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Posted: Sun Jan 22, 2012 7:05 pm
Character Sheets
Once again, this is the character Skeleton you will be filling out and below is the information you'll need to do so. .
[b]UserName:[/b] [b]Gamer Name:[/b] [b]Gamer Information:[/b] (brief description about the person behind the character. Age, location, personality. one to two paragraphs tops, but give enough for us to understand something behind the character.)
[b]Game Character Name:[/b] (This is what you put down for your character name, self explanatory. Doesn't have to just be names.) [b]Character Appearance:[/b] (The game allows up to 6'5 and down to 3'6. Builds come in either petite, athletic, average, fit, massive, and overweight. along with a long list of optional body alterations.) [b]Classes and lvls:[/b] (Everyone Starts at Level 1 for now) [b]Abilities:[/b] [b]Skills:[/b] (What skills you have and how many points in them. ) [b]Equipment:[/b] (You characters Weapons and Armor) [b]Gear:[/b] (Items, traps, and materials that your character has on them.) (does not include common ingredients.)
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Posted: Sun Jan 22, 2012 7:33 pm
Class Information Guide
Here you are granted both a guide as to what is on your game class sheets, as well as little helpful information on making your character.
Class Grouping Fighters: Grappler, Guardian, Lancer, Swordsman, Warrior Magicians: Mage, Necromancer, Priest, Beast Master Rogues: Archer, Assassin, Thief
Class Levels The level breakup for all classes go as fallows. * Level 1-15: Novice * Level 16-33: Apprentice * Level 34-49: Journeyman * Level 50-65: Expert * Level 66: Master
As a character levels they become more powerful in many ways. All characters when they level are granted 3 skill points, 3 ability points, and natural increases to their HP, MP, and SP. The amount each of those increases depends on the dominance of each in the class. The most dominate will increase by 10, the second most dominant will increase by 6, and the lowest dominance will increase by 3. And additional 3 points can be added into any of these by sacrificing a Ability point. The list dominances for each class goes as fallows. Archer- SP, HP, MP Assassin- SP, MP, HP Beast Master- MP, HP, SP Grappler- HP, SP, MP Guardian- HP, SP, MP Lancers- HP, SP, MP Mage- MP, HP, SP Necromancer- MP, HP, SP Priest- MP, SP, HP Swordsman- SP, HP, MP Thief- SP, HP, MP Warrior- HP, SP, MP.
Stats Each class has their own strong points and weak points. These is the explanation on the basic stats that you will see with each class.
HP=Health points: (self explanatory) MP=Mana Points: Mana is the energy used to cast spells and Use magical abilities. SP=Stamina Points: Stamina is the energy used to use exceptional physical abilities that are not technically magical in nature. (Most melee fighters abilities will not use MP, but rather SP) P=Power: The offensive power and strength of a character E=Endurance: The ability of a character to sustain damage. (directly related to the characters HP) A=Agility: Effects the ability or a character to both land hits and avoid blows. (also has a hand in range combat damage) W=Will: Effects the power of a characters spells, as well as their ability to resist spells. I=Intelligences: Effects a characters abilities to use Items and traps. (outside of the basic potions and foods)
Class Abilities [Every level your character gains 3 Ability points. These are used to purchase skills, as well as upgrade them. The more powerful the ability, the more ability points have to be used to purchase. Every upgrade cost is the number of upgrade times the base cost of the ability. Every character starts off with 3 ability points at level 1 ] ((These like all other aspects of the game are subject to change, your characters will get a notice when they do.))
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Posted: Sun Jan 22, 2012 7:46 pm
Classes
Quote: Archer A range specialist, Archers use Bows and Crossbows to slaughter their targets at a distance. [Weapons Proficiencies] Bows, Crossbows, single Sword Sword {Starter} Any Proficiency [Armor Proficiencies] Leather, Hide, Light Metal {Starter} Leather, Light Metal Base Stats: HP:60 MP:30 SP:60 P:Moderate E:Low A:Good W:Low I:Moderate Novice Speed Shot:1AP An attack with very fast reload speed at slightly less that the characters attack power Bleeding Shot:1AP Attack that damages a target gradually over time. average reload speed. Doubleshot:2AP Fires two arrow at once at a single or two separate targets at 3/4 the characters attack power. Pinning Shot:1AP slows target's movement speed for a short while and deals 1/2 characters attack power. Swift footing:1AP[passive] increases the Archers landspeed Owl’s Eye: 1AP[passive] increases the Archers range of sight (and as a result accurate aim) Good Aim:1AP Increases the accuracy rating for all party members/targeted Player Fast Movement:2AP Increases the land speed for all party members.
