Hiya, AChronum here! Although I'm relatively new to rping, I have plenty of writing experience and love trying new genres and styles. I absolutely love high magic fantasy RPs and am pretty much willing to do anything so long as I can create a charaxter, not play an existing one, and develop lots and lots of backstory! I'm perfectly comfortable with all mature themes as well, although smut for smut's sake is out of the question.
Interested in an RP? Send me a PM and have a magically marvelous day!
James followed the group back over to Blink as the situation diffused. He was more than pleased he really wasn’t necessary. He knew his way around a fight well enough but that didn’t mean he wanted one. No fights, no issues―disaster averted and they could focus on the supply run. Which Erg decided to remind them all of with a little added threat but after the incident last night, James hadn’t expected anything less. At least he wasn’t pointing a gun at anyone this time.
James watched wide eyed as Jack vanished and reappeared differently, even though he’d been gone for all of a minute tops. Blink’s portals made him incredibly nervous now that, if he was understanding this right, they could move people through time. Always wait until she gives them the green light, understood. James edged away from that for a moment and instead move dover to the guy who got decked.
“Hey if you want, I can take care of that for you.” James gestured at the eye Casper had been clutching at. “I just gotta touch you for a few moments. Some people get a little wierded out so I thought I’d check?”
Hannah cursed under her breath as she bound up the stairs, two at a time, wishing she took the time to put her hair up before the Hive decided to process the damn vampire.
He’s kinda cool looking?
Ugh, he looks gross as shit Bethany.
Well, Mr.Stoic looks like hes gonna burry Dennis five feet under real fucking quick.
Why is Dennis like this?! We were supposed to process!
I wonder if he’s DTF?
Keep your pants on; we don’t want to see that again.
You really didn’t learn your lesson did you? Queeny’s gunna bust your brain again.
Hector we swear if you start that thought…
Hannah instinctively dimmed the voices swimming through her head as she hurried onto the Arena floor, the chattering continuing. The Royal’s stood outside the circle the Hive made, quiet as they watched Dennis fuck up. Again. She sent an inquisitive thought towards Queeny, who only sent back a brief flash of the vampire meditating, as he called it. She saw why they’d want to process it; the vampire cleary had unusual training and adding it to their repertoire would benefit everyone. And yet Dennis felt the need to ask permission. Queen Anastasia help them all. Dennis stumbled back from the vampire, whipping around as Hannah sent a very long string of curses mentally in his direction. He blanched and stepped behind her as she stood in front of the hulking person.
“Sorry about him. We we just supposed to watch and Dennis didn't feel comfortable unless he got permission from you. Ignore him.” Hannah apologized. “Your technique is unique. We’ll be studying it so by all means, continue please.”
Damien did what he was told, mostly. He couldn’t help darting from one side of Lucan to the other as delicious smells drifted his way, his stomach gurgling loudly. He shared his stomach’s sentiments; there had been far too much nightmare bullshit and not enough food to make up for it. He was practically salivating at the choices―man, he had choices!―and started making a plate in his head.
“Okay, okay. Yes table is important. All mages or whatever. But so is food! It keeps your food, me, alive and kicking. So maybe I can just mosey around, grab some, and pop back over? I’ll be like twelve seconds, okay well you might take that literally, five minutes tops?” Damien suggested to his over controlling partner. “Cause like no offence and I really do appreciate you taking care of me, but I need more than a slice of ham and a soda after you suck me dry. Not to mention the whole loopy bit. Definitely fun, gotta do that again, but trippy dude.”
Location: Red Guard Mobile Unit - Sydney, Australia Skills: N/A
“Calendar first, Novikova.” James joked, returning the threat with an amused glance. He didn’t particularly care about what set her off especially as Darkholme continued where he left off. He disagreed with her, of course. Not because he thought the inhumane should be trusted but rather over the clear waste of resources presented by benching it. Honestly, it got paid, it did work. Simple math. But instead waste a perfectly good opportunity, both to use the resources they paid for and tests its loyalty. Wire the thing and when it breaks for it, a bit of metal in the forehead would fix that problem right up.
And then he did his best not to let his jaw drop open as people just started going on their way. No prep, the pathetic basics of a plan, no wires for recording and review. This is why he was part time. It wasn’t the Hulk that would kill him; it was incompetence! James scowled as he followed the group off the jet and up to the door fo the Banner house. This was bound to be a disaster.
While the group got Banner’s attention, James kept an eye on their surroundings just in case Banner had a Plan B in store.
Appearance: (ONLY ACCEPTING Anime Style Images) Name: (In-game / Real Life [Optional]) Title: (None yet) Gender: Age: (Most likely between late teen and mid twenties, considering price and genre of the game.) Race: Human (I know I featured some pics above that showed non-humans but this is human only...) Background: (Before being imprisoned in Talrae. Must have a connection to the rest of the player group..)
Class: (Choose from Class section above) Subclass: (None. Choose later in-game)
(182 points to spend)(Consult post above for details) Health: Mana: Strength: Agility: Intelligence:
Level: 15 Renn: 8,000 Experience: 0/29,277
Skills: (140 points to spend - Skills are listed above and more can always be added! Please remember combat skills are important for dealing damage with the specified weapon types!))
Spells: (Only applicable to Mage, Trainer and Paladin Classes: Corresponding 1st, 2nd, and 3rd level spells are learned free of charge.)
Actions: (Choose 9 Actions to start with [excludes Mages]. Paladin and Trainer may choose 5 Actions.)
Items: (Although all players start with cheap clothes and shoes, you’ll spend Renn to purchase your items! If your character was a crafter through the first level, we can discuss price reductions based on your skill levels.)
Choose 1 of the followings: - Title (created and bestowed by TM), 2 free Spells/Actions - Unique item (created and bestowed by TM), 1 free Spells/Actions - +3,000 Renn
During combat, the GM needs an easy way to evaluate your weapons, defenses, passive, and other items. For that purpose, we have a combat header! When you create your character sheet, also make sure you create this and keep it updated during fights (including stat adjustments) so you can kill and survive to the best of your ability. You are not limited to the slots available. Feel free to add as you need them!
All Stats should have a break down next to them in the following format: (Base Value + Bonus [as necessary]). All sources, including armor and actions/spell buffs, should be listed in this whenever they trigger and should be removed when they fall off.
Strength: ??? (Base Value + Bonuses)
Agility: ??? (Base Value + Bonuses)
Intelligence: ??? (Base Value + Bonuses)
Stamina: ??? (Base Value + Bonuses)
Reduction: (This is the cumulative damage reduction value and should reflect reductions from ALL static sources. If it is situational, do not include it here until the ability is triggered).
List only combat applicable skills here. Include a skill break down only if that skill is receiving bonuses otherwise it will be considered the base value.
Skill Name:
Skill Name:
Skill Name:
Skill Name:
List any passives thatyour character has here!
Passive Name (PassiveLevel) - Description of Passive.
Passive Name (PassiveLevel) - Description of Passive.
Passive Name (PassiveLevel) - Description of Passive.
This should be any items that are currently equipped. This should Include armor, weapons, and carried consumables for easy tracking.
(NOTE - Control+F will be VERY helpful when searching for specific items, spells, etc) (NOTE - It's practically impossible to have every possible choices listed on here. PM the GM if you see something that is missing and I'll add it ASAP.)
✧ List of Items ✧
A party is geared up and ready to roll out.
All items will be listed in the following format: Name (Special note / number of usage if its consumable) (Rarity) (Ingredients for crafting) (Market Price) - Noted Abilities Items generally may be sold to NPCs at markets and such for 90% (rounded up) of their market price.
Items may be color-coded to represent their status in the market. Red: In demand. Items will be bought by NPCs for 100% of the price, will be sold for 200% of the price. Blue: Overstocked. Items will be bought by NPCs for 50% of the price, will be sold for 90% of the price. Orange Highlight: None stocked. Item cannot be bought from NPCs. Neon Blue Highlight: Full stock. Item cannot be sold to NPCs.
In Talrae, starvation may actually ending up killing a player...
All items (unless specified) are suitable for single consumption by 1 person. Some food (such as raw meat like Pork) may require cooking before consumption. For hot/fresh food inquire each time at suitable location (Inn, bar, etc).
✧ Monsters / Pets ✧
Non-human companions are both useful and comforting at times.
Monsters may only be bought by Players belonging to the Trainers Class. Pets may be bought by all Players.
"Accelerate" increases the user's movement speed - a simple and useful Action chosen by many physical fighters.
The number next to each Action indicates at which level the Action could be learned at. The term indicates which Class may learn it. Some Actions can be learned universally by ALL Classes in which case it would say "Universal". Actions that are "Passive" do not cost Mana or requires activation; it is activated the entire time. MP is mana cost. AC is Action cost,the amount of action slots the Action or Spell consumes, and CD is Cool Down, the number of rounds (or per pst if it is less than 1) it takes before the Action or Spell may be used again.
NOTE - There are no level requirements on Subclass Actions. They only require the player to belong to that Subclass.
Dash (1/Universal) - User dashes forward for a short distance. 30MP. Action Cost: 1 - Cool Down: 10 Seconds Palm Strike (1/Universal) - User strikes out with a palm for low damage. 10% chance of stunning target. 10MP. Action Cost: 1 - Cool Down: 15 seconds Stunning Punch (1/Universal) - User punches target for low damage. 20% chance of stunning target. 30MP. Action Cost: 1 - Cool Down: 30 seconds Charge (1/Universal) - User charges shoulder-first, briefly stunning the first target hit. If the user is equipped with a shield, it deals low concussive damage in addition. 50MP. Action Cost: 1 Cool Down: 10 Seconds Sidestep (1/Universal) - User steps aside. +5% chance of evasion. 20MP. Action Cost: 1 Cool Down: 10 Seconds Tumble (1/Universal) - User immediately tumbles, moving forward a bit. +10% chance of evasion. 50MP. Action Cost: 1 Cool Down: 15 Seconds Sprint (1/Universal) - User's running speed increases by a bit for one minute. 50MP. Action Cost: 1- Cool Down: 2 Minutes Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Accelerate (5/Universal) - User's movement speed increases for one minute. 200MP. Action Cost: 2 Cool Down: 2 Minutes Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes Relentless (5/Universal) - User removes 1 weak status effect on themselves. 200MP. Action Cost: 1 - Cool Down: 30 Seconds Boost Self (5/Universal) - User gains +5 Strength, Agility and Intelligence for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day Strong Body (5/Universal) - User gains +10 Strength for three minutes. Action Cost: 3 - Cool Down: 1 Day Quick Reflexes (5/Universal) - User gains +10 Agility for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day Clear Mind (5/Universal) - User gains +10 Intelligence for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day Evade Missile (5/Universal) - User evades incoming ranged attack. +20% Evasion (Projectile) chance. 100MP. Action Cost: 3 - Cool Down: 30 Seconds Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Ki Burst (10/Universal) - User emits a burst of energy, stunning up to 2 nearby targets. 400MP. Action Cost: 3 - Cool Down: 1 Minute Flying Kick (10/Universal) - User jumps and kicks target, dealing low damage to up to 2 targets. 200MP. Action Cost: 2 - Cool Down: 15 Seconds Forearm Counter (10/Universal) - User swipes aside a melee attack with their bare arm with 50% chance and strikes enemy for low damage. 200MP. Action Cost: 3 - Cool down: 1 Minute Knee Strike (10/Universal) - User grabs the target and knees them, dealing high damage to single target. 200MP. Action Cost: 4 - Cool Down: 30 Seconds Greater Accelerate (10/Universal) - User's movement speed greatly increases for two minutes. 300MP. Action Cost: 3 - Cool Down: 3 Minutes Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Action Cost: 2 - Cool Down: 1 Minute Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Surge (15/Universal) - User gains 50% additional Agility in exchange for 25% reduced Strength and Intelligence for 30 Seconds. 300MP. Action Cost: 2 - Cool Down: 3 Minutes Hamstring (15/Universal) - User attacks the enemy's legs, reducing the target's Agility by 50% for 30 seconds. Can only be executed from behind the target. 100 MP. Action Cost: 3 - Cool Down: 3 Minutes Trip (15/Universal) - Upon successfully avoiding an enemy's melee attack, the user automatically uses their weapon to trip the opponent knocking them prone. Passive. Blood Thirst (15/Universal) - User gains 10% of their damage as HP. Does not work with Actions and Spells. Passive. Ultimate Bounty (15/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Bounty Hunter (20/Universal) - User gains 5 times the rolled value of all "Bounty" Actions. Passive.
Rising Strike (1/Swordsman) - User swings upwards, launching light enemies into the air. 50MP. Action Cost: 1 - Cool Down: 30 Seconds Triple Jab (1/Swordsman) - User jabs out quickly three times, dealing low piercing damage 3 times. 100MP. Action Cost: 1 - Cool Down: 15 Seconds Lunge (1/Swordsman) - User lunges out with their blade, piercing a single target for moderate piercing damage. 50MP. Action Cost: 2 - Cool Down: 30 Seconds Double Strike (1/Swordsman) - User's next Standard Attack hits twice. 100MP. Action Cost: 1 - Cool Down: 15 Seconds Wide Swing (1/Swordsman) - User swings their weapon in a wide arc, hitting up to 3 targets for low bladed damage. 100MP. Action Cost: 2 - Cool down: 30 Seconds Battle Focus (1/Swordsman) - User's every 10th Standard Attack critically hits automatically. Passive.
Flurry (5/Swordsman) - User slashes with their sword in a flurry of motions, dealing moderate bladed damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds Debilitate (5/Swordsman) - User quickly uses the side of the sword to strike the target's legs. Target's movements are impaired for 1 minute 150MP. Action Cost: 2 - Cool Down: 2 Minutes Surge of Blade (5/Swordsman) - User's gains 2 additional action slots for one minute. 150MP. Action Cost: 1 - Cool Down: 3 minutes Decisive Strike (5/Swordsman) - User attacks once for moderate piercing damage. Stuns target for 30 seconds. 200MP. Action Cost: 3 - Cool Down: 1 Minute Wind Blade (5/Swordsman) - User strikes upwards to launch a target into the air, disabling it for 30 seconds. Deals no damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds Strike Down (5/Swordsman) - User raises their sword then strikes down cleanly, dealing high bladed damage against a single target. 150MP. Action Cost: 3 - Cool Down: 1 minute Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals low concussive damage back. Does not stack with any other damage modifier. Passive. Swordsmanship (5/Swordsman) - User gains 3% increased damage for their Standard Attacks. Passive. Greater Battle Focus (5/Swordsman) - User's every 8th Standard Attack critically strikes automatically. Can only be learned if Battle Focus has been learned. Replaces Battle Focus Passive. Passive.
