Post by aceronline on May 12, 2014 14:03:56 GMT
[IF YOU DON'T WISH TO READ THE LORE, JUST SKIP TO THE INTRODUCTION AND THE RULES BELOW]
BACKGROUND: Years ago, 3 families most renowned for their magic skills, decided to collaborate together one day and construct a miracle that would be built by the foundations of magic. The first family is from the famous lineage of Vladimir, the 2nd a German family known as the Einzbern, and the third one known as Arisato. They eventually succeeded in creating the miracle – an omnipotent wish-granting artifact known as the <<Yggdrasil>>. However, the 3 families had a fallout afterwards, with each family believing that the artifact belongs to one of them alone. Other mages from different associations tried to claim the artifact as well. Thus, a system had to be created – this is known as the <<Grail War>>.
A system created by the 3 renowned families, it is a competition between 8 participants of the <<Grail War>>, known as ‘Masters’, decided and chosen by the <<Yggdrasil>>. Masters would summon a Heroic Spirit known as ‘Servants’ – legendary heroes from the past, entities given flesh by the <<Yggdrasil>>. Masters, together with their Servants, must compete against each other in order to win the <<Yggdrasil>>, and the artifact will only accept 1 Master – the victor of the <<Grail War>>.
For years, the mages representing the 3 families had been fighting over the <<Yggdrasil>>, along with one or two outside individuals who desired the artifact themselves. Then, during the 2nd Grail War, the 3 families were wiped out by the fighting during the <<Grail War>>, thus ending the 3 legendary lineage of magic. However, the system and the <<Yggdrasil>> remained, and appeared once in every decade. The Mage Association took over the supervision of the <<Grail War>> and continued with the events.
The year is currently 2010, and the <<Yggdrasil>> once again had decided and assigned the 8 Masters of the 4th Grail War. This time, the <<Grail War>> will take place in an island city of Singapore. Prior to the war, you’ve noticed your hand was inscribed with a red symbolic sign – the command seals of a Master. Regardless of your reasons to fight the <<Grail War>>, you have been chosen by the <<Yggdrasil>>. The time has come for you to fight. The time has come for you to walk with Death. The time has come…
For the 4th Grail War.
Basically, this is a game where only 8 players can participate, no more, no less. You players will be Masters of the <<Grail War>> summoning legends of the past. With them, you will compete against 7 other players for one objective – to be the ultimate victor.
The objective of this game is pretty much clear: to be the last man standing.
This is a free-for-all, purely PvP game. Anyone can die on any day. Anyone can die on any day. The conditions of death are determined base on player’s situation and the stats and situation of other players. Only the moderator can approve the demise/death scenario of a player.
Sign-Up Sheet (Registration):
Name:
Age:
Gender:
Appearance: (Optional)
Occupation(?):
Magic Affinity: (State if you're mage or non-mage, and level of your magic)
Bio: (Optional, but encouraged. Your bio and magic affinity plays a part in the Servants you'd get)
[Note: After registration, please PM me the summoning of your choice. If there is no PM I will choose a random Servant for you. You may state the catalyst to summon the Servant of your choice, but please explicitly state the catalyst (if possible link me to the Servant of your choice too).]
The current players [8 max] of this game:
- Acer Kotomine (aceronline) [Church/Mod] (Not within player count)
- Selena Blazeon (Sundalo/Sunny)
- Ethan (Hades)
- Ritz Gunther (MegaMrBob)
Okay, now to lay down the ground rules for this game:
Gameplay rule
1.The Sky9’s one rule still applies – don’t be a jerk.
2.After signing up, you are free to either get a catalyst (see below) to summon the Servant of your choice or let the <<Tggdrasil>> choose a random Servant for you (don’t worry I won’t pick a trollish or UP Servant). Players are also encouraged to PM the details of your catalyst or your choice because of rule 3.
3.Whatever Servants you summoned will be kept confidential from other players. Your Servant’s stats, weaknesses, and Phantasms of Legends (POL; see Servants section) will be privately PM to you, unless you intent to declare it to the 6 other players. All players would have to figure out on their own if they wish to know the identities of other Servants, either through reconnaissance or observations in battles or open declaration.