Quote: Assassin Assassins specialize in attacking their target's weak points from either stealth or flanked positions. [Weapons Proficiencies] Daggers, Katar, single Short-Swords {Starter} Daggers or short-sword [Armor Proficiencies] Cloth, Leather, Hide {Starter} Cloth Leather Base Stats: HP:50 MP:50 SP:50 P:Moderate E:Low A:High W:Low I:Fair Novice Back Stab:1AP [only available when hidden, disguised, or target is flanked] An attack that does full character damage, but bypasses targets armor bonus. hamstrung:1AP An attack that does full character attack power, and reduces the target's movement speed. feint blow:2AP deals 1/4 of characters attack power but drops the foes defense for immediate fallowing blow in half. Lethal Art:1AP[passive] Increases the characters chance of landing a critical Blow Mana dissolve:2AP lowers targets Mana over a period of time. Disguise:2AP Takes on the guise of a monster. The effect ends when an attack is made or another ability is used.[the guise is random] The character can not have agro and must be out of sight to use this ability. Poison Affinity:1AP[passive] Increased ability to apply poison to weapon so it stays on through more blows.
Quote: Beast Master Rulers of the wild, Beast Masters Subjugate creatures and beasts to do their bidding. [Weapons Proficiencies]whips, maces, spears(only spears from polearms.) Slings {Starter} Any Proficiency [Armor Proficiencies]Leather, {Starter} Any Proficiency Base Stats: HP:60 MP:40 SP:50 P:Fair E:Low A:moderate W:High I:Low Novice Subjugate:2AP When a animal or beast is down to 1/6 their max health, a beastmaster can use this ability to bring that creature under their control. This effect lasts as long as the character is logged on and alive. [a beastmaster can only subjugate up to the cumulative level of their will in creatures] This effect only works on animal and beast type monsters. [some animals do not need to be at 1/6 health to subjugate.] Wild Strike:1AP Can use one natural attack of any creature the character has Subjugated at that time. Wild Hunt:2AP Increases all stats of subjugated creatures at the cost of 1/2 the casters Max mana. Well Trained:1AP Increase the attack power, defense, and agility of one subjugated creature. Creature Trait:2AP Temporarily gains the trait possessed by a creature the character presently has subjugated. Favored beast:2AP Beast masters can choose one kind of creature they have subjugated to be their favored beast. This allows them to have a easier time subjugating that creature. This can only be taken once, and can not be undone. Natural step:1AP[passive] The characters land speed does not reduce as much when going through thick underbrush.