Disarm (10/Swordsman) - User with their superior skill utilizes a quick, skillful motion to disarm their foe. Target drops the item with 40% chance. 200MP. Action Cost: 2 - Cool Down: 1 Minute Parry (10/Swordsman) - User parries a bladed melee attack, nullifying it. 150MP. Action Cost: 3 - Cool Down: 30 seconds Arc Slash (10/Swordsman) - User slashes out with their weapon, causing an energy strike to travel in a linear line. Deals medium bladed damage to all units caught. 300MP. Action Cost: 4 - 1 minute Whirlwind (10/Swordsman) - User spins with their blade for a few seconds, dealing moderate bladed damage to all nearby targets. 200MP. Action Cost: 3 - 2 minutes Sweeping Strike (10/Swordsman) - User hits the legs of all targets around themselves, launching them into the air, disabling them for 30 seconds. 200 MP. Action Cost: 2 - 2 minutes Greater Swordsmanship (10/Swordsman) - User gains 3% increased damage for their Standard Attacks. Stacks with Swordsmanship. Passive.
Deadly Quickdraw (15/Swordsman) - User draws our their blade for a quick, powerful strike right out of the sheath. Cancels out all Evasions and deals high bladed damage. Can only be used at the beginning of battle. 300MP. Action Cost: 5 - Cool Down: - Blade Step (15/Swordsman) - User dashes between up to 3 targets, dealing low damage. Cannot be interrupted. 200MP. Action Cost: 3 - Cool down: 2 Minutes Reflex Strike (15/Swordsman) - User gains a 10% chance to draw their weapon automatically and block 1 piercing melee attack. Passive. Critical Increase (15/Swordsman) - User's critical strikes deal 230% rather than 200% damage. Passive. Prime Swordsmanship (15/Swordsman) - User gains 3% increased damage for their Standard Attacks. Stacks with Swordsmanship and Greater Swordsmanship. Passive.
Flourish - If the User and another opponent enacts any Actions or moves at the same time, User always counts as having priority, regardless of Agility Attribute difference. Passive. Tendon Cut - User steps behind the target and slashes their legs, dealing low bladed damage and reducing target's Agility by 75%. 300MP. Action Cost: 5 - Cool Down: 3 Minutes Wrist Slap - Response Action. User quickly jabs out with their weapon, striking the target's hand before they can finish their actions. Target automatically drops the item in hand and takes low bladed damage. 400MP. Action Cost: 2 - Cool Down: 1 Minute Withdrawal - After successfully landing a piercing Standard Attack, User twists the blade upon withdrawal to inflict maximum damage. User's targets take additional (STR)*2.5 damage every 30 seconds for one minute. Passive. Viper Strike - User steps to the side quickly and stabs unorthodox, evading any 'Shield' items. Deals moderate piercing damage. 300MP. Action Cost: 5 - Cool Down: 2 minutes Riposte - User counterattacks target Action, nullifying it completely. User then proceeds to deal low bladed damage against target. 500MP. Action Cost: 4 - Cool Down: 3 minutes Honed Basics - User gains +5% Evasion chance. Passive.
Flurry - All Flurry Actions when used, (or when activated for Passives) generate some amount of Combo Points (CP). CP points can only stack to 50 and disappears if not used after 15 minutes. Passive. Sustained Grace - For every turn User deals damage but doesn't take any, User generates +1CP. Passive. Vital Strike - User dashes forward, lunging to strike the target's critical. Target takes high piercing damage and has all healings reduced by 50%. +1CP. 300MP. Action Cost: 5 - Cool Down: 2 Minutes Burst Blade - User empowers their blade and strikes, dealing high bladed damage in a cone. +1CP. 350MP. Action Cost: 4 - Cool Down: 3 Minutes Sonic Whirl - User jumps into the air, slashing around them. All units in range takes 2 bladed Standard Attack damages. +2CP. 300MP. Action Cost: 4 - Cool Down: 2 Minutes Sliding Strikes - User slides in a linear line, dealing low bladed damage to one opponent on the way. May be recast immediately for up to 3 times before cooldown starts. +1CP each. 200MP. Action Cost: 3 - Cool Down: 1 Minutes Feint - User immediately cancels an Action they were about to perform. Next Standard Attack or Action User performs on the same target decreases target's Evasion by 15%. +2CP. 200MP. Action Cost: 0 - Cool Down: 2 minutes
Coup de Grace - All Coup de Grace Actions require CP to perform. Coup de Grace cannot be performed back-to-back, as they possess a shared minimum cooldown. Passive. Half-Sword - User deals a single target high damage that counts as Concussive. -3CP. 300MP. Action Cost: 3 - Cool Down: 30 Seconds Heart Pierce - User deals a single target high piercing damage. Target is stunned. -5CP. 400MP. Action Cost: 4 - Cool Down: 1 minute Guillotine - User jumps into the air to strike down at their target, dealing high bladed damage to a single target. Cannot be Evaded and damage ignores all Resistances from Items. -10CP. 500MP. Action Cost: 5 - Cool Down: 5 minutes True Slash - User deals a single target high damage that counts as Universal damage type. -3CP. 400MP. Action Cost: 3 - Cool Down: 3 minutes Behead - May only be used on targets that are disabled. User takes a moment to pause then proceeds to attempt to instant-kill the target by beheading them. 1% for instant-kill, 99% chance to deal high Universal damage against single target. -15CP. 600MP. Action Cost: 6 - Cool Down: 6 minutes Phantom Strike - User disappears for a split second to reappear behind their target, during which time they are invincible. User then stabs the enemy in the back to deal high piercing damage. Target is slowed for one minute. -5CP. 400MP. Action Cost: 5 - Cool Down: 3 Minutes
Cleave (1/Lancer) - User slashes out in a cone, dealing low bladed damage to nearby units. 50MP. Action Cost: 1 - Cool Down: 15 seconds Iron Pull (1/Lancer) - User pierces target and pulls it in closer, dealing moderate piercing damage. 100MP. Action Cost: 1 - Cool Down: 15 seconds Long Slash (1/Lancer) - User slashes sideways, dealing moderate bladed damage to up to 2 targets. 100MP. Action Cost: 2 - Cool down: 30 seconds Pole Spin (1/Lancer) - User spins their polearm, blocking 1 projectile attack with 50% chance. 50MP. Action Cost: 1 - Cool down: 30 seconds Pole Jump (1/Lancer) - User uses their polearm to lift themselves off of the ground and jump forward. +5% Evasion chance and moves forward. 50MP. Action Cost: 1 - Cool Down: 30 seconds Flexible (1/Lancer) - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Passive.
Devastating Charge (5/Lancer) - User charges forward, ignoring all movement impairing effects. Deals heavy piercing damage to a target. 200MP. Action Cost: 3 - Cool Down: 1 Minute Heavenly Talon Strike (5/Lancer) - User jabs 3 times very quickly, dealing low piercing damage the first 2 times and launching the target into the air with the third strike, disabling it for 30 seconds. 200MP. Action Cost: 2 - Cool Down: 30 Seconds Sweeping Push (5/Lancer) - User spins their polearm around, dealing low bladed damage and pushing all light targets away. 100MP. Action Cost: 1 - Cool Down: 30 Seconds Piercing Lift (5/Lancer) - User pierces target and lifts it up, dealing moderate piercing damage and disabling it. 100MP. Action Cost: 2 - Cool Down: 30 Seconds Strong-Arm Push (5/Lancer) - User pushes a target away using the leverage of their polearm, creating large distance. 100MP. Action Cost: 1 - Cool Down: 1 Minute Practiced Steps (5/Lancer) - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive.
Piercing Strike (10/Lancer) - User pierces a single target firmly, dealing heavy piercing damage and stunning it. 200MP. Action Cost: 4 - Cool Down: 1 minute Arc Swing (10/Lancer) - User swings out their polearm, launching a wide energy strike that hits up to 3 targets. Deals moderate bladed damage. 300MP. - Cool down: 1 minute Action Cost: 3 Shield-Breaker Jab (10/Lancer) - User jabs out strongly, aiming for an equipped item. A defensive item equipped to target has a 50% chance of breaking. 200MP. Action Cost: 2 - Cool Down: 3 Minutes Greater Sweeping Push (10/Lancer) - User spins their polearm around, dealing medium bladed damage and pushing nearby targets away. 200MP. Action Cost: 2 - Cool Down: 30 Seconds Polearm Mastery (10/Lancer) - User's normal attacks deal 5% additional damage. Passive.
Fake-Out (15/Lancer) - User immediately steps into a direction then another, gaining +25 AGI on the next Action or Normal attack. 200MP. Action Cost: 2 - Cool Down: 2 minutes Falling Comet (15/Lancer) - User jumps into the air, going forward with their polearm pointing downwards. When User lands, all Units nearby are dealt heavy concussive damage and are knocked back. 400MP. Action Cost: 4 - Cool down: 2 Minutes Greater Cleave (15/Lancer) - User slashes out in a cone, dealing medium bladed damage to nearby units. 200MP. Action Cost: 3 - Cool Down: 1 minute Counter Swing (15/Lancer) - User parries target melee attack and immediately deals low bladed damage back. Target gains 50% reduced healing. 100MP. Action Cost: 2 - Cool Down: 1 minutes Prepared Mindset (15/Lancer) - If the User is disarmed or otherwise drops the weapon, User has 50% chance to immediately pick it back up. Passive.
Halo of Death (Reaper) - User deals damage in a 360 degrees to all targets. 200MP. Reaper's Claw (Reaper) - User sweeps and pulls in a single target closer, dealing heavy damage. 200MP. Razor Spin (Reaper) - User spins their scythe, blocking any type of non-magic damage for a few seconds. 300MP.
Stomp (1/Marauder) - User stomps the ground, briefly stunning all nearby targets. 50MP. Action Cost: 1 - Cool Down: 1 Minute Tackle (1/Marauder) - User immediately tackles a nearby target, dealing damage and stunning it. User and target both moves forward a bit and user ends up in melee range with target. 50MP. Action Cost: 2 - Cool Down: 1 Minute Hammer Down (1/Marauder) - User slams the ground with their weapon, pushing away all light units. 100MP. Action Cost: 1 - Cool Down: 30 Seconds Mocking Shout (1/Marauder) - User shouts an insult at target, decreasing targets damage by 20% for 30 seconds. 50MP. Action Cost: 2 - Cool Down: 2 minutes Thick Skin (1/Marauder) - User gains 5% damage reduction for a few seconds after being damaged. Does not stack with itself. Passive.
Decimate (5/Marauder) - User slams down the weapon on top of a foe after a small jump, dealing heavy concussive damage. 100MP. Action Cost: 3 - Cool Down: 30 Seconds Double Blow (5/Marauder) - User hits single target twice for two low concussive damages. The second strike knocks the target back. 200MP. Action Cost: 2 - Cool Down: 1 Minute Combination Hit (5/Marauder) - User may use this Action only after landing another Action. User quickly jabs out with an arm or foot, dealing low piercing damage against target. No cooldown. 75MP. Action Cost: 0 - Cool Down: 0 Spinning Slash (5/Marauder) - User spins a few times, dealing moderate bladed damage to all nearby targets. 100MP. Action Cost: 3 - Cool Down: 1 Minute Triumphant Roar (5/Marauder) - User lets out a mighty warcry, gaining 300HP immediately. 100MP. Action Cost: 4 - Cool Down: 3 Minutes Trample (5/Marauder) - User immediately steps down on a target that has been immobilized, dealing heavy concussive damage. 100MP. Action Cost: 2 - Cool Down: 2 Minutes Fist for a Fist (5/Marauder) - User gains 20% additional Strength for a few seconds after being hit by a melee attack. Passive. Strong Stance (5/Marauder) - User gains 10% resistance against being knocked off their feet. Passive. King Slayer (5/Marauder) - If User kills an opponent that has a higher level than the User, User immediately gains a permanent +2 bonus to the corresponding Weapon Wielding Skill. Passive.
Berserker (10/Marauder) - User becomes immune to all movement-related Spells and Actions for a two minutes, friendly or hostile. 300MP. Action Cost: 5 - Cool Down: 4 minutes Reckless Charge (10/Marauder) - User charges towards a target to body-slam them. Target is pushed back and stunned. Cannot be dodged. 200MP. Action Cost: 4 - Cool down: 2 minutes Weapon Toss (10/Marauder) - User throws their weapon at a target. 50% chance of hitting, does not depend on Throwing Skill. Target hit takes high damage. 200MP. Action Cost: 3 - Cool down: 1 Minute Blood Boil (10/Marauder) - User gains 10% increased Agility for a few minutes after using an Action. Passive. Battle Scars (10/Marauder) - User gains additional 4% Natural Resistance when not at maximum HP. Passive.
Undying Rage (15/Marauder) - User becomes immune from all status effects for a one minute. Cannot use any other Action or Spell during this duration. 400MP. Action Cost: 7 - Cool Down: 5 Minutes Carve and Split (15/Marauder) - User viciously attacks a target's armor, dealing a small amount of concussive damage. Target's armor item damage reduction is decreased by half. 300MP. Action Cost: 5 - Cool Down: 3 minutes Blood Drunk (15/Marauder) - User gains +20% damage on their normal attacks and Actions but takes increased 15% damage for three minutes. 200MP. Action Cost: 3 - Cool Down: Five minutes Battle Fury (15/Marauder) - All of User's normal attacks deal small area damage. Passive. Marauder's Regeneration (15/Marauder) - User automatically regenerates 10% of damage taken right afterwards. Passive.