4.Do not post outcomes of battles that have complete or direct effect to the fate of other players. The Church supervisor (mod) will condemn that act, but that player won’t be kicked out. Instead, his ‘illegal’ action post will be ignored or reversed.
5.Repeated offenders and rule-breakers will not get banned or kicked out forcefully by players (unless you’re being a jerk). However, the Church supervisor has the right to call upon a compulsory ‘cease-fire’ on all other remaining players and place an order to eliminate the rule-breaker as a team (that depends though). Cheating from the rule-breaker will still be ignored as rule 4 still applies here. The <<Grail War>> will only continue after the player is eliminated.
6.During in-game/role-playing ‘mode’, players are NOT ALLOWED to reveal the existence of ‘magic’ and <<Grail War>> to the public. Failure to abide this rule would get the player ELIMINATED by the Mage Association (assassination). Your Servant will be freed from the contract and a either an existing Master can contract him or a new Master will replace the dead player.
7.(Not sure if I should implement) Do not kill too many innocent civilians, especially children. If this occurs that rule 5 will apply, along with rule 4.
PvP/Rules of Engagement
1.Players can ONLY FIGHT AT NIGHT. Reconnaissance is however allowed during daytime (as well as killings of people).
2.Masters are discouraged to fight. Instead your Servant will do all the fighting. However you can control your Servant and you can also proceed to kill other Masters.
3.In order to engage in combat, the targeted party is not required to give an approval or permission for an engagement to start. This is to allow ambushes to be possible and make Assassin Servant less underpowered.
4.You cannot post the exact outcome of your actions, especially those that decides the fate of a player or a Servant. Instead the mod will be doing the judgement. This is like the system used in Deshton incident.
5.All players are given a chance to react. Thus only 1 post per combatants is allowed at a time during combat. No one is to post a second action post until the other party had posted his/her reaction. Failure to comply will result in gameplay rule 4 and 5.
6.Please be reminded that Death can happen at any time. Do not argue or debate of your misfortune if you are out on the first night.
7.Clusterf*ck battles are permitted. However rule 4 and 5 applies to this.
8.Master vs Master pvp are permitted. However rule 4 and 5 applies to this.
9.If your Servant dies, you are out of the game. If you die, you are also out of the game. However the Servant that you contracted will be free to contract with existing Masters or a new Master (a replacement).
Now we move on to the details of the game.
Church Supervisor
Simply said, its me playing the game. This is the mod of the <<Grail War>>.
Masters
Designation of the participants of the <<Grail War>>. They will command the Servants, but in exchange they must supply mana to the Servants in order to sustain their form.
The Master will be given 3 command spells as a symbol of a Master before the <<Grail War>>. The main purpose is to impose direct and undeniable orders to a Servant upon activation. Secondary purpose is to act as a mana source for your magic or to supply your Servant.
However once all 3 command spells are used up, the Servant will be free from the contract and you will immediately be out from the game.
Magic Affinity
Simply put, your connection or how strong your magic is.
Elements: There are like elemental bending from Avatar: The Last Airbender, except they are much smaller in scale and requires some incantation to activate the spell (I'm gonna leave the incantation to you). There are 5 elements - Fire, Water, Wind, Earth and Ether (Void).
Necromancy: Very self-explanatory. They involved corpses and fragmented body parts for magecraft. But since you're not some Lich or witch but a normal mage, you can't revive dead bodies and the usual necromancy stuff they would do. These parts are only meant for your small little magic, in assaults too. They function more like minor debuffs and doesn't work against Servants with D ranked Magic Resistance.
Item Creation: Also very self-explanatory. You create items or enhance items with mana and magic. Like creating potions for your Servant, or guns that shoots magic, etc.
Summoning a Servant
(This will happen before the game officially starts)
Two types: you either summon a Servant by random or you choose a catalyst to summon the Servant of your choice. You'd most likely summon the Servant of your choice if you choose catalysts that are VERY closely related to his/her past or history.