Quote: Grappler Close quarters fighters, Grapplers are tough and strong fighters whom do not rely on weapons or magic to kill, [Weapons Proficiencies] Knuckles, Clubs {Starter} Any Proficiency [Armor Proficiencies] Cloth, Leather, Hide, Light Metal {Starter} Cloth, Leather, Light metal Base Stats: HP:70 MP:20 SP:60 P:High E:Good A:Moderate W:Very Low I:Very Low Novice Crippling Blow:1AP Deals regular damamge as well as Damages Targets Power and Endurance. Bind:3AP The Grappler grabs hold of the target, stopping it's movement completely and can continue to deal basic melee attacks. The target is unable to attack any characters but the grappler and then only with melee attacks as well. [can only be used on humanoids of certain sizes] Sundering Blow:2AP Deals heavy damage to the target's Endurance and armor, as well as 1/4 regular damage. Flurry of Blows:2AP rapid succession of physical attacks which deal 3/4 regular attack power each. BlindSide:1AP Deals 1/4 again regular damage and reduces targets accuracy Iron Fist:2AP Characters attacks deal extra damage against armor Stone Fist:2AP Characters attacks deal magical damage in addition to regular damage. Trained Body:1AP[passive] Slightly increases Power, Endurance, and speed of attack
Quote: Guardian Walking fortresses, Guardians are sturdy and dense fighters which can take massive amounts of punishment. [Weapons Proficiencies] Maces, Hammers, axes {Starter} Any Proficiency [Armor Proficiencies] Hide, Light Metal, Heavy Metal, Crystal, Bone {Starter} light Metal, Heavy Metal Base Stats: HP:110 MP:10 SP:30 P:Moderate E:Extreme A:Low W:Very Low I:Very Low Novice Stunning Blow:1AP Stuns target for a small period of time. Crushing might:2AP 1/2 again regular damage and damages SP of target. Slam:1AP reduces targets land speed and deals regular damage Shield bash:1AP regular damage plus knockback and stun [only usable when shield equipped] Armored:1AP Increases Characters Defense Iron Determination:2AP Increases Parties SP Battle Cry:2AP Increases Parties Max Damage Bear Shields:2AP Increases Parties Max Defense Taunt:1AP Pulls Aggression from target Snarl:2AP Reduces targets Aggression Defiant Howl:2AP Pulls Aggression from all monsters in the area.
Quote: Lancer Well trained fighters who wield polearms of almost any variety, Lancers are especially good at fighting large or mounted creatures. [Weapons Proficiencies] Single Short Sword, Polearms(any) {Starter} Short sword, spear [Armor Proficiencies] Leather, Hide, Light Metal, Heavy Metal, Bone {Starter} Leather, Light Metal, Heavy Metal Base Stats: HP:90 MP:10 SP:50 P:Good E:Good A:Moderate W:Moderate I:Low Novice Skewer: 1AP Deals 1/2 again regular damage and targets attack speed. Thrusting blow: 2AP Ignores 1/2 of Targets Armor Bonus Sweeping slash: 2AP Attacks all targets around the character at full attack power. Rapid Thrust: 2AP 3 fast acting thrusts which hit for full attack power. Battle Hardened: 1AP Increases the Parties endurance. Sixth sense: 2AP Increases the Characters ability to spot Hidden lot, creatures, or characters. (including disguised assassins.) Held at bay: 2AP Up to three targets can not attack the character for a short time. Bane of beast: 1AP[passive] Grants a natural bonus for attacks against land beasts or mounted humanoids. [including centaurs]
Quote: Mage Elemental casters, Mages level their enemies with powerful spells that draw from inner power. [Weapons Proficiencies] Staffs {Starter} Staff [Armor Proficiencies] Cloth {Starter} Cloth Base Stats: HP:40 MP:80 SP:30 P:Very Low E:Low A:low W:Extreme I:Moderate Novice Burning Hands:1AP Deals fire damage on touched target over a period of time Frozen Touch:1AP Deals Ice damage to a touched target and slows them. Shocking Grasp:1AP Deals Electrical Damage with a chance of stunning to touched target. Fire ray:2AP Deals fire damage over a period of time. Freezing Bolt:2AP Deals Ice damage and slows Target Lighting Bolt:2AP Deals Electrical Damage with a chance of stunning target Magic Missile:1AP Deals non elemental magic damage Ice Armor:2AP Increases Target's Defense Frozen Legs:1AP Reduces targets landspeed by half.
Quote: Necromancer Dreaded spell casters, Necromancers not only summon up the dead to fight for them, but also can draw the life form those still living. [Weapons Proficiencies] Maces, Staffs {Starter} Any Proficiency [Armor Proficiencies] Cloth, Leather {Starter} Any Proficiency Base Stats: HP:40 MP:60 SP:40 P:Low E:Low A:Low W:Very high I:Moderte Novice Drain Health:1AP Lowers Targerts HP Drain Mana:1AP Lowers Targets MP Drain Stamina:1AP Lowers Target's SP Unholy Word:2AP Increases Undead Minions max HP, Power, Endurance, and Agility Death's Embrace:2AP Heal undead Minions Impose Will:2AP Subjugates Undead with lesser will than Necromancer Raise Undead:1AP Create Undead minion from present corpses. This skill is subject to certain parameters, similar to that of the BeastMaster. The higher the Necromancer's rank in this ability the more freedom the Necromancer has with the ability. With one rank, the Necromancer can summon one zombie, or one Skeleton. The level of the minion raised increases with more ranks in the skill. When the rank is at 5, the necromancer can then summon a second minion. The cycle continues in that set of 5's.