Double Shot (1/Archer) - User shoots 2 arrows instead of 1, each arrow may hit different targets. Can only be casted if the user has a loaded bow. Consumes 2 arrows. 50MP. Action Cost: 2 - Cool Down: 30 Seconds Power Shot (1/Archer) - User pulls back for an extra few seconds and fires a shot that deals medium piercing damage. Can only be casted if the user has a loaded bow. 100MP. Action Cost: 4 - Cool down: 30 seconds Kick Back (1/Archer) - User immediately kicks target to push themselves back, creating large distance. Does not move the target. 50MP. Action Cost: 3 - Cool Down: 30 seconds Sharp Eye (1/Archer) - User may choose to automatically hit the target in exchange for 50% less damage. Passive. Focus (1/Archer) - User may spend a moment to aim, gaining +5% to hit. Passive.
Lightning Shot (5/Archer) - User immediately reloads an arrow and fires but has 60% chance of missing the target. 100MP. Action Cost: 3 - Cool Down: 30 Seconds Quick Load (5/Archer) - User immediately reloads an arrow. 100MP. Action Cost: 1 - Cool Down: 30 Seconds Respond in Kind (5/Archer) - User shoots an enemy arrow out of the air, nullifying it. Can only be casted if the user has a loaded bow. 200MP. Action Cost: 2 - Cool Down: 1 Minute Pause Breath (5/Archer) - User stops breathing to focus. Next shot gains +20% accuracy. 100MP. Action Cost: 2 - Cool Down: 30 Seconds Light Feet (5/Archer) - User immediately dashes to a nearby location, gaining +5% Evasion chance. Very low cooldown. 100MP. Action Cost: 2 - Cool down: 10 seconds Experienced Hunter (5/Archer) - User gains +D50 EXP if they finished off at least one target by firing an arrow. Passive.
Greater Power Shot (10/Archer) - User pulls back for an extra few seconds and fires a shot that deals high piercing damage. Can only be casted if the user has a loaded bow. 300MP. Action Cost: 4 - Cool down: 1 Minute Triple Shot (10/Archer) - User shoots 3 arrows instead of 1, each arrow may hit different targets. Can only be casted if the user has a loaded bow. Consumes 3 arrows. 200MP. Action Cost: 5 - Cool Down: 2 Minute Arrow Stab (10/Archer) - User stabs a target with an arrow. Automatically hits and deals medium piercing damage. Damage cannot be reduced or canceled through items or abilities. Consumes 1 arrow. 150MP. Action Cost: 4 - Cool Down: 2 Minutes Confidence (10/Archer) - User gains +10 Bow Wielding Skill for a few minutes after successfully hitting and damaging a target with a normal attack. Passive.
Strafe (15/Archer) - Archer actions cost 2 less to cast but the Archery suffers -15% accuracy for two minutes. 200MP. Action Cost: 3 - Cool Down: 4 minutes Eye Catcher (15/Archer) - User aims for a weak-point of the target. Next normal attack has 50% chance to ignore all items. 300MP. Action Cost: 3 - Cool Down: 2 minutes Climb (15/Archer) - User climbs target object no taller than an average tree quickly. 200MP. Action Cost: 1 - Cool Down: 30 seconds Zoom Sight (15/Archer) - User is able to physically zoom their vision in 50% when targeting a single opponent. Passive. Counter Shot (15/Archer) - When an opponent within melee range attempts to attack, User has 10% chance to fire off a normal attack that automatically hits. Passive.
Quiet Feet (1/Rogue) - User's footsteps become silent for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute Shuriken Throw (1/Rogue) - User throws 3 shurikens at once. Consumes 3 shurikens. 50MP. Action Cost: 1 - Cool Down: 15 seconds Knife Dash (1/Rogue) - Dagger user only. User dashes forward slashing a single target, deals moderate piercing damage. 50MP. Action Cost: 2 - Cool Down: 30 seconds Pick Pocket (1/Rogue) - User attempts to pick pocket target player. User has a 20% chance to steal 2D6 Nickel coins. Automatically fails if the target has no Renn. 50MP. Action Cost: 1 - Cool Down: 1 minute Rogue's Dash (1/Rogue) - User dashes a short distance, gaining +15% Evasion chance. 50MP. Action Cost: 1 - Cool down: 1 minute Shadow Bend (1/Rogue) - User blends into the shadows and remains hard to detect as long as they remain still. 100MP. Action Cost: 1 - Cool Down: N/A Listen (1/Rogue) - User's hearing senses increase for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 30 seconds Lights Out (1/Rogue) - User puts out target light. Only works on small sources such as candles or lanterns. 50MP. Action Cost: 1 - Cool Down: 1 minute Unseen Threat (1/Rogue) - User gains +10% overall damage bonus whenever they deal damage while being unseen by the target. Passive. Acrobatic (1/Rogue) - User gains +2% Evasion chance. Passive.
Fatal Strike (5/Rogue) - User's next normal attack will automatically critically strike for 150% bonus damage rather than 200%. 200MP. Action Cost: 2 - Cool Down: 1 minute Camouflage (5/Rogue) - User blends into any dark background and remains hard to detect as long as they remain still. 200MP. Action Cost: 2 - Cool Down: N/A Slice and Dice (5/Rogue) - Melee weapon user only. User jabs out quickly several times, dealing moderate bladed damage. 200MP. Action Cost: 3 - Cool Down: 30 seconds Cutthroat (5/Rogue) - User grabs target opponent and swings around them to catch their back. 100MP. Action Cost: 2 - Cool Down: 1 Minute Dash In, Dash Out (5/Rogue) - User quickly dashes forward and dashes back. 200MP. Action Cost: 3 - Cool Down 1 minute In For a Penny, In For a Pound of Flesh (5/Rogue) - Whenever user deals a finishing damage on an opponent, user immediately gains D10 Renn. Passive. Kleptomaniac (5/Rogue) - Pick Pocket Action success chance is increased to 35%. Passive. Lady Luck's Grace (5/Rogue) - User may re-roll any dice roll once a day. Second result must be accepted. Passive. Evasion (5/Rogue) - User gains +2% Evasion chance. Passive.
Keen Instinct (10/Rogue) - User takes a second to listen and look around to sense any potential dangers. Low chance of discovering hidden dangers. 200MP Action Cost: 2 - Cool Down: 30 seconds Lock Pick (10/Rogue) - User attempts to pick target lock with 10% success chance. 200MP. Action Cost: 2 - Cool Down: 30 seconds Trick Throw (10/Rogue) - User throws 1 throwing weapon at target, with 70% chance to ignore all items and abilities. 150MP. Action Cost: 3 - Cool downs: 1 minute Sneak (10/Rogue) - User becomes hard to detect for 30 seconds. 150MP. Action Cost: 2 - Cool Down: 1 minute Crippling Strike (10/Rogue) - User slashes at target's legs, dealing moderate bladed damage and disabling their movement for 30 seconds. 300MP. Action Cost: 3 - 2 minutes Greater Acrobatic (10/Rogue) - User gains +2% Evasion chance. Passive.
Coup De Grace (15/Rogue) - Can only be used on targets that have been disabled, stunned or rooted. User immediately teleports next to the target to deliver a fatal strike. Deals High Piercing Damage with a +15% critical chance. 400MP. Action Cost: 6 - Cool Down: 6 minutes Exsanguinate (15/Rogue) - Melee weapon Users only. User deals low bladed damage to a target and causes target to take medium damage over two minutes. If target has already been affected by Exsanguinate, regain full MP cost and refresh duration. 200MP. Action Cost: 4 - Cool Down: 2 minutes Two Birds, One Knife (15/Rogue) - User throws a ranged weapon at 2 targets, both are automatically hit. 100MP. Action Cost: 3 - Cool Down: 2 minutes Affinity to Exotic Weapons (15/Rogue) - User gains +20% Exotic Weapon Wielding Skill. Passive. Greater Evasion (15/Rogue) - User gains +2% Evasion chance. Passive.
- The first 2 Actions/Spells of Gambler tree are automatically learned without lesson fees. - User's Gambler Skill (every 10) amplifies SPELLs by 1%.
Sleigh of Hand - All of User's throwing attacks have a fixed accuracy of 70%. Units being targeted by User will have 5% fixed Evasion chance, even for Units with lower Evasion than 5%. These values cannot be modified through any means. Passive. Tools of the Trade - Cards may be used as throwing weapons for Gamblers. If so, their usual "Card Magic" abilities do not get activated. Passive. Angles - User's throwing attacks and ranged spells are hidden behind clever body positioning and shrewd misdirection before being unleashed. If the User and another opponent enacts any Actions, Spells or moves at the same time, User always counts as having priority, regardless of Agility Attribute difference. Passive. Cut - User's next throwing attack happens quickly, dealing 50% additional damage. 300MP. Dealer's Hand - User gains +20 Agility and +20 Stamina. Passive. Lucky Strike - User gains 1 Fortune Stack for every 3 successful, consecutive throwing attacks. Passive. Explosive Deal - User performs 5 throwing attacks in a quick succession. 300MP.
Card Magic - "Cards" Discipline counts as a Spell rather than Action tree. User's cards count as magic weapons and gains several special properties. When new decks are broken, either for Spells or as throwing weapons, a new deck cannot be broken into until the current deck is depleted. Passive. Card Properties - Cards
Dice Magic - "Dice" Discipline counts as a Spell rather than Action tree. User's dice count as magic weapons and gains several special properties. Dice may be reused and are never consumed, although appropriate number of dice must be possessed in order to attempt a Spell. Passive. Exploding Numbers - User throws 2D6 and deals damage equal to the percentage of the target's maximum HP. This damage cannot be mitigated by any Resistances. 300MP. Adding Numbers - User throws 2D6. Target friendly's next normal attack is amplified by the result's percentage. 300MP. Roll the Bones - Whenever a friendly gains Renn, User may roll 2D6. 1-4 halves the sum, 5-8 does nothing, 9-12 doubles the sum. 200MP. Sic Bo - Once a day, User may roll 3D6 instead of 2D6 and pick 2 dice among them. Passive. Reroll - Rerolls target dice roll. Second roll must be accepted. 300MP. Cheating Dice - User manipulates 1D6, changing the result to their desired one. User gains 1 Misfortune Stack. 400MP. Snakes and Ladders - When rolling 2D6, if the User rolls snake eyes, User's spell is immediately canceled (no chance for rerolls, including Fortune Stack) and user gains 1 Misfortune stack. If the User rolls 12, spell's mana cost is immediately refunded and User gains 1 Fortune stack. Passive.
Coin Magic - "Coin" Discipline counts as a Spell rather than Action tree. User's coins count as magic weapons and gains several special properties. Whenever coins are utilized for purposes of casting spells within this discipline, they are consumed. If the User attempts to cast spells without possessing the coins, spell fails and User takes 500 unmitigated damage. Passive. Luck be a Lady Tonight - Whenever User casts a Spell from Card/Coin/Dice Spell Discipline with chance for success, User generates either Fortune or Misfortune stack. Stacks will never empty out until used. If User fails, they gain a Fortune stack. If User succeeds, they gain a Misfortune stack. User may consume 1 Fortune stack in order to reattempt (occurs before the Spell is resolved). If User is successful the first time and possesses Misfortune stack, User must reattempt the chance. Misfortune may be canceled out by 1 Fortune stack. Passive. Coin Flip - User flips a Copper coin after calling heads or tails. If the User is correct, User's next ability is amplified by 50%. 100MP. Bet - Whenever User casts a Spell from Card/Coin/Dice Spell Discipline, User may bet up to Level*Copper coins. Winning pays out double. Player may only bet once a day. Passive. Fool’s Gold - When User loses a "Bet", User does not have to pay loss cost. However, User gains D3 Misfortune Stacks. 100MP. Double Flips - User flips 2 coins, calling doubles or odds. If the User wins, User's next ability is amplified by 100%. 300MP. Wicked Fortunes - User's Fortune and Misfortune stacks are exchanged. 500MP.
Shield Raise (1/Paladin) - Shield User only. User raises a shield, reducing incoming ranged attack damage for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute Provoke (1/Paladin) - User slams their weapon against their shield or armor, grabbing all attention in nearby area for 15 Seconds. 100MP. Action Cost: 1 - Cool down: 30 seconds Valor (1/Paladin) - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100MP. Action Cost: 2 - Cool Down: 1 minute Lead (1/Paladin) - Whenever user is the first to take damage among friendlies, user has a small chance to recover 50HP and 50MP. Refreshes every hour. Passive. Inspiring Presence (1/Paladin) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive.
Steel Body (5/Paladin) - User takes a firm stance. Player's gains +5% Natural Reduction for 30 seconds. 150MP. Action Cost: 3 - Cool Down: 2 Minutes Castling (5/Paladin) - User grabs a nearby friendly and pulls them aside and replaces their spot. 100MP. Action Cost: 2 - Cool Down: 1 Minute Act of Righteousness (5/Paladin) - User slams their weapon onto the ground, dealing moderate concussive damage in an area around themselves. 100MP. Action Cost: 2 - Cool Down: 1 Minute Will Breaker (5/Paladin) - User hits a single target with their weapon, dealing medium concussive damage and stunning it. 100MP. Action Cost: 3 - Cool Down: 2 Minutes Living Wall (5/Paladin) - User steps infront of the target. Next attack by the target is automatically redirected to the user. 100MP. Action Cost: 2 - Cool Down: 1 Minute For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Shield Bash (10/Paladin) - User bashes a target with their shield, stunning it heavily. 300MP. Action Cost: 3 - Cool Down: 2 minutes Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive. Detect Danger (10/Paladin) - User has a low chance of sensing next incoming attack towards a nearby friendly. Passive. Greater Lead (10/Paladin) - Whenever User is the first to take damage among friendlies, user has a 10% chance to recover 200HP and 200MP. Refreshes every hour. Passive. Resolve (10/Paladin) - User feels less physical pain when hit. Passive.
Oath (15/Paladin) - Every day, User may choose and swear an oath. User gains effects of the chosen oath until midnight. Oath may only be used once a day. Oaths may generate Valor Points (VPs), a unique point resource. Some Oaths may require User to spend VPs to activate. 0MP. [ Uphold thy honor, at all cost ] - User gains +2 Valor Points. [ Accept any challenge, no matter the odds ] - During the effect, User must fight against a target that has higher level than the User does. If User wins, User gains +4 Valor Points. [ Suffer not the witch to live ] - During the effect, User deals 10% increased damage against Spell-using opponents and gains 10% Spell resistance. If User slays a Spells-user, User gains +1 Valor Points. [ Abhor the unclean ] - During the effect, User gains +20% damage when using Paladin Actions. Costs -1 Valor Points. [ For Justice and light ] - During the effect, Spells from Holy Discipline cost 50% less MP. Costs -10 Valor Points.