When summoned, they practically have knowledge about everything, thanks to the artifact. However some terms like YOLOSWAG or Communism may still be required to explain.
Servants
AKA Heroic Spirits. They are the ones that are summoned by Masters, to fight in the <<Grail War>>. They are legends of the past, like King Arthur or Gilgamesh.
Servants can have 2 forms - physical and spiritual
Spiritual just means your Servant is a spirit and invisible. He can't affect any physical object and physical stuff can't affect him. This means that he must switch to physical form to engage in combat. However switching forms require mana and time.
Servants need mana, if they lacked mana, they would just disappear, then you're out of the game if that happens. When a Master is low in supply of mana, Servants can have other means to acquire them - killing people, consuming people's minds and souls. This also increases their mana capacity which is beneficial in combat.
There are 9 unique classes of Servants:
Saber: Servants of this class are agile and powerful melee warriors. Sabers are most commonly assumed to be the ‘best class’ overall, due to their high parameters in all categories. It is one of the 3 Knight classes, together with Archer and Lancer. (Example: Arthur Pendragon, Jeanne’d Arc)
Archer: Servants of this class are very proficient with projectiles and they can survive longer than other classes without the presence of their Masters, due to their special ability ‘Independent Action’, thus Archers can sometimes be the most difficult class of Servants to control. It is one of the 3 knight classes, together with Saber and Lancer. (Example: Robin Hood, Gilgamesh)
Lancer: Servants of this class are very, very agile and are masters in wielding long-ranged melee weapons, such as spears or lances. Lancers' special ability is 'Battle Continuation', it is the strength of vitality for predicaments and the ability to withdraw from combat and reach allied territory alive after being defeated. (Meaning Lancer can still kill someone even after he was killed, though it is only for a short moment.) This is one of the 3 knight classes, together with Saber and Archer. (Example: Karna, Cu Chulainn)
Rider: Servants of this class are known for their feats with their mounts, and thus possessed great speed and agility, as well as having known for decent Phantasms of Legends (POL). Their special skill is Riding, which allows them to fully utilize the abilities of their mounts. (Example: Medusa, Alexander the Great)
Assassin: Servants of this class are usually renowned specialized killers, and thus are great in their ability in stealth, agile bodies and sometimes speed (depending on the Servant’s origin). The Assassin’s special ability is Presence Concealment, which allows them to remain undetected. However, usually they had weak combat skills, thus they had a preference in killing Masters rather than Servants. (Jack the Ripper, Hassan-I-Sabbah)
Berserker: (Self-explanatory) Servants of this class are always heroes who have gone berserk at least once in their lifetime. This trait allows them to gain the special ability ‘Madness Enhancement’, which trades their sanity for more power. However in exchange for a large power boost, they become difficult to control, which in most cases Masters are incapable of doing so when they activated Madness Enhancement. (Example: Hercules, Frankenstein's monster)
Caster: Servants of this class are adept in magic and have a special ability called Territorial Reshaping, which alters or creates spaces around them to enhance their defense and their magic abilities. (Example: Medea, Shakespeare)
Strategist: Servants of this class had accomplished strategic feats throughout history and are known as the 'gods of warfare'. Their ability to think and analyse outclasses anyone. Their special ability is 'Situational Reshaping', which creates an alternate/mirror world where the Servant shaped it to be like, along with their current military armies (however it only measures to their real strength according to history) and lead them to tactical victory. (Examples: Sun Tzu, Napoleon)
Ruler: This is not a normal Servant that fights in the <<Grail War>>. It is the Servant version of the "Church", and can only be summoned by the Church. They don't take sides, and they have command seals to command other Servants for rule-breaking and stuff.(Example: Jeanne'd Arc, Saint George)
Phantasms of Legends
Phantasms of Legends, POL in short, are powerful armaments belonging to Heroic Spirits. They are the trademarks of legendary heroes, like Excalibur (Arthur) and Gae Bolg (Cu Chulainn). They ranged from weapons to skills and is considered "Ultimate Skill/Trump Card" for the Servant.