Quote: Priest Holy Spell casters who can either bolster and revive their allies, or weaken and cripple their enemies. [Weapons Proficiencies] Staffs {Starter} Staffs [Armor Proficiencies] Cloth, Crystal {Starter} Cloth Base Stats: HP:40 MP:80 SP:30 P:Very Low E:Low A:Low W:Extreme I:Moderate Novice Mana Bolt:1AP Non elemental Magical damage Holy Light:2AP Divine damage spell. Divine Favor:1AP Increases Max HP of target or party. Healing:1AP Instantly raises HP of target Soothing Touch:2AP Continually raises minor Health of entire Party Remove illness:1AP Removes diseases from target. Kinetic Field:2AP Damage takes away Mana rather than HP. Sanctuary:2AP Priest can not be targeted by creature attacks. [ends as soon as attack of some sort is made.] Hold:1AP Target can not move or attack for a short while. Dispel:2AP Remove buffs from target. Divine Meal:1AP Summons food and water. Beacon: 2AP Allows dead allies to use the priest as a respawn point rather than their town binding.
Quote: Swordsman possessing the greatest ability with swords, Swordsmen are well balanced fighters that either focus on one, or branch out to all types of swords. [Weapons Proficiencies] Short Swords, Long swords, two-handed Swords {Starter} Any Proficiency [Armor Proficiencies] Leather, Hide, Light metal {Starter} Leather Light Metal Base Stats: HP:80 MP:30 SP:40 P:Good E:Good A:Moderate W:Moderate I:Low Novice thrust:1AP ignores 1/4 targets Armor bonus. Rapid Slash:1AP[only available with long sword and smaller] Does regular damage but fast reload time. Weak Point:2AP Attack that reduces targets endurance and strength as well as causing 3/4 regular damage. Rend:1AP Attack that does 1/3 again regular damage and damages agility Cleave:2AP[only available with Two-Handed Swords] Damages all targets around character, if a target dies during this attack, the damage dealt to all subsequent targets double. Leadership:1AP Increases the agility of the party. Bolstered Spirit:2AP Increase characters rate of attack Intimidate:1AP Lessens targeted Creatures aggression towards the character. Short Sword Familiarity:1AP Slightly increases damage and attack speed with short swords Long Sword Familiarity:1AP Slightly increases damage and attack speed with Long swords Two-Handed Sword Familiarity:1AP Slightly increases damage and attack speed with two-handed swords
Quote: Thief Swift and cunning rogues, Thieves can both steal form targets, but also have a wide array of traps and equipment at their disposal. [Weapons Proficiencies] Daggers, and slings {Starter} Any Proficiency [Armor Proficiencies] Cloth, Leather, Hide {Starter} Cloth, Leather Base Stats: HP:50 MP:40 SP:60 P:Low E:Low A:High W:Low I:Very High Novice Surprise attack:1AP An attack that does 1/2 again regular damage. [can only be performed while hidden.] Hit and run:2AP And attack which does regular damage but reduces target's landspeed. Devils Luck:1AP Increases Parties Luck Stealth:1AP Removes the thief from visibility. This is dispelled when another action is made. character can not run during this time. Long reload time. Beguiling:2AP[passive] An ability that grants Thrives Greater deals at merchants. Combat Planting:2AP An ability which allows the thief to plant traps during combat. Sly Escape:1AP Redirect Aggression onto target Flash Powder:2AP reduces accuracy of all but party members (large Hate generation) Steal:1AP Steals loot from still living targets. Disable:2AP Allows the thief to bypass, or disarm traps and open locks.