Oath: [ Be shield to others ] (20/Paladin) - During the effect, 50% of damage dealt to user's nearest friendly is instead dealt to user. Costs -2 Valor Points. Divine Shield (20/Paladin) - The paladin send a prayer out to the heavens and is shrouded in protective light, protecting him completely against the next attack. It is removed upon taking any amount of damage. 500MP. Action Cost: 10 - Cool Down: 5 Minutes Shared Resilience (20/Paladin) - Friendlies near the User gains +5% damage reduction. Passive.
Tinker (1/Tinker) - User crafts an item that exists in the game. Any items may be attempted even without facilities but all ingredients must be present. Chances of successes increases with facilities and Smithing/Tinkering Skill. 300MP. Action Cost: 4 - Cool Down: N/A Shot Bounce (1/Tinker) - User's ranged attack bounces to a secondary target, dealing 50% damage. 100MP. Action Cost: 1 - Cool Down: 30 seconds Quick Draw (1/Tinker) - User immediately pulls out a secondary weapon without delay. 50MP. Action Cost: 1 - Cool Down: 1 minute Auto-Load (1/Tinker) - User's weapon becomes automatically reloaded. Only works on single-shot weapons. 200MP. Action Cost: 1 - Cool Down: 30 seconds Tinkering About (1/Tinker) - User tinkers with an item, small chance of repairing it. Cannot be used on heavily damaged items. 50MP. Action Cost: 2 - Cool Down: 30 seconds Break Item (1/Tinker) - User immediately breaks target item they own. 50% of components are recovered. 100MP. Action Cost: 1 - Cool down: 30 Seconds Curiosity over Money (1/Tinker) - Whenever user is given Renn by GM, user may choose to give up 25% of it to gain 1 point in Tinkering Skill. Passive. Keen Eye (1/Tinker) - User may take extra time with their aim, giving a ranged attack +10% chance for critical strike. Passive.
Invent (5/Tinker) - User designs and invents an item. User will design every aspect of this item, including any potential unique Actions (up to 1) that may be learned and used. Final design must be consulted with the GM for approval. Item is not crafted upon using this Action. Items designed with Invent may only be crafted using Tinker Action. 50% of maximum mana Action Cost: Cannot be used in Combat - Cool Down: N/A Temporary Fix (5/Tinker) - User immediately repairs a broken item, however it becomes broken again after next usage. 100MP. Action Cost: 2 - Cool Down: 1 minute Point-Blank Shot (5/Tinker) - User fires a ranged attack within a melee range. In addition to taking moderate damage, target is knocked back and stunned. 200MP. Action Cost: 3 - Cool Down: 1 minute Armourer (5/Tinker) - User's armor gains extra resistance against item damage. Passive. Artificer (5/Tinker) - User's weapons gains extra resistance against item damage. Passive.
Upgrade 1 (10/Tinker) - User may enact the following: design 1 additional Actions related to their Invention and increase stat bonus of their Invention. Consumable spell. 1000MP. Action Cost: Cannot be used in combat - Cool Down: N/A Repair Item (10/Tinker) - User repairs target item. 300MP. Action Cost: 4 - Cool Down: 2 Minutes Penetrating Shot (10/Tinker) - Next ranged weapon User fires penetrates target, dealing moderate piercing damage. Secondary target behind first target takes low piercing damage. 300MP. Action Cost: 4 - Cool Down: 1 Minute Gung-Ho (10/Tinker) - For one minute, User is able to wield 2 ranged weapons at once. 300MP. Action Cost: 2 - Cool Down: 2 Minutes Mind in the Machine (10/Tinker) - Every time user crafts or repairs an item, user has a small chance of gaining 1 point in Tinkering Skill. Passive.
Upgrade 2 (15/Tinker) - User may enact the following: design 1 additional Actions related to their Invention and increase stat bonus of their Invention. Consumable spell. 1500MP. Smoke Screen (15/Tinker) - User immediately discharges their firearm with very low chance of hitting target. User is immediately covered in thick smoke that gives User +25% Evasion chance. 200MP. Action Cost: 3 - Cool Down: 2 minutes Enhance Item 1 (15/Tinker) - User makes target un-enhanced item become enhanced +1 with 0% chance for failure. Requires tools and workshop. 300MP. Weapons or Tools (15/Tinker) - User is able to use tools as melee weapons. Damage and accuracy does not depend on a Weapon Wielding Skill but on Smithing Skill. Passive. Increased Durability (15/Tinker) - All items equipped on user becomes more durable. Passive.
✧ List of Spells ✧
In the hands of a powerful Mage with high Intelligence, even a low level Spell such as "Finger Lightening" can prove to be highly destructive.
Magic follows disciplines. They are split into two major categories; Fundamental Disciplines and Structural Disciplines. Fundamental Disciplines include Fire, Water, Ice, Air, Earth, Electricity, Light, Darkness, Mind and Body. Rest are Structural Disciplines. Depending on Class, a player may be able to learn and cast spells from certain disciplines.
Mage: Mages may learn from Pure Magic Discipline and up to 2 Fundamental Disciplines of their choice. Trainer: Trainers may learn from Training and 1 Fundamental Discipline of their choice. Paladin: Paladins may learn from Holy and 1 Fundamental Discipline of their choice. Mage, Trainer and Paladin players may learn from Fundamental Disciplines that are not their starting choices but at 3 times the regular lesson fee. Non-Magic Class players may learn the Fundamental Disciplines but at 10 times the regular lesson fee.
Disciplines progress down a line, with each level having a different spell that could be unlocked. For instance, at level 2 of Fire Discipline, Fire Strike could be learned. This progression does NOT mean they have to be learned in such order. However if a level is skipped, the next lesson fee costs double. For instance, if a player wished to learn “Fire Strike (2)” before learning “Fire Burst (1)”, the lesson would cost 4 Silver rather than 2.
All Fire Discipline spells that deal damage, unless specified, have a 25% of lighting targets on fire. Burning targets take (INT)*3 damage over 30 seconds.
Fire Burst (1) - User makes target catch on fire, dealing low damage. Inflicts Burning. 50MP. Action Cost: 1 - Cool Down: 15 Seconds Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP. Action Cost: 2 - Cool Down: 30 Seconds Inner Fire (3) - If the user’s body temperature would drop too low, this passive will activate to keep the user warm for 1 hour. Can only occur once a day. Passive. Fireball (4) - User shoots out a fireball that can change direction, deals moderate damage. 100MP. Action Cost: 4 - Cool Down: 1 Minute Fire Wall (5) - User creates a wall of fire, dealing moderate damage to any who walk through it for 1 minute. 200MP. Action Cost: 4 - Cool Down: 2 Minutes Lust for Fire (6) - User gains 10% chance to recover 200MP when they successfully light an opponent on fire. Passive Flaming Arrow (7) - User shoots out a flaming shot, shaped like an arrow, through a target to deal high damage. All target behind the initial target are also hit, taking low damage. 350MP. Action Cost: 6 - Cool Down: 2 minutes Increase Firepower (8) - Next Fire Discipline Spell User casts deals 150% damage and automatically inflicts burning. 100MP. Action Cost: 3 - Cool Down: 2 minutes Affinity to the Flames (9) - User takes -20% damage from fire-related attacks. Passive. Immolation: The mage intensifies the target’s burn, immediately detonating the affliction to deal 6*Int fire damage. Removes the Burning status. Can only be used on a Burning enemy. 500 MP. Action Cost: 4 - Cool Down: 2 minutes Flame Breath (11) - User breaths out a cone of fire in front of them, dealing moderate damage. 300MP. - Cool down: 2 Minutes Action Cost: 5 Pyromaniac (12) - Whenever a user's Fire Discipline spell deals damage equal to or greater than 30% of target's HP, user's cooldowns are reset and MP cost is refunded. Passive. Greater Fireball (13) - User shoots out a fireball that can change direction, dealing moderate damage. 300MP. - Cool Down: 2 minutes Action Cost: 8 Combustion (14) - User makes target burst into flames, dealing high damage. 300MP. Action Cost: 7 - Cool Down: 3 minutes Control the Flames (15) - User makes target heat-based Spell deal -25% damage. 200MP. Action Cost: 3 - Cool Down: 2 minute
All Water Discipline spell affects are amplified by 10% if the User drank water right before casting them.
Create Water (1) - User makes target common object, no bigger than the user, into clean water. 50MP. Action Cost: 1 - 30 seconds Aqua Shot (2) - User Shoots out a mass of dense water at a target for moderate damage. 100MP. Action Cost: 3 - 30 seconds Aquatic Affinity (3) - User gains 3% of maximum HP whenever they drink water. Passive. Water Whip (4) - User slashes out with a whip of water, dealing moderate damage to up to 2 targets. 150MP. Action Cost: 4 - 30 seconds Aqua Pillar (5) - User creates a pillar of water at target location that lasts a minute. Opponents within the pillar take moderate damage over time. 200MP. Action Cost: 5 - 2 minutes Attuned to the Aquatic (6) - User gains +20 Intelligence when near a water source (such as well, pond, lake, etc). Passive. Create Mist (7) - User creates a thick blanket of vapors for one minute that hinders vision. 200MP. Action Cost: 4 - Cool Down: 2 minutes Greater Aqua Shot (8) - User Shoots out a mass of dense water at a target for high damage. 250MP. Action Cost: 6 - Cool Down: 1 minute Create Healing Water (9) - User turns target clean water, approximately a bottle's worth, into healing water that heals 10% of maximum HP and 5% of maximum MP when drunk. 300MP. Action Cost: 4 - Cool Down: 1 minute Drench The mage soaks the target with water, inflicting Chilled for one minute. 400 MP Action Cost: 5 - Cool Down: 3 minutes Greater Create Water (11) - User makes target common object into clean water. 100MP. Action Cost: 3 - Cool Down: 2 minutes Dry Touch (12) - Users hands are able to slowly suck fluid out of any target they touch. Passive. Aquatic Mana Transfer (13) - User sucks up a small amount of water to regain MP. MP regained depends on quality and amount of water consumed. 100MP. Action Cost: 5 - Cool Down: 5 minutes Boil Water (14) - User boils target water in a container. 100MP. Action Cost: 4 - Cool Down: 1minute Steam Vent (15) - User emits a cone of hot steam, dealing moderate damage over two minutes. 300MP. Action Cost: 6 - Cool Down: 3 minutes
All Ice Discipline spells gain 20% mana cost reduction if the user is casting them in a cold environment.
Frostbite (1) - User shoots out a magic beam that slows target's movement for 30 seconds and deal low damage. 50MP. Action Cost: 2 - Cool Down: 30 seconds Icicle Shot (2) - User shoots an icicle at target, dealing moderate damage and inflicting Slowed for 30 seconds. 100MP. Action Cost: 4 - Cool Down: 1 minute Cold Touch (3) - User’s hands will emit a chilling energy that will freeze any objects they touch if they hold onto it long enough. Freezing time is proportionate to Intelligence Attribute stat. User may toggle this ability whenever they wish. Passive. Ice Lance (4) - Ice grows out from User's hand before hurtling towards the target, dealing moderate damage and inflicting Slowed for 30 seconds. 100MP. Action Cost: 5 - Cool Down: 1 minute Emit Cold Air (5) - User emits cold wave of air, chilling all nearby targets. Targets are slowed and takes low amount of damage. 200MP. Action Cost: 5 - Cool Down: 30 seconds Cold Skin (6) - User gains 10% damage reduction against heat-based attacks. Passive. Ice Create: Lesser Armor (7) - User envelopes self in a sheet of ice, gaining 2% Natural Resistance for two minutes. 150MP. Action Cost: 6 - Cool Down: 3 minutes Frozen Wall (8) - User creates a small wall of ice that lasts 2 minutes. 200MP. Action Cost: 4 - Cool Down: 4 minutes Frost Breath (9) - User exhales a freezing breath which freezes up to 3 nearby targets for a 30 seconds, stunning them. 300MP. Action Cost: 5 - Cool Down: 2 minutes Hungering Cold: All ice spells deal 10% additional damage to chilled and/or slowed targets. Passive. Ice Create: Frosted Weapon (11) - User enchants target melee weapon with ice for one minute, extending its range. Any units hit by the melee weapon are slowed. 200MP. Action Cost: 3 - Cool down: 1 minute Cold Affinity (12) - User gains 10% damage reduction against cold-based attacks. Passive. Icy Shackles (13) - User makes ice grow out from the ground to bind 1 target to the ground for one minute. Target is rooted in place. 200MP. Action Cost: 4 - Cool Down: 1 minute Ice Spikes (14) - User shoots out several projectiles, dealing moderate damage to up to 3 targets. 300MP. Action Cost: 6 - Cool Down: 2 Minutes Empower Cold (15) - User's next Ice Discipline spell's effects are doubled. 200MP. Action Cost: 4 - Cool Down: 3 minutes
All Air Discipline spells will regenerate mana equal to 2% of maximum mana when cast.
Wind Push (1) - User makes the air push forward. 50MP. Action Cost: 1 - Cool Down: 15 seconds Wind Blade (2) - User summons a razor wind to slash a target, dealing moderate damage. 100MP. Action Cost: 3 - Cool Down: 15 seconds Crisis Air Bubble(3) - If the user is in an environment that doesn’t allow them to breath (for instance, underwater), an emergency pocket of air around the user will form that’ll allow the user to breath for 1 minute. Passive. Still Air (4) - User makes it so that the air becomes completely still around them for a minute. 100MP. Action Cost: 2 - Cool Down: 30 seconds Lift (5) - User lifts target off of the ground, throwing them into the air. Target is disabled for 15 seconds and takes moderate damage upon impact. 200MP. Action Cost: 5 - Cool Down: 1 minute Gentle Fall (6) - If the user falls from a high place that would cause damage, instead they are floated down gently starting approximately 10 meters off of the ground. Passive. Strong Push (7) - User pushes a single target far away. 100MP. Action Cost: 3 - Cool Down: 30 seconds Air Jump (8) - User lifts themselves into the air for 30 seconds. 200MP. Action Cost: 3 - Cool Down: 1 minute Airspeed (9) - User's running speed increases slightly. Passive. Gale: A strong wind bursts forth from the Mage, knocking nearby enemy’s prone. 250 MP Action Cost: 6 - Cool Down: 1 minute Wind Deflect (11) - User deflects target ranged attack using a strong air current. 200MP. Action Cost: 4 - Cool Down: 1 minute Affinity To Air (12) - User takes -50% damage from falling. Passive. Air Cannon (13) - User shoots a dense mass of air at a location, dealing moderate damage in the area. 250MP. Action Cost: 6 - Cool down: 1 Minute Jet Stream (14) - Target's movement speed increases greatly as a strong jet of air pushes them for 1 minute. 200MP. Action Cost: 5 - Cool down: 2 minutes Flight (15) - User levitates into the air to fly. 100MP / 1 Min. Action Cost: 2 - Cool Down: 3 minutes after effect ends.