A POL is very superior compared to normal attacks. A C ranked POL can beat an A+ ranked normal attack.
A broken POL is one that is packed with mana and becomes a throwing projectile. It is more powerful than its original form, but once used the POL is broken and is beyond repair. Thus think twice before you choose to sacrifice a POL for this one-time missile.
Types/Classifications of Phantasms of Legends
POLs are classified by their effectiveness against enemies. A POL may have multiple classifications depending on its abilities.
Anti-Unit - Anti-Unit POLs are those specialized against defeating other people in single combat. However, they are only for anti-unit, not structures or armies. While it is cost-efficient and can be useable any time, its a single-target POL.
Anti-Army - Anti-Army POLs are those with a wide enough range to be specialized against armies. They are more powerful that anti-unit POLs, but requires more mana. Plus it is a one-time missile, thus think twice before you use it.
Anti-Fortress - This rank has powerful POLs that can even blow away solid fortified structures. While the difference between Anti-Unit and Anti-Army is the variation in area of effect, Anti-Fortress POLs are distinguished from other categories by the great difference in power as well as the mana cost. Example of a rare Anti-Fortress POL is the Excalibur of King Arthur.
Anti-World - POLs that affect the World itself are of this rank. These are the strongest type of POL, capable of ripping off reality marbles with ease. They are much more powerful than anti-fortress POLs, but obviously cost much more mana.
Anti-Magic – Self-explanatory. It renders magic weapons or even magic based POLs useless. However, POLs of this type varies in their anti-magic abilities.
Anti-Divine – POLs effective against Divine Spirits are of this rank. They are few in number, including Enkidu and Vasavi Shakti.
Barrier type – POLs used to create ONLY barriers belong to this rank, but it does not include those that are also used to attack.
Servant Stats and Parameters
Parameters are literally the measuring unit of a Servant's stats, which is based on their abilities in the past.
The following below is the set of categories in which the Servants will be ranked:
Strength: Bodily might in terms of power.
Endurance: How much damage one can withstand.
Agility: Quickness and speed of reaction.
Magical Power: How much mana can be handled.
Luck: The quality of one's luck.
Phantasm of Legend: The strength of the POL one owns.
Servants are ranked based upon their statistics. There are 5 times of rank as shown below. The highest rank is an EX, which is beyond the parameter range, which represents its beyond godlike awesomeness and power.
A Rank: 50 times above human ability
B Rank: 40 times above human ability
C Rank: 30 times above human ability
D Rank: 20 times above human ability
E Rank: 10 times above human ability
There's also a modifier system, "+". Under certain conditions, this modifier will be applied allowing the Servant to reach its maximum potential of a particular stats.
The scale for POL is different than that of regular attacks. If a POL is C Rank, it is equivalent in power to an A Rank normal attack.
Class Skills
Unique skills that only a class have. All Servants under the same class will have the same class skill.
They are also ranked from A to E, which have different effects of the class skills based on their rankings on their class skills.
Independent Action
Independent Action (for Archer) is the ability to remain independent even when rejecting the mana supply from the Master. Pros is that it can survive without a Master, cons is that it is the most 'disloyal' to Masters. You may need to use a command seal if necessary.
Battle Continuation
Can be shared among the 3 knight classes, but have most effects on Lancer. Simply put its their ability to keep fighting even if their hearts, eyes and lungs were literally dung out.
Madness Enhancement
Madness Enhancement raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
Magic Resistance
Magic Resistance grants protection against magical effects. Differently from the Resistance effect that merely rejects mana, this ability cancels the spells altogether. Saber has the highest magic resistance among all classes.
Presence Concealment
Presence Concealment is the capacity to hide one's presence as a Servant. It is a common skill to the Assassin class.
Riding
Riding is expertise to ride animals and vehicles. However the ability to use them as weapons applies to Rider class only.
Territory Reshaping
Territory Reshaping (for Caster) is the skill to build a special terrain that is advantageous to oneself as a mage.