Quote: Warrior A jack of all trades in the field of fighters, Warriors are able to wield the largest selection of weapons in the game. [Weapons Proficiencies] All weapons except for Knuckles, bows, Crossbows and Slings {Starter} All But exotic [Armor Proficiencies] All Armor {Starter} Leather, Light Metal, Heavy Metal Base Stats: HP:90 MP:30 SP:30 P:High E:Good A:Moderate W:Low I:Low Novice Heavy Blow:1AP Deals 1/4 again regular damage Shield Bash:1AP[only usable with shield equipped] 1/2 regular damage plus knock back. Crippling Blow:2AP Deals regular damage and reduces power, endurance, and agility of target. Rally:1AP Reduces debuffs on party Intimidate:2AP Reduces Aggression from target creature Sword Familiarity:2AP Slightly increases damage dealt with Sword weapons Axe Familiarity:2AP Slightly increases damage dealt with Axes Blunt Weapon Familiarity:2AP Slightly increases damage dealt with Blunt Weapons Polearm Familiarity:2AP Slightly increase damage dealt with polearms. Dagger Familiarity:2AP Slightly increases damage dealt with Daggers
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Posted: Sun Jan 22, 2012 7:47 pm
Skills Skills are broken up into four different classes. Physical, Survival, City, and Crafting. Each skill has five ranks within the skill. Each of those ranks (with the exclusion of Novice) when reached grants a particular bonus to the character. When the character brings all the skills within a class of skills to equal all at least a particular level, they also gain a bonus. The fallowing is the points required for each level for any given skill.
* 0-24 points: Novice * 25-49 points: Apprentice * 50-74 points: Journeyman * 75-99 points: Expert * 100 points: Master
[Each level gained a character gains 3 skill points to use as they choose.]
Grouping
Physical Skills Athletics: Effects a characters land speed, and the rate they fatigue. Senses: Effects how sharp the characters sense of sight, smell, and hearing are. Sneak: [half skill for all but thieves and assassins]Effects a characters ability to hide themselves from sight.
Survival Skills Tracking: [half skill for all but archers, beast masters, and assassins]A characters ability to trace the path of a creature of other character that has taken. Hunting: Increases the likelihood of finding material on Animals. Woodsman: Increases the likelihood of finding material on plants. Scavenger: Increases the Characters ability to gather material from monsters Loot: Increases the Characters ability to gather salvage from Humanoids.
City Skills Diplomacy: A seemingly misc skill that effects several things in towns and settlements. Mercantile: Increases the favorable results in shops.
Craft Skills Smithing: Crafting and repairing of metal equipment. Tanning: Crafting and repairing of leather or hide equipment. Carpentry: Crafting and repairing wooden equipment. Alchemy: The creation of potions. (And poisons for assassins) Cooking: The mixing of food ingredients to make more sustaining food.
*Half skills take two skill points for each skill point gained, and can only reach journeyman level.
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Posted: Sun Jan 22, 2012 7:53 pm
Subclassing When a Player's character reaches the level of Apprentice in their class (lvl 16 at the lowest), they are able to select a subclass from the original set of classes if they so choose. A subclass is a less powerful version of the original, with all of the statistics and effects of the abilities cut in half from the class of the same level. Experience gained after taking a subclass is split between the base class and subclass. Only after a character has reached master level in their base class, and expert level in their subclass can they take on a second subclass.