All Earth Discipline spells will regenerate health equal to 1% of maximum health when cast.
Rock Throw (1) - User telekinetically throws a small rock at target, dealing moderate damage. 50MP. Action Cost: 2 - Cool Down: 15 seconds Seismic Toss (2) - User bounces the earth underneath target’s feet, bouncing them towards target direction. Target takes small impact damage. 100MP. Action Cost: 3 - Cool Down: 30 seconds Steadfast (3) - User becomes more resistant against moves that may knock them back, for as long as both feet are touching the ground. Passive. Break Earth (4) - User breaks and softens the ground, any opponents on it will sink into the ground and have reduced movement speeds. 100MP. Action Cost: 3 - Cool Down: 1 minute Create Dirt Wall (5) - User creates a wall of dirt that lasts for a two minutes. 200MP. Action Cost: 4 - Cool Down: 4 minutes Detect Seismic Echoes (6) - User gains the ability to detect tremors in the ground. User will be able to tell if any large group of people or large creates are moving nearby. Passive. Spray Dirt (7) - User sprays dirt in up to 3 targets' faces, blinding them for 30 seconds and dealing low damage. 150MP. Action Cost: 5 - Cool Down: 2 minutes Earth Armor (8) - User covers their body with earth, gaining 5% damage reduction against physical attacks for one minute. 200MP. Action Cost: 4 - Cool Down: 2 minutes Plant Feet (9) - User sinks into the ground up to their knees, becoming highly resistant to knock-back effects for 1 minute. 100MP. Action Cost: 4 - Cool Down: 3 minutes Bind: Earthen shackles wrap around their target, rooting them for 1 minute. 300 MP Action Cost: 4 - Cool Down: 2 minutes (11) - (12) - (13) - (14) - (15) -
All Electricity Discipline spells will increase the user’s movement speed by a bit when cast.
Finger Lightning (1) - User shoots out a small lightning from the tip of a finger, dealing low damage. 50MP. Action Cost: 1 - Cool Down: 15 Seconds Lightning Shot (2) - User shoots out a bolt of lightning, dealing moderate damage. 100MP. Action Cost: 3 - Cool Down: 30 seconds Energize (3) - If the user casts an Electricity Discipline spell when they have maximum mana, the spell replicates to an additional target. Passive. Plasma Burst (4) - User bursts out electric energy, damaging all opponents nearby for low damage. 100MP. Action Cost: 4 - Cool down: 1 minute Shock (5) - User zaps target, dealing high damage. 250MP. Action Cost: 5 - Cool Down: 1 minute Overload (6) - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive. Chain Lightning (7) - User shoots out multiple lightning from their hands, dealing moderate damage to up to 5 targets. 400MP. - Cool Down: 2 minutes Action Cost: 6 Lightning Bolt (8) - - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP. Action Cost: 7 - Cool Down: 2 minutes Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive. Lightning Lure: The mage wraps their target in magic, making electrical energy harder to avoid for 1 minute. If an attack deals lightning damage, the target’s evasion for that attack is reduced by 10%. 500 MP Action Cost: 4 - Cool Down: 3 minutes Fuse Energy (11) - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP. Action Cost: 2 - Cool Down: 1 minutes Defensive Field (12) - Whenever user is hit by a melee attack, user has a 10% chance to auto-cast Lightening Shot for free against the attacker. Passive. Recharge (13) - User cancels the spell they are about to cast, refunding 150% of the MP cost. 50MP. Action Cost: 2 - Cool down: 2 minutes Lightening Field (14) - User creates a dome of electric field around them for 1 minute, dealing moderate damage to all targets inside and slowing their movements. 300MP. Action Cost: 5 - Cool down: 3 minutes Power Storage (15) - User's MP pool is increased by +600MP. Passive.
All Light Discipline spells will give +2 Intelligence to the user for two minutes. Can stack.
Flash of Light (1) - User emits a flash of bright light, blinding nearby targets for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute Piercing Light (2) - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds Luminous (3) - User’s body will glow for a few seconds after casting any spells from Light Discipline, dealing low damage against nearby opponents. Passive. Flash and Awe (4) - User creates a strong burst of light that stuns all nearby targets. 100MP. Action Cost: 2 - Cool Down: 1 minute Photon Acceleration (5) - User’s body becomes immaterial and gains massive movement speed for a minute. User becomes immune to physical damage but cannot cast any Spell/Action or attack any target during the duration. 200MP. Action Cost: 6 - Cool down: 2 minutes Optical Mastery (6) - User gains better eyesight during daytime, when the sun is present. They approximately gain 3 times clearer vision. Passive. Radiate (7) - User's body glows with bright light for 30 seconds, hindering the visions of all opponents. 200MP. Action Cost: 3 - Cool down: 1 minute Light-Speed Escape (8) - User's body automatically moves a medium distance away at the speed of light when they fall below 10% of maximum HP. Passive. Laser (9) - User shoots a beam of powerful light that deals high damage in a straight line. 300MP. Action Cost: 7 - Cool Down: 1 minute Radiant Presence: The mage wraps the target is a halo of light for 1 minute, increasing accuracy of all attacks made against them by 10% and reducing their evasion by 5%. 500 MP Action Cost: 7 - Cool Down: 4 Minutes. Light Burst (11) - User explodes a ball of light in front of them, dealing moderate area damage around them. 300MP. Action Cost: 6 - Cool Down: 1 Minute Affinity to Light (12) - User's Light Discipline spells deal additional 5% damage when the sun is visible. Passive. Greater Piercing Light (13) - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 150MP. Action Cost: 4 - Cool Down: 2 minutes Redeeming Glow (14) - User glows in soft light for a few moments, restoring 500MP. 100MP. Action Cost: 4 - Cool Down: 1 minute Beam Shot (15) - User shoots out a beam of light at a single target, immediately draining 30% of target's current HP. 500MP. - Cool down: 5 minutes
All Darkness Discipline spells will deal 5% additional damage when cast during night.
Nether Pull (1) - Target is pulled towards the User by shadow energy. 100MP. Action Cost: 1 - Cool Down: 30 seconds Nether Push (2) - Target is pushed away from the User by shadow energy. 100MP. Action Cost: 2 - Cool Down: 30 seconds Hidden in the Shadows (3) - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, grating +5% Evasion chance. Passive. Darken Vision (4) - User disrupts target’s vision with darkness. Affected unit's targets gain 5% Evasion chance. 100MP. Action Cost: 3 - Cool Down: 1 minute Shadow Raze (5) - User razes an area in front of them with shadow energy, dealing moderate damage. 200MP. Action Cost: 4 - Cool Down: 1 minute Attuned to the Night (6) - User slowly regenerates mana during nighttime. 50 mana per hour. Passive. Shadow Bind (7) - User holds down target's shadow, freezing target in position for a 1 minute. 200MP. Action Cost: 4 - Cool down: 2 minutes Silent Night (8) - User silences target so that they may not cast any spells for 30 seconds. Can only be cast during nighttime. 300MP. Action Cost: 4 - Coo; Down: 1 minute Night Vision (9) - User gains near-perfect night vision. Passive. Wreath of Shadows: The mage wraps their target in a cloak of shadows for 1 minute, increasing their evasion by 10% and reducing the accuracy of all attacks made against them by 5%. 500 MP Action Cost: 7 - Cool Down: 4 Minutes Greater Shadow Raze (11) - User razes an area in front of them with shadow energy, dealing high damage. 300MP. Action Cost: 6 - Cool Down: 2 minutes Affinity to Darkness (12) - User's Darkness Discipline spells gain +5% damage. Passive. Blur of Night (13) - User gains 5% Evasion chance at night. Passive. Fade into Shadows (14) - User disintegrates into a shadow to teleport to a location. New location must be connected by shadows. 250MP. Action Cost: 5 Midnight's Eyes (15) - User blocks out vision completely for a single target for two minutes. 300MP. Action Cost: 5 - Cool Down: 4 minutes
Intimidate (1) - User intimidates nearby opponents, reducing Natural Resistance by 5%. 100MP. Action Cost: 1 - Cool Down: 1 Minute Telekinetic Move (2) - User moves target in target direction. If the target is a friendly, they move twice the distance. 100MP. Action Cost: 2 - Cool Down: 30 seconds Mind Shock (3) - Any opponents affected by Mind Discipline spells have a 5% chance to be stunned for 15s in addition to other affects. Passive. Disrupt Missile (4) - User attempts to disrupt target ranged attack, its accuracy is reduced by 5%. 100MP. Action Cost: 2 - Cool Down: 1 inute Empower Mind (5) - User regenerates 300 MP in target. If the target is at maximum MP, target's maximum MP increases by 300 briefly. 200MP. Action Cost: 4 Cool Down: 2 minutes Mind’s Eye(6) - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive. Instill Lethargy (7) - User makes up to 3 targets feel lethargic, reducing their Agility by 15%. 200MP. Action Cost: 4 - Cool Down: 2 minutes Telekinetic Pull (8) - User pulls target closer a great distance. 300MP. Action Cost: 4 - Cool Down: 1 minute Telekinetic Push (9) - User pushes target away a great distance. 300MP. Action Cost: 4 - Cool down: 1 Minute Quick Thinking: For 1 minute, the Mage’s Action Slot bonus is calculated by INT rather than STM. 500 MP Action Cost: 4 - Cool Down: 5 Minutes Boost Courage (11) - User makes nearby friendlies feel empowered, raising their Natural Resistance to 15% for 1 minute. 500MP. Action Cost: 6 - Cool Down: 3 minutes Greater Mind Shock (12) - Any opponents affected by Mind Discipline spells have a 10% chance to be stunned in addition to other affects. Replaces Mind Shock. Passive. Mind's Shield (13) - User gains immunity against mind-related effects. Passive Instill Horror (14) - User makes up to 3 targets feel unspeakable horror, stunning them for one minute. 400MP. Action Cost: 5 - Cool Down: 3 minutes Telekinesis (15) - User makes target object move in a desired manner. 250MP. Action Cost: 6 - Cool Down: 2 minutes
Strengthen (1) - Target gains 5% Strength for a 30 seconds 50MP. Action Cost: 1 - Cool Down: 1 minute Healing Beam (2) - User emits a healing beam of light to a target, healing low amount. 100MP. Action Cost: 2 - Cool Down: 15 seconds Attuned to One’s Body (3) - User gains 100HP whenever they cast a spell from the Body Discipline. Passive. Enfeeble (4) - User saps strength from target. Target loses 5% Strength for 30 seconds. 100MP. Action Cost: 3 - Cool Down: 1 minute Restore Vitality (5) - User heals all nearby allies for a low amount. 250MP. Action Cost: 3 - Cool Down: 30 seconds Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive. Quicken (7) - Target gains 10% Agility for 30 seconds 200MP. Action Cost: 4 - Cool Down: 2 minutes Sap Energy (8) - Target loses 10% Agility for a few seconds. 200MP. Action Cost: 4 - Cool Down: 2 Minutes Greater Healing Beam (9) - User emits a healing beam of light to a target, healing moderately. 300MP. Action Cost: 5 - Cool Down: 30 seconds Pulse of Life: A pulse of healing energy radiates from the mage, restoring a moderate amount of health to all allies. 500 MP Action Cost: 7 - Cool Down: 2 Minutes Greater Strengthen (11) - Target gains 15% Strength for 30 seconds. 200MP. Action Cost: 6 - Cool Down: 3 minutes Improved Healing (12) - User's healing spells are increased by 10%. Passive. Instill Tenacity (13) - Target's Natural Resistance is increased by 5% for two minutes. 150MP. Action Cost: 4 - Cool Down: 4 minutes Ability Drain (14) - User makes target lose 10% Strength and 10% Agility. 600MP. Action Cost: 6 - Cool Down: 5 minutes Coalescence Beam (15) - User fires a beam of light, dealing moderate damage to enemies but moderately healing friendlies. 300MP. Action Cost: 7 - Cool Down: 2 minutes
Chakra Magic (1) - User restores a small amount of MP in target. 0MP. Action Cost: 1 - Cool Down: 1minute Cleanse Magic (2) - Remove one negative status caused by magic from target ally or self. 100MP. Action Cost: 2 - Cool Down: 30 seconds Mana Payback (3) - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive. Weaken Magic (4) - User makes target spell deal 10% less damage. 150MP. Action Cost: 2 - Cool Down: 1 minute Combine Disciplines (5) - If the user has access to 2 or more Fundamental Disciplines, user may cast this spell to create a new one. Pick 2 or more Fundamental spells and fabricate a spell that is appropriate and send it to the GM for approval. User may keep only 1 spell created through "Combine Discipline" at any point. The Action Cost and Cool Down is determined after the spell is created. 200MP. Arcane Resistance (6) - User and any friendlies within a short distance gain 5% spell resistance. Passive. Blue Potion Affinity (7) - Next time User drinks Blue Potion, the effect is doubled. 100MP. Action Cost: 4 - Cool down: 2 minutes Mana Drain (8) - User makes target immediately lose 10% MP. 300MP. Action Cost: 4 - Cool Down: 5 minutes Copy Magic (9) - User may copy and cast target spell if the spell level is lower than User. 400MP. Action Cost: 5 - Cool Down: 2 minutes Spell Essence Collector (10) - User gains 150MP whenever any nearby friendlies cast a Spell. Passive. Greater Chakra Magic (11) - User restores a moderate amount of MP in target. 0MP. Action Cost: 5 - Cool Down: 2 minute Double Casting (12) - User may cast 2 spells at the same time, provided they are level 11 or lower Pure Magic Discipline spells. This only counts as casting the one with a higher AC. Passive. Cancel Magic (13) - User counters one spell lower than Level 13. 300MP. Action Cost: 3 - Cool Down: 2 minutes Boost Intel (14) - User gains +15 INT. Passive. Restore (15) - User restores MP to the maximum in 1 target. 800MP. Action Cost: 8 - Cool Down: 5 minutes
Aggravate (1) - User makes a single target attack the caster for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 30 seconds Bless (2) - User blesses target, increasing their Natural Resistance by 5% for 30 seconds. 100MP. Action Cost: 2 - Cool Down: 1 minute Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. Magic Shield(4) - User gains a magical shield that reduces the next physical damage by 20%. 150MP. Action Cost: 4 - Cool Down: 1 minute Even the Odds (5) - User deals magical damage to a single target equal to user's currently missing health. 300MP. Action Cost: 6 - Cool Down: 2 minutes Fortress of Wood (6) - User's Natural Resistance is increased to 11% permanently. Passive. Holy Fury (7) - User gains +10% Strength and +10% Agility for a few moments. 350MP. Action Cost: 4 - Cool Down: 3 minutes Emit Purity (8) - User glows with silvery light for a few moments, dealing low damage and slowing down all nearby targets. 300MP. Action Cost: 4 - Cool Down: 2 minutes Bless Weapon (9) - User enhances their main weapon, making it deal low spell damage for the next 3 normal attacks in additional to normal damages. 200MP. Action Cost: 3 - Cool Down: 1 minute Radiating Challenge (10) - User declares target an opponent. The target may only directly attack the User until one or the other is dead. 500MP. Action Cost: 5 - Cool Down: 3 minutes Greater Bless (11) - User blesses target, increasing their Natural Resistance by 10% for 30 seconds. 200MP. Action Cost: 4 - Cool Down: 2 minutes Fortress of Stone (12) - User's Natural Resistance is increased to 12% permanently. Passive. Mass Aggravate (13) - User makes all opponents nearby attack the user for a 30 seconds. 250MP. Action Cost: 3 - Cool Down: 1 minute Repel the Enemy (14) - User lets out a burst of energy, pushing all opponents away. 200MP. Action Cost: 4 Cool down:1 minute Holy Miracles (15) - User's Holy Discipline spells have 5% chance to cost 0MP instead. Passive.