Situational Reshaping
Unique skill for the Strategist class. They create a world (reality marble), shapes it as they see fit, and place their armies on where they wish for it to be. Most of their POLs fell onto the category of Situational Reshaping.
BACKGROUND: Years ago, 3 families most renowned for their magic skills, decided to collaborate together one day and construct a miracle that would be built by the foundations of magic. The first family is from the famous lineage of Vladimir, the 2nd a German family known as the Einzbern, and the third one known as Arisato. They eventually succeeded in creating the miracle – an omnipotent wish-granting artifact known as the <<Yggdrasil>>. However, the 3 families had a fallout afterwards, with each family believing that the artifact belongs to one of them alone. Other mages from different associations tried to claim the artifact as well. Thus, a system had to be created – this is known as the <<Grail War>>.
A system created by the 3 renowned families, it is a competition between 8 participants of the <<Grail War>>, known as ‘Masters’, decided and chosen by the <<Yggdrasil>>. Masters would summon a Heroic Spirit known as ‘Servants’ – legendary heroes from the past, entities given flesh by the <<Yggdrasil>>. Masters, together with their Servants, must compete against each other in order to win the <<Yggdrasil>>, and the artifact will only accept 1 Master – the victor of the <<Grail War>>.
For years, the mages representing the 3 families had been fighting over the <<Yggdrasil>>, along with one or two outside individuals who desired the artifact themselves. Then, during the 2nd Grail War, the 3 families were wiped out by the fighting during the <<Grail War>>, thus ending the 3 legendary lineage of magic. However, the system and the <<Yggdrasil>> remained, and appeared once in every decade. The Mage Association took over the supervision of the <<Grail War>> and continued with the events.
The year is currently 2010, and the <<Yggdrasil>> once again had decided and assigned the 8 Masters of the 4th Grail War. This time, the <<Grail War>> will take place in an island city of Singapore. Prior to the war, you’ve noticed your hand was inscribed with a red symbolic sign – the command seals of a Master. Regardless of your reasons to fight the <<Grail War>>, you have been chosen by the <<Yggdrasil>>. The time has come for you to fight. The time has come for you to walk with Death. The time has come…
For the 4th Grail War.
Basically, this is a game where only 8 players can participate, no more, no less. You players will be Masters of the <<Grail War>> summoning legends of the past. With them, you will compete against 7 other players for one objective – to be the ultimate victor.
The objective of this game is pretty much clear: to be the last man standing.
This is a free-for-all, purely PvP game. Anyone can die on any day. Anyone can die on any day. The conditions of death are determined base on player’s situation and the stats and situation of other players. Only the moderator can approve the demise/death scenario of a player.
Sign-Up Sheet (Registration):
Name:
Age:
Gender:
Appearance: (Optional)
Occupation(?):
Magic Affinity: (State if you're mage or non-mage, and level of your magic)
Bio: (Optional, but encouraged. Your bio and magic affinity plays a part in the Servants you'd get)
[Note: After registration, please PM me the summoning of your choice. If there is no PM I will choose a random Servant for you. You may state the catalyst to summon the Servant of your choice, but please explicitly state the catalyst (if possible link me to the Servant of your choice too).]
The current players [8 max] of this game:
- Acer Kotomine (aceronline) [Church/Mod] (Not within player count)
- Selena Blazeon (Sundalo/Sunny)
- Ethan (Hades)
- Ritz Gunther (MegaMrBob)
Okay, now to lay down the ground rules for this game:
Gameplay rule
1.The Sky9’s one rule still applies – don’t be a jerk.
2.After signing up, you are free to either get a catalyst (see below) to summon the Servant of your choice or let the <<Tggdrasil>> choose a random Servant for you (don’t worry I won’t pick a trollish or UP Servant). Players are also encouraged to PM the details of your catalyst or your choice because of rule 3.
3.Whatever Servants you summoned will be kept confidential from other players. Your Servant’s stats, weaknesses, and Phantasms of Legends (POL; see Servants section) will be privately PM to you, unless you intent to declare it to the 6 other players. All players would have to figure out on their own if they wish to know the identities of other Servants, either through reconnaissance or observations in battles or open declaration.
