How to battle and progress?

The RPG game is a real-time turn-based RPG battle
The battle demo
After selecting your team and equipping your heroes, the battle starts whether that is PvE or PvP it is the same game flow.
  1. 1.
    Based on participants' speed to hit score (Dex + End /2) determines what the order of attacks are in during that round.
  2. 2.
    At any time before a player's turn, they can "interrupt" and change their Hero's tactic.
    • Change Target (reduced chance to hit new target)
    • Use a Weapon Skill (varies on chosen weapon)
    • Block an Attack ( lose a turn but increase armor and chance of being hit.)
    • Use a consumable (This could be a scroll or a health potion for instance.)
  3. 3.
    All Weapon skills have a "cool down" timer and they can no longer use that weapon skill. (5 turns.)
  4. 4.
    Critical Hits can also occur if the character's "to hit" Range is high enough to strike a more serious hit on the opponent. When this occurs double damage is taken and 1 Speed factor is subtracted from the receiver. This can or will affect the turn placement during the rounds to follow.
  5. 5.
    Battling continues with turns being taken with Interrupts or not. At any point, the player can opt to speed up the battle and let it just play through to its uninterrupted conclusion. (A nice feature if a players match is pretty much already determined and wants to just collect rewards).
  6. 6.
    The battle ends when one side's team is eliminated.
  7. 7.
    Rewards will be given such as Gold, materials used for crafting, or rare dropped NFT items even.
  8. 8.
    Materials are dropped from themed zones: Forest, Cave, Dessert, Swamps, and Ice fields etc.

Characters Progression

  • Gens have a set number of Ability Points.
  • Ability points add up to Battle Point Values.
  • Stats are the ability points divided among 4 stats.
    • Strength
    • Dexterity
    • Endurance
    • Intelligence
  • After a set of numbered won battles, an ability point is awarded to be added to the character's stats.
  • Adding a stat = higher battle point values making the NFT more valuable.
  • Each Gen has a progression chart that points are rewarded.
  • Gens-0 has a steeper / quicker progression rate than Gen-1 but both eventually get equal as more battles are fought.


Crafting in Oort RPG will consist of these defining factors:

  • Players' Skill level (have not decided if the skill is by discipline or all-round)
  • Crafting Area
  • Crafting Materials
  • Specialized equipment ie; a Forge to take metal ore materials to make into a billet for crafting.
  • Gold to pay for the crafted items.

Rarity: Common,Epic, Legendary

The rarity of a crafted item will be a formula (TBD) consisting of the value of the materials + skill level of the crafter and an OEP multiplier. All of these factors will result in a final item.
Factored in with the player skill level will also be a failure rate which gets higher the more difficult the player tries to craft an item. A progress chart will be created with available items that can be crafted based on skill levels. ie; a level 1 skill level means a level 10 item would always fail however a level 3 item is doable but at a higher chance of failure but by no means impossible.

Items that can be crafted:

  • Weapons
  • Armor Potions (Consumable)
  • Elemental seals (to attach weapons and armor)
  • Scrolls (Once off a consumable magic attack)


Different materials are dropped from the battle areas. All battles will have different sites/backgrounds to fight in whether prechosen or random. Each area will have dedicated prize drops of materials useful for crafting and OEP that can be used for many other tasks.
  • Wood (Oak, Pine, Yew, Darkwood)
  • Plants (St Johns, Willow, Night Shade, Mugwort)
  • Gems (elemental and mystic)
  • Ore (Iron, Copper, Gold, Platinum)