Training Discipline works slightly differently than others. Rather than having a progression of spells every level, each level may have multiple spells that could be learned or none at all.
Tame (1) - User attempts to Tame target Monster. User can only target non-Intelligent Monsters. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP. Action Cost: 1 - Cool Down: 1 minute Summon (1) - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP. Action Cost: 1 - Cool Down: 1 minute Unsummon (1) - User unsummons a tamed Monster. 50MP. Action Cost: 1 - Cool Down: 1 minute Release (1) - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP. Action Cost: 2 - Cool Down: 1 minute Heal Monster (1) - User heals target Monster for a small amount. 50MP. Action Cost: 2 - Cool Down: 15 seconds Partners (1) - User's starting tamed monster will always have 60% (rounded up) of User's Attributes and 30% (rounded up) of User's Skill points. Passive.
Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP.
Increase Monster Cap 2 (5) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 400MP. Increase Monster Summoning Cap 1 (5) - User is allowed to summon 2 Monsters simultaneously. Passive. Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (Level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute and Skill points. Attribute gained equals to 100% and Skill gained equals to 25% of Player's gain. 300MP. Restore Monster Mana (5) - User restores a small amount of mana in target Monster. 100MP. Action Cost: 2 - Cool Down: 1 minute
Increase Monster Cap 3 (8) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 600MP. Increase Monster Summoning Cap 2 (8) - User is allowed to summon 3 Monsters simultaneously. Passive.
Increase Monster Cap 4 (10) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 800MP. Increase Monster Summoning Cap 3 (10) - User is allowed to summon 4 Monsters simultaneously. Passive. Train Monster 1 (10) - Target Permanent Monster learns a new Action or Spell. Consumable spell. 500MP. Greater Heal Monster (10) - User heals target Monster for a large amount. 300MP. Action Cost: 4 - Cool Down: 1 Minute Greater Restore Monster Mana (10) - User restores mana in target Monster for a large amount. 300MP. Action Cost: 4 - Cool Down: 1 minute
Train Monster 2 (12) - Target Permanent Monster learns a new Action or Spell. Consumable spell. 500MP.
Increase Monster Cap 5 (15) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 1,000MP. Resurrect Monster (15) - User brings target dead monster back to life with 50% HP and MP. Works only before models shatter into light. 1,000MP. Action Cost: 5 - Cool Down: 5 minutes Full Heal Monster (10) - User heals target Monster to 100% of maximum HP. 500MP. Action Cost: 8 - Cool down: 5 minutes Full Restore Monster Mana (10) - User restores mana in target Monster to 100% of maximum MP. 500MP. Action Cost: 8 - Cool Down: 5 minutes
WIP
Midnight - Target of the spell is marked by the caster as 'Moon', creating a small zone around them. A larger zone is created around them that rains 'stars' down on the field dealing low damage but slowing movement speed if struck. Eclipse - A dazzling flash of bright light followed by complete darkness is triggered in front of the caster. Enemies caught in a cone from the initial cast point are briefly disorientated (movement/attack slow). Enemies in melee range are blinded along with the disorient. Orions belt - A constellation is laid out on the ground consisting of 3 'stars' connected by a shimmering line. Enemies that step upon the line suffer movement speed penalties, touching a 'star' of the constellation triggers a burst of damage. Suns blessing - Warmth of the sun fills the targeted player with power, increasing damage and attack speed for a short time. Red moons curse - Targeted enemy player is marked with a 'red moon' above their head, decreasing their attack power and casting speed for a short time. Gravitation - Targeted played becomes marked as 'planet' for 5 seconds. During that time they suffer heavy movement speed penalty, but pull enemies towards them irresistably. Moonlight - Minor healing spell, granting targeted player a portion of their missing spell back on the initial cast and another smaller portion as a heal-over-time.
All Alchemist start with the 1st level Creation Passive. For the purposes of crafting Alchemical items, the Alchemist's Alchemy level always equals their Crafting level.
Creation:
Synthesis Preparation: The Alchemist only partially prepares a creation, allowing him to finish it on the field without a crafting table. This item is listed as Prepared Solvent and gains the ‘Prepped’ special trait. This item cannot be used except to fuel other alchemist actions or to complete the craft. This Action can be used in tandem with other Synthesis Actions. Passive.
Steady Hand: Taking a breath, the Alchemist holds their breath to help control their movements. +10% crafting chance. 350 MP
Elemental Distillation: The study of Alchemy has revealed the secrets of distilling elemental essence from objects. The Alchemist destroys an item to create Essence. 700 MP
Gaseous Creations: Through rigorous research, the Alchemist learns to turn potions and posions into bottled vapors, allowing them to toss the bottles at their targets and still suffer the effects. Gaseous creations are crafted the same way as their liquid counterparts but gain the special trait ‘Vapor’. When broken, the closest target suffers the effect of the vapor. This state must be chosen at the time of crafting. Passive
Diluted Synthesis: While crafting, the Alchemist replaced a portion of the ingredients with a filler and generates twice the number of items. The next crafted item(s) have 50% of the effect the standard item(s) would. 500 MP
Concentrated Synthesis: While crafting, the Alchemist supersaturated the solution and strengthened its effect. The next crafted item has 150% of the effect the normal one would. Consumes an additional 50% of the base materials. 750 MP
Concentrated Vapors: The Alchemist’s vapors are intense enough that they have the chance to affect multiple targets. When a player, NPC, or enemy is affected by a potion or poison with the ‘Vapor’ special trait, there is a 25% chance another nearby target will also gain the effect. Passive.
Internal Synthesis: The Alchemist consumes the raw ingredients of a potion or poison and gains 50% of its effects. 500 MP.
Transmutation:
Instinctive Alteration: The Alchemist’s studies unlock the secrets of transmutation,instinctively applying them to their own defense. Any equipped armor gains +1% in every defensive category it already possesses. Passive.
Weaken: The Alchemist weakness one target weapon or armor, reducing its damage or defensive capacities by 3% respectively for one minute. 500 MP Action Cost: 6 - Cool Down: 2 Minutes
Reinforce: The Alchemist hardens one target weapon or piece of armor, increasing it’s damage or defensive capabilities by 3% respectively for one minute. 600 MP Action Cost: 7 - Cool Down: 2 Minutes
Alchemical Mastery: The Alchemist’s knowledge of crafting and transmutation overlap. While crafting any Alchemy item, the Alchemist can treat common ingredients as uncommon. Passive
Soften: The Alchemist softens the ground beneath their target, sinking them and two others into the ground to root them in place for one minute. Can also be cast on walls. 600 MP Action Cost: 8 - Cool Down: Three minutes
Harden: The Alchemist hardens a target area, including liquids, for one minute. These areas lose their normal effects (i.e. water can be walked on, poison will not hurt people) and act like normal solid ground. Can also be cast on walls. 800 MP. Action Cost: 8 - Cool Down: Three minutes
Malleable Combatant: Transmutation is a versatile skill and its practitioners can handle almost any challenge. While wearing metal armor or weilding a metal weapon, the alchemist can transmute the material of the metal from one to another. This process takes 30 seconds. The weapon or armor gains all the special qualities of the new material but reverts to its original form once unequipped. Passive
Shape Earth: The Alchemist’s studies have increased their abilities, allowing them to shape the ground beneath them as they need. The Alchemist can shape the earth into chains or walls, binding their enemies for two minutes or creating a wall of earth to defend themselves that spans five people. These items can be affected by Malleable Combatant but revert back to their original material after two minutes. 1000 MP Action Cost: 12 - Cool Down: 5 minutes
Affliction:
Virulent Concoctions: When crafting poisons, the concoction has a 50% chance of gaining the ‘Virulent’ special trait. A Virulent poison reduces the target’s STM by 5% for the duration of the effect. Passive.
Ravaging Affliction: The Alchemist uses magic to intensify the poison running through their victim’s veins, dealing low magic damage to the target. Can only be used immediately after successfully poisoning an enemy. 300 MP Action Cost: 7 - Cool Down: 30 Seconds
Miasma: The Alchemist swallows a Poison and breathes it out as a dark, viscous vapor. All creatures in a cone in front of them are immediately inflicted with the poison but for half the duration. Consumes 1 poison. 700 MP. Action Cost: 8 - Cool Down: 2 Minutes
Poison Familiarity: The Alchemist’s regular experimentation with these dangerous concoctions have granted them a level of resistance against poisons. When afflicted with a poison, the duration of it is reduced by half. If this would reduce it to 30 seconds or less, the Alchemist is instead immune.
Relentless Affliction: The Alchemist uses his own essence to duplicate the Virulent poison inside his target, extending its duration by one minute. Can only be used on a target under the effect of a Virulent poison. 1000 MP. Action Cost: 8 - Cool Down: 5 Minutes
Vicious Affliction: The Alchemist enhances the Virulent poison they are about to use, increasing the STM reduction from 5% to 10%. Can only be used on a Virulent Poison. 750 MP Action Cost: 7 - Cool Down: 3 Minutes
Poison Expertise: The Alchemist’s familiarity with poisons has increased so much so that they have developed ways to making the poison ravage their enemies much longer. All poisons created by the Alchemist have their durations increased by one minute.
Skirmishing:
Disengage: The Ranger slips a moderate distance away from combat, using evasive maneuvers to gain a 5% Evasion bonus for 30 seconds. Action Cost 4 - Cool Down: 30 Seconds
Shoot and Scoot: User may only cast this Action immediately after casting another Action. User dashes to a target nearby location and gains +10% Evasion bonus for 30 seconds. 400MP. Action Cost: 6 - Cool down: 1 Minute
Guerilla Warfare: The Ranger knows best how to move on the field, benefiting more so than others. While wearing cloth armor, the Ranger gains an additional 5% evasion bonus from any actions that generate one. Passive. .
Blinding Shot: The Ranger shoots an arrow into their target’s face, dealing low piercing damage and increasing all of the enemy’s target’s evasion by 5%. Consumes na arrow. 400 MP Action Cost: 5 - Cool Down: 2 Minutes
Repelling Shot: The Ranger knocks a two arrows, the barrage knocking their enemy away and backflipping safely behind allied lines a short distance. Gains +5% Evasion bonus. Consumes two arrows. 400 MP Action Cost: 5 - Cool Down: 1 Minute
Shot on the Run: The ranger’s experience in high movement combat pays off, granting a 10% accuracy bonus for 30 seconds anytime an action boosts their evasion. Can only trigger once every 30 seconds. Passive.
Adrenaline Surge: The Ranger feels the urgency of the fight beating in their blood, reducing all action costs by 2 for thirty seconds. 500 MP Action Cost: 5 - Cool Down: 3 minutes
Second Wind: The Ranger pulls themselves together after being stunned, stumbling back into the action. Heals 5% of the Ranger’s maximum health and removes the stunned condition. Can only be used while stunned. 600 MP Action Cost: 8 - Cool down: 4 Minutes
Marksmanship:
Precise Shot: The Ranger fires an arrow at a miniscule opening, dealing critical damage on their next standard attack with -15% accuracy. 350 MP. Action Cost: 4 - Cool Down: 30 seconds
Aimed Shot: The Ranger pauses an additional moment to look for an opening. Any accuracy bonuses are doubled for the next shot. 400 MP Action Cost: 6 - Cool Down 30 seconds
Close Quarters: The Ranger specialises in close quarters archery. While within ten feet of their target, the Ranger gains a 10% critical chance bonus. While outside of ten feet of their target, they suffer a 10% accuracy reduction. Passive.