4.Do not post outcomes of battles that have complete or direct effect to the fate of other players. The Church supervisor (mod) will condemn that act, but that player won’t be kicked out. Instead, his ‘illegal’ action post will be ignored or reversed.
5.Repeated offenders and rule-breakers will not get banned or kicked out forcefully by players (unless you’re being a jerk). However, the Church supervisor has the right to call upon a compulsory ‘cease-fire’ on all other remaining players and place an order to eliminate the rule-breaker as a team (that depends though). Cheating from the rule-breaker will still be ignored as rule 4 still applies here. The <<Grail War>> will only continue after the player is eliminated.
6.During in-game/role-playing ‘mode’, players are NOT ALLOWED to reveal the existence of ‘magic’ and <<Grail War>> to the public. Failure to abide this rule would get the player ELIMINATED by the Mage Association (assassination). Your Servant will be freed from the contract and a either an existing Master can contract him or a new Master will replace the dead player.
7.(Not sure if I should implement) Do not kill too many innocent civilians, especially children. If this occurs that rule 5 will apply, along with rule 4.
PvP/Rules of Engagement
1.Players can ONLY FIGHT AT NIGHT. Reconnaissance is however allowed during daytime (as well as killings of people).
2.Masters are discouraged to fight. Instead your Servant will do all the fighting. However you can control your Servant and you can also proceed to kill other Masters.
3.In order to engage in combat, the targeted party is not required to give an approval or permission for an engagement to start. This is to allow ambushes to be possible and make Assassin Servant less underpowered.
4.You cannot post the exact outcome of your actions, especially those that decides the fate of a player or a Servant. Instead the mod will be doing the judgement. This is like the system used in Deshton incident.
5.All players are given a chance to react. Thus only 1 post per combatants is allowed at a time during combat. No one is to post a second action post until the other party had posted his/her reaction. Failure to comply will result in gameplay rule 4 and 5.
6.Please be reminded that Death can happen at any time. Do not argue or debate of your misfortune if you are out on the first night.
7.Clusterf*ck battles are permitted. However rule 4 and 5 applies to this.
8.Master vs Master pvp are permitted. However rule 4 and 5 applies to this.
9.If your Servant dies, you are out of the game. If you die, you are also out of the game. However the Servant that you contracted will be free to contract with existing Masters or a new Master (a replacement).
Now we move on to the details of the game.
Church Supervisor
Simply said, its me playing the game. This is the mod of the <<Grail War>>.
Masters
Designation of the participants of the <<Grail War>>. They will command the Servants, but in exchange they must supply mana to the Servants in order to sustain their form.
The Master will be given 3 command spells as a symbol of a Master before the <<Grail War>>. The main purpose is to impose direct and undeniable orders to a Servant upon activation. Secondary purpose is to act as a mana source for your magic or to supply your Servant.
However once all 3 command spells are used up, the Servant will be free from the contract and you will immediately be out from the game.
Magic Affinity
Simply put, your connection or how strong your magic is.
Elements: There are like elemental bending from Avatar: The Last Airbender, except they are much smaller in scale and requires some incantation to activate the spell (I'm gonna leave the incantation to you). There are 5 elements - Fire, Water, Wind, Earth and Ether (Void).
Necromancy: Very self-explanatory. They involved corpses and fragmented body parts for magecraft. But since you're not some Lich or witch but a normal mage, you can't revive dead bodies and the usual necromancy stuff they would do. These parts are only meant for your small little magic, in assaults too. They function more like minor debuffs and doesn't work against Servants with D ranked Magic Resistance.
Item Creation: Also very self-explanatory. You create items or enhance items with mana and magic. Like creating potions for your Servant, or guns that shoots magic, etc.
Summoning a Servant
(This will happen before the game officially starts)
Two types: you either summon a Servant by random or you choose a catalyst to summon the Servant of your choice. You'd most likely summon the Servant of your choice if you choose catalysts that are VERY closely related to his/her past or history.
When summoned, they practically have knowledge about everything, thanks to the artifact. However some terms like YOLOSWAG or Communism may still be required to explain.