Duel Classes When a character has obtained the level of Master in both Base Class and Subclass Class, if those two classes are of certain types, they will obtain what is known as a Duel Class, which is a class merging the abilities of their class and subclass. The various duel classes available are as fallows along with the classes required to merge it. Some duel classes allow either class to be the base class whereas some require a very particular setting, and occasionally, even extenuating circumstances to obtain the class.. Anti-Priest: Necromancer & Priest (Not Interchangeable) Black Guard: Guardian & Necromancer (Interchangeable) Dread Blade: Assassin & Necromancer (Not Interchangeable) Elemental Fist: Grappler & Mage (Not Interchangeable) Exorcist razz riest & Necromancer (Not Interchangeable) Gladiator: Warrior & Grappler (Interchangeable) Hunter: Archer & Lancer (Not Interchangeable) Knight: Swordsman & Guardian (Interchangeable) Magic Archer: Archer & Mage (Not Interchangeable) Ranger: Archer & BeastMaster (Interchangeable) Scout: Archer & Thief (Interchangeable) Spell-Sword: Mage & Swordsman (Not Interchangeable) Templar: Guardian & Priest (Not Interchangeable) Witch: Mage & Necromancer (Female)(Interchangeable) Wizard: Mage & Necromancer (Male)(Interchangeable)
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Posted: Sun Jan 22, 2012 8:00 pm
Equipment
Items Health Potion sad Major, Regular, or Minor) Restores HP of Character Mana Potion sad Major, Regular, or Minor) Restores MP of Character Stamina Potion sad Major, Regular, or Minor) Restores SP of Character Ultra Potion sad Major, Regular, or Minor) Restores HP, MP, and SP of Character Remedy: Cures Characters Diseases. Antidote: Cures Character from poison. Resection Potion sad only usable on others) Resurrects target player. Shard: A item that contains a particular elemental property, such as fire, water, Ice, electricity, or even dark and holy. They are created using the raw elemental salvage and deal damage of the elemental influence. Charms sad Come in power, Endurance, Agility, Will, Intelligence, Luck, and speed) Charms grant temporary boosts to characters stats. There are also group Charms which effect an entire party. Bait sad varies as to the monster in question) Bait is a item that draws a particular creature in the area towards it. There is also Omni-bait which draws all creatures in the area.
Weapons Weapons come in the fallowing materials of Metal, bone or wood; and are made of the fallowing listings. Daggers: Small melee weapons used by thieves and Assassins.[Starting tyle: Iron Dagger/Duel Iron Daggers] Short Sword: A one handed sword whom can be duel wielded or with a shield.[Starting tyle: Iron Short sword] Long Swords: A hand and a half sword that can be used single handed with a buckler, or a shield. (though attack abilities used with this sword requires two hands.)[Starting tyle: Iron Longsword] Great Swords: A massive two handed sword that requires both hands to wield at all times. [Starting tyle: Iron GreatSword] Maces: A Blunt weapons that ends in a either smooth or spiked head. [Starting tyle: Iron MorningStar] Hammers: Blunt weapons ranging from one handed to two handed. [Starting tyle: Iron Hammer] Axes: A edged chopping weapon that depending on design or size can be used in one or two hands. [Starting tyle: Iron BattleAxe] Polearms: Two handed weapons encompassing spears, halberds, glaives and similar weapons. [Starting tyle: Iron Spear] Knuckles: A weapon only available to Grapples, it doe not count as a weapon but adds to the damage of their hand to hand attacks. It comes in blunt, spiked, bladed or other variations.[Starting tyle: Brass Blunt Knuckles] Staffs: A two handed blunt weapon used by priests, mages, and Necromancers. [Starting tyle: Pine Staff] Bows: A projectile weapon used by Archers. [Starting tyle: Cottonwood bow] Crossbows: A projectile weapon used by archers. [Starting tyle: Pine Crossbow] Exotics: katara, whips, or Slings. [Starting tyle: No set starter]
Armor Armor comes in the fallowing varieties- Cloth Armor: Cloth armor though not as tough as others, are more liberal and allow more freedom of movement. Leather: Leather is constructed from treated leather from animal hides. Light Metal: Light metal is comprised of armor from lighter metals or heavier metals in small quantities. Heavy Metal: Armor made from large amounts of heavy, durable metals. Hide: Made from the hides of beasts. The properties of the armor are dependent on the beast the hide was retrieved from. Bone: Made from the bones, the effects of the armor vary depending on what the bones are of. Crystal: Armor made from minerals and crystals. The effect varies depending on which crystals are used.
Shields also are encompassed by armor. They come as fallows in categories, but of the same materials. Bucklers: Small shields that are strapped onto the forearm and can be used with one handed or hand and a half weapons. Shield: Tradition shields that are only usable with one handed weapons.
Traps Traps are made from various materials and less the character is a thief with the required abilities, must be placed outside of combat. They come in the falling groups. Poison Traps: Traps that as the name implies, deals little damage but poisons who triggers it. Spike Traps: A trap that deals piercing damage to those whom activates it. Net Traps: Immobilizes the target that triggers it. Arrow Traps: Fires up to 5 arrows when triggered. Spell Traps:Releases a spell that has been stored in the trap when triggered.
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