Crossfire: The Ranger fires a shot off at the same time an ally attacks, using their target’s distraction to make their move. This action deals low piercing damage with a 5% critical chance bonus. 400 MP Action Cost: 6 - Cool Down: 1 Minutes
Marked Shot: The Ranger pinpoints a weakness in their target’s defense and launches an arrows into it, marking it to attack. The next standard attack deals 50% less damage but all attacks made against that target have a +15% critical chance for 30 seconds. 800 MP Action Cost: 8 - Cool Down: 2 Minutes
Eagle Eye: The Ranger is adept at finding and exploiting weaknesses in their enemies. Whenever the Ranger would gain an accuracy bonus, they also gain a 5% critical hit bonus for 30 seconds. Cannot trigger more than every 30 seconds. Passive.
Point Blank Shot:The Ranger abandon their evasive maneuvers in favor for a finishing blow, dealing moderate piercing damage with a bonus equal to the evasion bonus percentage they currently have. Can only be used adjacent to their target. Consumes the Evasion bonus. Consumes an arrow. 600 MP Action Cost: 10 - Cool Down: 2 Minutes
Survival:
Find the Path: The Ranger’s familiarity in wild territory makes it easy to pick out safe paths. The Ranger immediately knows the safest route to their destination, seeing it as a thin blue line of the ground. Lasts until the reach their destination or veer off the path. 500 MP Action Cost: 2 - Cool Down: 1 Hour
Obscure the Path: The Ranger knows the dangers of being tracked and clears the path behind them. The Ranger and their party members have a Light Step skill equal to 100 plus the Ranger’s Light Step Skill for one hour. Action Cost: 5 - Cool Down: 12 Hours
Nature’s Camouflage: While in the Wilds, the Ranger gains +20 Hide and +20 Light Step. Passive.
Forage: The Ranger’s expertise always finds their group food, even if it just berries and roots. Enough berries and roots to feed six people for one meal are immediately added to the Ranger’s inventory and disappear after 1 hour. Can only be used in the Wilds. 800 MP Action cost: 10 - Cool Down: 1 Day
Purge Toxin: The Ranger’s familiarity with toxic creatures has taught them to handle it effectively without harming themselves. The Ranger sucks the poison out of the wound, reducing the Poison timer by 30 seconds for every 2 Action Slots used. 500 MP Action Cost 2 for every 30 seconds - Cool Down: 5 Minutes
Nature’s Secrets: While in the Wilds, the Ranger gains +20 Hide and +20 Light Step. Stacks with Nature’s Camouflage. Passive.
Calm Beast: The Ranger has learned the ways of most simple creatures,able to put them at easy with little effort. Target hostile creature in the Wilds equal to or less than the Ranger’s level becomes non-aggressive. 750 MP Action Cost: 10 - Cool Down: 5 Minutes
Natural Remedies: The Ranger has a limited access to herbal remedies, allowing them to keep themselves or an ally patched up in serious situations. When a Player drops beneath 10% maximum health, the Ranger can bring them back to 10% of their maximum health while in the Wilds or a Dungeon. 1000 MP Action Cost: 10 - Cool Down: 12 Hours
Alpha Predator: The Ranger’s knowledge of beasts has granted them an advantage against most creatures. Creatures a lower level than the Ranger are non-hostile towards them.
Inscription:
Runic Inscription (Water):The Runechanter draws the rune of Water and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to water attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cool Down: 3 Minutes.
Runic Inscription (Fire): The Runechanter draws the rune of Fire and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to fire attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cool Down: 3 Minutes
Inverted Casting: When casting a rune, the Runechanter can instead cast an inverted form of the rune on a target enemy to inflict them with the elemental vulnerability instead. Doing so increases the action’s MP cost by 200, Action cost by 5, and Cool down by 2 minutes. Passive.
Runic Inscription (Lightning): The Runechanter draws the rune of Lightning and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to lightning attacks. Shares a cool down with all other inscriptions. 500 MP. Action Cost: 10 - Cool Down: 3 minutes
Runic Inscription (Earth): The Runechanter draws the rune of Earth and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to earth attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cooldown: 3 minutes
Runic Attunement: The Runechanter’s familiarity with the elemental forces reduces the time they need to adjust between inscriptions. All runic cooldown timers are reduced by one minute. Passive
Runic Inscription (Air): The Runechanter draws the rune of Air and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to air attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cooldown: 3 minutes
Runic Inscription (Ice): The Runechanter draws the rune of Ice and casts it on their allies. For one minute, all allies nearby at the time of casting gain a 10% damage reduction to ice attacks. Shares a cool down with all other inscriptions. 500 MP Action Cost: 10 - Cooldown: 3 minutes
Runic Authority: The Runechanter’s skill with the elemental runes allows them to extend how long the effects last. All elemental rune effects last an additional minute. Passive.
Runic Influence:
Runic Influence affects all of the Runechanter’s current party members. These spells can continue through every round without requiring action slots but consume the full mana cost every 30 seconds.
Runic Influence (Fire): The Runechanter infuses the area with the essence of fire, strengthening their allies’ damage by +10%. 500 MP Action Cost: 8 - Cool Down: 5 minutes
Runic Influence (Water): The Runechanter infuses the area with the essence of water, reducing their allies’ cooldowns by 10 seconds. 500 MP Action Cost: 8 - Cool Down: 5 minutes
Greater Influence: The Runechanter can maintain two influences silumtaneously. They are still cast separately and consume mana separately. Passive.
Runic Influence (Earth): The Runechanter infuses the area with the essence of earth, increasing all allies’ physical defense by 5%. 500 MP Action Cost: 8 - Cool Down: 5 Minutes
Runic Influence (Ice): The Runechanter infuses the area with the essence of ice, pausing all ticking effects on their allies. 500 MP Action Cost: 8 - Cool Down: 5 minutes
Powerful Influence: The Runechanter’s ability to manipulate the runes of creation strengthens. All Runic influence effects are doubled. PAssive.
Runic Influence (Air): The Runechanter infuses the area with the essence of air, increasing all allies’ magical resistance by 5%. 500 MP Action Cost: 8 - Cool Down: 5 minutes
Runic Influence (Lightning): The Runechanter infuses the area with the essence of lightning, reducing all allies’ Action Costs by 4. 500 MP Action Cost: 8 - Cool Down: 5 Minutes.
Runic Endurance: The Runechanter’s becomes accustomed to the energies they command, becoming more efficient in their casting. All runic spells cost 200 MP less to cast.
Ritae:
Ritae are special spells with massive cast times, high mana costs, and enduring effects. They are often unwieldy to use in combat and may require material components. They are rarely purchasable, often times requiring discovery in the world or development. Other characters who can cast magic may also cast certain Ritae with the assistance of a Runechanter. Runechanters automatically learn the first Riate for free.
Spell Matrix: The Runechanter weaves together the powerful forces of creation, invoking all ten runes. The Runechanter creates a floating spell matrix with one stored support spell of level 10 or lower. While casting, the runechanter determines the autocasting conditions of the spell matrix. When the matrix casts the spell, it uses the Runechanter’s stats and mana as well as consuming an additional 25% of the spell’s mana cost. It may only cast one per 30 seconds, uses not Action Slots, and puts the spell on the appropriate cool down. The Spell Matrix is a small green orb that floats around its caster’s head. 25% Max MP. Requirements: Runechanter Action Cost: 80 - Cool Down: 2 Days
Shaping:
The shaping tree grants the shaper its signature ability: Shape shifting. Shapers are able to assume the form of a monster they’ve previous encountered. While Shifted, Shifters lose their armor reductions and triggered effect and consumable items but still gain the benefit from passive special effects. Shapers automatically learn Analyze, Shift, Forget, and Memory for free.
Analyze: After defeating a monster equal to or lower than their level, the system will prompt them to remember the monster's settings as long as the Shaper has an available memory slot. Passive.
Shift: The Shaper assumes the form of a monster saved in its memory. They take on the STR, AGI, INT, and STM of the new form but retain their health and mana. All equipment melds into the new form and cannot be damaged or accessed, disabling any effects that require activation but permitting passive abilities such as ability boosts. While shifted, the Player’s base action slot count remains the same but all Attribute dependant variables will change according to the new form. Shifters can only access Trainer actions and Spells while shifted. Shifting back has no Action Cost. Action Cost: 7 - Cool Down: 3 Minutes
Forget: The Shifter forgets the data of a previously memorized monster, allowing them to Analyze a new one. Passive.
Memory: The Shifter gains 1 memory slot.
Recall: Can only be used while Shifted. The Shifter refreshes their memory, keeping the shape they shifted into rather than losing it. 300 MP Action Cost: 5 - Cool Down: 5 Minutes
Altered Memories: The Shifter’s understanding of monsters evolve, allowing them to develop theoretically advantageous traits in them. Choose one when purchasing this passive: STR, AGI, INT, STM. Whenever the Shifter uses Shift, the chosen new stat will be increased by 3 points for each level between the original monster and the Player’s level. Requires Monster Knowledge 60
Practical Application: Due to the Shaper’s intimate knowledge of monster workings, the Shaper can more easily identify monster traits. +25 Monster knowledge.
Altered Memories: The Shifter’s understanding of monsters evolve, allowing them to develop an additional advantage trait. Choose an attribute from the previous list that wasn’t chosen already. That trait gains the same effect as the first, except it only increases by 2 rather than 3. Requires monster Knowledge 90.
Monstrosity:
Unless noted, the shifter only has access to these actions while shifted.
Vicious Strike: The Shaper improves on the monster’s killing instincts, dealing an additional 10% damage whenever they deal physical damage for the next 30 seconds. 300 MP. Action Cost: 4 - Cool Down: 1 Minute
Rend: With tooth or claw, the Shifter leaves a jagged, gushing wound. This attack deals low piercing damage and the target is inflicted with bleed for one minute. If the target was already Bleeding, this refreshes the effect. 400 MP. Action Cost: 6 - Cool Down: 2 Minutes
Familiar Form: Practice makes perfect. When assuming the form of a creature that they’ve taken on before, the Shifter gains +15 to their primary weapon skill. Passive.
Pounce: The Shifter leaps on their target, dealing low concussive damage. If the shifter has access to an action that deals physical damage, the shifter may execute that skill with no Action Cost. 350 MP Action Cost: 8 - Cool Down: 2 Minutes
Alpha Stance: The Shifter takes on a powerful and intimidating stance, forcing the strongest monster their party is engaged against to attack them for thirty seconds. 300 MP Action Cost: 4 - Cool Down: 3 Minutes
Inner Beast: Whenever the Shifter is struck by a critical hit while shifted, the Shifter gains 20 STR and AGI but loses 20 INT for 30 seconds. Does not stack with itself. Passive.
Lock Jaw: Taking a massive bite out of their target, the Shifter locks their jaw and holds onto their opponent for one minute. While Locked, the Shifter gains a 10% critical hit chance on their target and automatically deals moderate piercing damage every 30 seconds. The Locked enemy can only attack the Shifter for the duration. 600 MP Action Cost: 10 - Cool Down: 4 Minutes
Body Slam: The Shifter slams into their target, dealing high concussive damage and knocking their enemy prone. 600 MP Action Cost: 12 - Cool Down: 2 Minutes
Monstrous Endurance: Anytime inner Beast Triggers, the shifter also gains +40 Endurance. Passive
Majesty:
Unless otherwise noted, these actions can only be used while shifted.
Beastal Croon: The Shifter turns their new shape’s natural sounds into a rough song, lulling monsters to sleep for one minute. 400 MP Action Cost: 6 - Cool Down: 2 Minutes
Screech: The Shifter lets out a cacophonous screech, reducing all nearby enemies damage by 5% for 1 minute. 500 MP. Action Cost: 6 - Cooldown: 2 Minutes
Aura of the Beast: While shifted, monsters of lower level will not attack you unless provoked. Passive.
Threatening Rumble: The Shifter rumbles threateningly as if protecting its territory, increasing its Natural Resistance by 5% for 1 minute. 400 MP Action Cost: 6 - Cool Down: 2 Minutes
Affinity Barrage: Even if the shape doesn’t normally have one, the Shaper spews out a deluge of elemental energy based on the new shape’s affinity and deals low damage to all enemies in front of them. If the form already has one, it deals one damage step higher. 500 MP Action Cost:6 - Cool Down: 2 Minutes
Prince of the Beasts: Creatures affected by any of the Shifter’s vocal actions also have their Natural Resistance reduced by 5% for the duration. Passive.
Mating Call: The Shifter gives off its new shape’s mating calls, charming one monster of lower level into fighting for them for 1 minute. 600 MP. Action Cost: 8 - Cool Down: 3 minutes
Roar: The Shifter lets out an earth shattering roar, stunning all nearby enemies for 1 minute. 650 MP. Action Cost: 8 - Cool Down: 4 minutes
King of the Beasts: Any creatures affected by any of the Shifter's vocal actions also suffer a 10% Natural Resistance reduction for the duration. Replaces Prince of the Beasts.
Innovation:
Patent: The Mechanist focuses on one invention rather than developing multiple, sacrificing utility for efficiency. As soon as the Tinker accepts this subclass, they submit one of their original schematics which takes on the specialization trait. Whenever Invent or Upgrade are used for a part or application of the Mechanist’s specialization, it automatically is added to the patent. Using Invent or Upgrade on parts or applications to their specialization now costs 20% of their max mana while using them on anything not intended to benefit their specialization now costs 65% of their max MP. Upgrade actions are no longer consumed if the action is used on the specialization or a part of it.
A Mechanist may submit a new Patent with the Mechanist trainer at any time. When doing so, the Mechanist’s previous specialization will be downgraded to the original schematic and any benefits it may have received from the Mechanist class are removed. Passive.
Alternative Power (Steam): Before purchasing this passive, talk to Alfor, the Mechanist trainer, to see how to help him in his research to unlock! Unlocks steam as a possible addition to inventions.
Efficiency at its Finest: Invent and Upgrade now cost 15% of the Mechanist's maximum mana rather than 20%. Can be purchased three times. Each time reduces the mana cost by 5% to a minimum of 5%. Passive
Stroke of Genius: Inspiration strikes at anytime but especially when things go well. Whenever a part is critically crafted, that part gains increased durability and an increase in one stat if it has any. Passive.
Development:
Feel for the Craft: A sense of comfortability washes over the Mechanist, a sudden surge of confidence rushing through them. The next crafting attempt for a part or upgrade for their specialization has a +5% success chance. 500 MP Action Cost: 5 - Cool Down: 30 seconds
Efficient Crafting: The MEchanist knows exactly where to save some material on the craft. The next crafting attempt requires 1 less of all ingredients. 500 MP Action Cost: 6 - Cool Down: 30 seconds
Focused Crafter: When crafting parts or upgrades for the specialization, the Mechanist’s critical craft rate increases to 5%. Passive.