Servants
AKA Heroic Spirits. They are the ones that are summoned by Masters, to fight in the <<Grail War>>. They are legends of the past, like King Arthur or Gilgamesh.
Servants can have 2 forms - physical and spiritual
Spiritual just means your Servant is a spirit and invisible. He can't affect any physical object and physical stuff can't affect him. This means that he must switch to physical form to engage in combat. However switching forms require mana and time.
Servants need mana, if they lacked mana, they would just disappear, then you're out of the game if that happens. When a Master is low in supply of mana, Servants can have other means to acquire them - killing people, consuming people's minds and souls. This also increases their mana capacity which is beneficial in combat.
There are 9 unique classes of Servants:
Saber: Servants of this class are agile and powerful melee warriors. Sabers are most commonly assumed to be the ‘best class’ overall, due to their high parameters in all categories. It is one of the 3 Knight classes, together with Archer and Lancer. (Example: Arthur Pendragon, Jeanne’d Arc)
Archer: Servants of this class are very proficient with projectiles and they can survive longer than other classes without the presence of their Masters, due to their special ability ‘Independent Action’, thus Archers can sometimes be the most difficult class of Servants to control. It is one of the 3 knight classes, together with Saber and Lancer. (Example: Robin Hood, Gilgamesh)
Lancer: Servants of this class are very, very agile and are masters in wielding long-ranged melee weapons, such as spears or lances. Lancers' special ability is 'Battle Continuation', it is the strength of vitality for predicaments and the ability to withdraw from combat and reach allied territory alive after being defeated. (Meaning Lancer can still kill someone even after he was killed, though it is only for a short moment.) This is one of the 3 knight classes, together with Saber and Archer. (Example: Karna, Cu Chulainn)
Rider: Servants of this class are known for their feats with their mounts, and thus possessed great speed and agility, as well as having known for decent Phantasms of Legends (POL). Their special skill is Riding, which allows them to fully utilize the abilities of their mounts. (Example: Medusa, Alexander the Great)
Assassin: Servants of this class are usually renowned specialized killers, and thus are great in their ability in stealth, agile bodies and sometimes speed (depending on the Servant’s origin). The Assassin’s special ability is Presence Concealment, which allows them to remain undetected. However, usually they had weak combat skills, thus they had a preference in killing Masters rather than Servants. (Jack the Ripper, Hassan-I-Sabbah)
Berserker: (Self-explanatory) Servants of this class are always heroes who have gone berserk at least once in their lifetime. This trait allows them to gain the special ability ‘Madness Enhancement’, which trades their sanity for more power. However in exchange for a large power boost, they become difficult to control, which in most cases Masters are incapable of doing so when they activated Madness Enhancement. (Example: Hercules, Frankenstein's monster)
Caster: Servants of this class are adept in magic and have a special ability called Territorial Reshaping, which alters or creates spaces around them to enhance their defense and their magic abilities. (Example: Medea, Shakespeare)
Strategist: Servants of this class had accomplished strategic feats throughout history and are known as the 'gods of warfare'. Their ability to think and analyse outclasses anyone. Their special ability is 'Situational Reshaping', which creates an alternate/mirror world where the Servant shaped it to be like, along with their current military armies (however it only measures to their real strength according to history) and lead them to tactical victory. (Examples: Sun Tzu, Napoleon)
Ruler: This is not a normal Servant that fights in the <<Grail War>>. It is the Servant version of the "Church", and can only be summoned by the Church. They don't take sides, and they have command seals to command other Servants for rule-breaking and stuff.(Example: Jeanne'd Arc, Saint George)
Phantasms of Legends
Phantasms of Legends, POL in short, are powerful armaments belonging to Heroic Spirits. They are the trademarks of legendary heroes, like Excalibur (Arthur) and Gae Bolg (Cu Chulainn). They ranged from weapons to skills and is considered "Ultimate Skill/Trump Card" for the Servant.
A POL is very superior compared to normal attacks. A C ranked POL can beat an A+ ranked normal attack.
