(4 * XPSpentInSPSkills + 0.1 * XPSpentInATKSkills + 0.5 * XPSpentInMATKSkills)

Speed: StatBonus = sqrt(2 * XPSPentInRelevantSkills)

All stats are rounded up to the next nearest integer.

Presets

While you can choose your own skills, you may also join battle with some pre-made sets.

White Mage

Mostly healing, but not totally defenseless.

A-Skills

P-Skills

Black Mage

Destroy everything with magic!

A-Skills

P-Skills

Spellblade

These warriors channel magic through their bodies to fuel unusual, powerful techniques.

A-Skills

P-Skills

Ninja

Masters of sabotage and assassination.

A-Skills

P-Skills

Elements

Element Symbol
Water 💧
Fire 🔥
Lightning
Wind 🌪️
Earth ⛰️
Poison ☣️
Holy ✝️
Dark 😈
Ice ⛸️
Gravity 🌑

Status Effects

Positive

Negative

Neutral

???

Miscellaneous Rules

Custom Shop

Looking for even more variation? Look no further! You can earn HL for these by defeating bosses.

Hazards

Hazards are random effects that occur each round after the first. They will be announced at the start of each round and take effect at the start of the next. Many of these are one-time effects, like dealing damage to random fighters or inflicting status effects. Others linger for the entire round, affecting rules or empowering random fighters. Others are permanent and will last throughout the battle. See hazards.md for a list of hazards.

NOTE: Hazards are extremely incomplete.