A broken POL is one that is packed with mana and becomes a throwing projectile. It is more powerful than its original form, but once used the POL is broken and is beyond repair. Thus think twice before you choose to sacrifice a POL for this one-time missile.
Types/Classifications of Phantasms of Legends
POLs are classified by their effectiveness against enemies. A POL may have multiple classifications depending on its abilities.
Anti-Unit - Anti-Unit POLs are those specialized against defeating other people in single combat. However, they are only for anti-unit, not structures or armies. While it is cost-efficient and can be useable any time, its a single-target POL.
Anti-Army - Anti-Army POLs are those with a wide enough range to be specialized against armies. They are more powerful that anti-unit POLs, but requires more mana. Plus it is a one-time missile, thus think twice before you use it.
Anti-Fortress - This rank has powerful POLs that can even blow away solid fortified structures. While the difference between Anti-Unit and Anti-Army is the variation in area of effect, Anti-Fortress POLs are distinguished from other categories by the great difference in power as well as the mana cost. Example of a rare Anti-Fortress POL is the Excalibur of King Arthur.
Anti-World - POLs that affect the World itself are of this rank. These are the strongest type of POL, capable of ripping off reality marbles with ease. They are much more powerful than anti-fortress POLs, but obviously cost much more mana.
Anti-Magic – Self-explanatory. It renders magic weapons or even magic based POLs useless. However, POLs of this type varies in their anti-magic abilities.
Anti-Divine – POLs effective against Divine Spirits are of this rank. They are few in number, including Enkidu and Vasavi Shakti.
Barrier type – POLs used to create ONLY barriers belong to this rank, but it does not include those that are also used to attack.
Servant Stats and Parameters
Parameters are literally the measuring unit of a Servant's stats, which is based on their abilities in the past.
The following below is the set of categories in which the Servants will be ranked:
Strength: Bodily might in terms of power.
Endurance: How much damage one can withstand.
Agility: Quickness and speed of reaction.
Magical Power: How much mana can be handled.
Luck: The quality of one's luck.
Phantasm of Legend: The strength of the POL one owns.
Servants are ranked based upon their statistics. There are 5 times of rank as shown below. The highest rank is an EX, which is beyond the parameter range, which represents its beyond godlike awesomeness and power.
A Rank: 50 times above human ability
B Rank: 40 times above human ability
C Rank: 30 times above human ability
D Rank: 20 times above human ability
E Rank: 10 times above human ability
There's also a modifier system, "+". Under certain conditions, this modifier will be applied allowing the Servant to reach its maximum potential of a particular stats.
The scale for POL is different than that of regular attacks. If a POL is C Rank, it is equivalent in power to an A Rank normal attack.
Class Skills
Unique skills that only a class have. All Servants under the same class will have the same class skill.
They are also ranked from A to E, which have different effects of the class skills based on their rankings on their class skills.
Independent Action
Independent Action (for Archer) is the ability to remain independent even when rejecting the mana supply from the Master. Pros is that it can survive without a Master, cons is that it is the most 'disloyal' to Masters. You may need to use a command seal if necessary.
Battle Continuation
Can be shared among the 3 knight classes, but have most effects on Lancer. Simply put its their ability to keep fighting even if their hearts, eyes and lungs were literally dung out.
Madness Enhancement
Madness Enhancement raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
Magic Resistance
Magic Resistance grants protection against magical effects. Differently from the Resistance effect that merely rejects mana, this ability cancels the spells altogether. Saber has the highest magic resistance among all classes.
Presence Concealment
Presence Concealment is the capacity to hide one's presence as a Servant. It is a common skill to the Assassin class.
Riding
Riding is expertise to ride animals and vehicles. However the ability to use them as weapons applies to Rider class only.
Territory Reshaping
Territory Reshaping (for Caster) is the skill to build a special terrain that is advantageous to oneself as a mage.
Situational Reshaping
Unique skill for the Strategist class. They create a world (reality marble), shapes it as they see fit, and place their armies on where they wish for it to be. Most of their POLs fell onto the category of Situational Reshaping.