Specialist's Touch: The Mechanist’s finesse with their specialization shows, reducing the destruction chance while enhancing a part or all of their specialization by 10%. 700 MP Action Cost: 7 - Cool Down: 1 Minute
Ingenuity: The Mechanist has a sudden epiphany about their process, reducing the next craft’s skill level by 15. 700 MP Action Cost: 4 - Cool Down: 2 minutes
Specialist’s Skill: The Mechanist develops ways their method discoveries can be applied to other crafts. The Mechanist gains 25 skill points in a crafting skill of their choice. Passive.
Precise Touch: The Mechanist spends extra time ensuring the craft is perfect, increasing their critical craft chance by 20%. 800 MP Action Cost: 10 - Cool Down: 2 minutes
Tricks of the Trade: The Mechanist has since learned a few tricks to make crafting more efficient. Then next two Mechanist actions cost 50% less mana. 500 MP Action Cost 6 - Cool Down: 5 minutes
Muscle Memory: The Mechanist can craft familiar parts with the ease of long hours spent crafting. While crafting a part or all of the specialization they have crafted before, the Mechanist gains a +5% craft rate and critical craft chance. Passive
Death:
Tactical Precision: After taking a few moments to observe their target, the Assassin discovers an exploitable weakness in the target’s defenses. The Assassin’s next attack is a critical. 350 MP Action Cost: 5 - Cool Down: 2 Minutes
Exposing Strike: The Assassin targets a weak spot they've discovered, dealing moderate piercing damage. If used immediately after tactical precision, increases the critical chance of all incoming attacks against the target by 5% for one minute. Action Cost: 4 - Cool Down: 4 Minutes
Perfect Tool:The Assassin may switch an equipped weapon with one in their inventory in the blink of an eye, adapting to their opponent‘s style with ease even as the Assassin activates an action. This can occur only once per 30 seconds and consumes no Action Slots. Passive.
Mutilate: Sometime it takes more than might to take down a foe so the Assassin leaves a jagged wound in their target, dealing moderate bladed damage and inflciting one minute of bleed. 400 MP Action Cost: 5 - Cool Down: 2 Minutes
Exacerbate: An open wound is the perfect target and the assassin targets it relentlessly, dealing high piercing damage. Can only be used on a bleeding target. 500 MP Action Cost: 6 - Cool Down: 3 Minutes
Dripping Blades: Whenever the Assassin makes a standard attack, they can consume one poison from their inventory to inflict it on their target. Passive.
Spinal Tap: A well aimed strike to the spine drops even the sturdiest of monsters, inflicting moderate damage and stunning them for 15 seconds. Action Cost: 5 - Cool Down: 3 Minutes
Knife Play: The Assassin knows how to twist their blade in their enemy just right.The next melee action increases its damage step by one. 700 MP Action Cost: 3 - Cool Down: 3 Minutes
Assassinate: When using Coup de Grace, the Assassin now has a 5% chance to instantly kill their target in addition to its normal effect.
Stealth:
Hidden Danger: The Assassin conceals one weapon from sight. Can only be used on daggers, knives, and kunai. 300 MP Action Cost: 3 - Cool Down: 30 seconds
Vanish: The Assassin detonates a smoke bomb and vanishes. The Assassin becomes Hidden and leaps a short distance away. The hidden effect lasts one minute as long as the Assassin takes no further action. Consumes one smoke bomb. Action Cost: 3 - Cool Down: 2 Minutes
Silent Death: While wearing armor with no AGI penalty, the Assassin leaves no traceable trail and their footsteps make no noise. Passive.
Wall Dash: For thirty seconds, the Assassin may move across vertical surfaces. If the Assassin has not reached horizontal ground but the end of action, they immediately fall. 350 MP Action Cost: 3 - Cool Down: 1 Minute
Ambush: The Assassin attacks their target with a hidden blade, dealing 300% damage and disabling the target. Can only be used with a hidden weapon. 500 MP Action Cost: 3 - Cool Down: 4 minutes
Invisible Assailant: The Assassin gains +25 to Hiding and Sneaking. Passive.
One with the Crowd: The Assassin melds in with surrounding people, becoming difficult to locate. While under the effect of this action, the Assassin can hide and move with a group of non-hostile people. Can only be used when surrounded by four or more non-hostile people. 500 MP Action Cost: 5 - Cool Down: 4 minutes
Trick of the Light: The Assassin creates a duplicate, confusing their enemy for a short time. For 30 seconds, the Assassin sends a duplicate and is considered Hidden as long as they do not move or take any action. 750MP Action cost: 5 - Cool Down: 4 minutes
Hide in Plain Sight: Moving no longer removes the Hidden effect. An Assassin can use their hide skill anywhere, including in plain sight, but if they attempt it without using an action or using cover, their Hiding and Sneaking skill is reduced by 40% for the duration. Passive.
Preparation:
Evaluate: The Assassin study of their quarry reveals the strongest stat of their enemy. The Assassin immediately learns whether STR, AGI, INT, or STM is the highest stat and what the stat is. 300 MP Action: 3 - Cool Down: 4 Minutes.
Spot the Weakness: The Assassin pauses for a moment, considering their enemy’s defenses in order to determine the weakest part. The Assassin immediately knows which damage type their target’s armor is weakest to. 350 MP Action Cost: 3 - Cool Down: 4 Minutes
Assassin’s Quarry: When using Evaluate or Spot the Weakness for the first time in combat, the Assassin marks that target as their Quarry until either party dies. All attacks deal 5% additional damage against that target and the Assassin is immune to mind effects created by that target.
Studied Blind Spot: The Assassin knows where to step to avoid detection by their Quarry, making it easier to remain hidden from them. The Assassin ignores any enhanced sense ability triggered by their Quarry and gains a 200% increase to their Hiding and Sneaking skills against their target for 30 seconds. 500 MP Action Cost: 3 - cool Down: 5 Minutes
Predictable Escape: The Assassin has studied their quarry’s escape tactics and can predict them in an instant. The Assassin gains +10% damage and accuracy against their Quarry and the target suffers 10% evasion reduction against the Assassin for 15 seconds. 400 MP Action Cost: 3 - Cool Down: 4 minutes
Vendetta: The Assassin learns and adapts to their Quarry even as the Quarry adapts to them, turning a failed attempt into a lesson for the future. After the Assassin’s target successful evades an Assassin’s action, the next action taken against that same target has a 10% increase to critical chance and accuracy. Does not stack with itself. Passive
Predictable Tactics: The Assassin's knowledge of the enemy's strategies allows them to predict their moves in dire times, granting a 30% evasion bonus against their Quarry for 30 seconds. 500 MP Action Cost: 3 - Cool Down: 5 Minutes
Studied Response: The Assassin’s studies of their Quarry have taught them how to avoid the tricks and trappings of their enemy, allowing them to overcome status afflictions immediately. The Assassin immediately recovers from a Stun, Disable, or Root their Quarry inflicted on them. 650 MP Action Cost: 5 - Cool Down: 2 Minutes
Perfect Killer: The Assassin can ignore the Disabled, Stunned, or Rooted requirement of Assassinate if they use it against their Quarry.
Offense:
Heavy Thrust: The Pikeman spears their target, dealing moderate piercing damage. 400 MP Action Cost: 6 - Cool Down: 1 Minute
Wheeling Strike: The Pikeman spins their weapon vertically for a moment to pick up momentum then strike for heavy piercing damage. 500 MP Action Cost: 9 - Cool Down: 2 Minutes
Impale: The Pikeman has a 40% chance of Impaling their target whenever they inflict piercing damage on a single target. Impaled targets are rooted and disabled and can only target the Pikeman for the duration. The next standard attack or Pikeman Action deals 50% additional damage and ends the effect. Passive.
Gouge: The Pikeman tears a hole into their target, dealing moderate bladed damage. If used on an Impaled target, refreshes any bleed they are suffering. 500 MP Action Cost: 8 - Cool Down: 1 Minutes
Full Thrust: The Pikeman steps further into their next strike, driving their weapon deeper into their target and dealing heavy piercing damage. This attack automatically Impales. 600 MP Action cost: 10 - Cool Down: 3 Minutes
Determination: The Pikeman’s strikes carry their intent to kill behind them, dealing an additional 10% damage on all piercing damage Actions. Passive.
Control:
Fancy Footwork: Practiced steps turn into elegant dances, allowing the Pikeman to evade the next Action that is affected by Practiced Steps. Requires Practiced Steps. 300 MP Action Cost: 4 - Cool Down: 3 minutes
Leg Sweep: Knocks target opponent prone with a sweep of the Pikeman’s weapon. 400 MP Action Cost: 6 - Cool Down: 2 minutes
Fluid Footwork: The Pikeman knows just how to angle themselves to get the most out of their armor, especially when its heavy and awkward. While wearing armor with an AGI penalty of 20% or higher, the Pikeman also gains +5% NR increase against single target attacks. Passive.
Hand Crush: The Pikeman slams the butt of their weapon into their opponent's hand, dealing low concussive damage. 60% chance of dropping the item in that hand. 400 MP Action Cost: 7 - Cool Down: 2 Minutes
Brutal Backstep: With a wicked slash guarding their retreat, the Pikeman stuns their target for 15 seconds and moves out of melee range. 450 MP Action Cost: 8 - Cool Down: 2 Minutes
Hold the Line: When an enemy would attempt to move past the Pikeman and is within the Pikeman’s melee range, the Pikeman automatically takes a standard attack. If the target is Impaled, this cannot trigger again until the Pikeman doesn’t have an Impaled target. Passive.
Reaction:
Pinion Strike: A downed enemy is nothing more than an easy target. The Pikeman slams the tip of their weapon into a prone target, dealing high piercing damage. Can only be used on a prone target. 300 MP. Action Cost: 2 - Cool Down: 30 seconds
Butt Snap: The tip of a weapon isn’t the only part that hurts, a lesson enemies learn when they manage to avoid the Pikeman’s attack and suffer moderate concussive damage as the Pikeman slams the back of their weapon into the opening. Can only be used against targets that avoided an attack. 500 MP Action Cost: 4 - Cool Down: 1 minute
No Man’s Land: Whenever the Pikeman removes the Impaled status from a target, the Pikeman knocks the target to the edge of their melee range. Passive.
Follow up Blow: Any target worth an attack is always worth two, especially after tearing a spear out of them. The Pikeman whips around with the butt of their weapon and slams it into the would they just inflicted, dealing moderate concussive damage. Can only be used after dealing an attack on an Impaled target. 600 MP Action Cost: 5 - Cool Down: 2 minutes
Sonic Stab: The Pikeman lunges at their target when they began to lose steam, dealing low piercing damage and reducing their AGI by 20 for 1 minute. Can only be used when a buff falls off the target. 400 MP Action: 6 - Cool Down: 1 minute.
Critical Rebuttal: Anytime a critical is scored against the Pikeman, the Pikeman may immediately make a standard attack and trigger No Man’s Land. This Standard attack cannot Impale. Passive.
Protection:
Divine Wreath: A golden halo glows around the Battle Cleric and monsters take notice, generating additional aggro every 30 seconds. Lasts 1 minute. 300 MP Action Cost: 3 - Cool Down: 2 minutes
Exaltation: The Battle Cleric’s ally is wrapped in golden energy, granting the target a weak barrier. This shield lasts 30 seconds or until broken If the shield expires, the target is healed for the remaining amount. 400 MP Action Cost: 3 - Cool Down: 30 seconds
Humanitas: Whenever an enemy first drops an adjacent ally beneath 20% of their maximum health, the next attack made against that ally is dealt to the Battle Cleric instead. Cannot trigger more than once per 30 seconds.
Aegis: The Battle Cleric conjurers a winged shield to hover around a target ally and deflect incoming attacks for 30 seconds. The Shield has an effective shield skill of 50. 400 MP Action Cost: 5 - Cool Down: 2 minutes
Divine Authority: Infused with the authority of a higher power, the Battle Cleric demands the attention of all around them. Enemies cannot attack other targets for one minute. 300 MP Action Cost: 6 - Cool Down: 3 minutes
Industria: Whenever an ally is healed with Exaltation, there is a 25% chance they also regain that much MP.
Benediction: The Battle Cleric commands their blessing to spread, copying an existing Exaltation onto two additional party members. 400 MP Action Cost: 10 - Cool down: 4 minutes
The Best Offense: The Battle Cleric poses for full defense, deflecting blows with blade and shield alike. All weapon skills are treated as shield skills independently and all weapon and shield skills are increased by 20 for the duration. The Battle Cleric cannot use any actions, spells, or standard attacks that deal damage or target enemies but can still target allies with actions and spells. Lasts 30 seconds. 300 MP Action Cost: 5 - Cool Down: 3 minutes.
Humilitas: When the Battle Cleric reaches 0 HP, the Battle Cleric becomes pure light and loses all their stats. For 1 minute, the Battle Cleric is considered the top of the aggro list, is immune to stuns and movement effects, and can cast 1 spell or action that targets an all(ies) every 30 seconds regardless of Mana Cost, Action Cost, or Cool Down Status. After 1 minute, the Battle Cleric explodes in a large radius, targeting every ally in range with an Exaltation with a casting stat equal to the total number of stat points the Battle Cleric died with. Passive.
Control:
Sanctify: A pulse of warm light washes over the Battle Cleric’s allies, granting them an additional 2 Action Slots for 30 seconds. 500 MP Action Cost: 5 - Cool Down: 3 minutes
Chastise: The Battle Cleric scorns the target for its behavior, filling it with chagrin and reducing its evasion to 0% for one minute. This is a mental effect. 300 MP Action Cost: 4 - Cool down: 4 minutes
Castitas: The Battle Cleric’s focus and diligence allow them to ignore mental effects and reduces the duration of all stuns by 15 seconds. Passive.
Interject: The Battle Cleric interjects with divine authority, silencing the target for 30 seconds. Target cannot cast spells for the duration. 300 MP Action Cost: 6 - Cool Down: 2 minutes
Penance: Light radiates down on one enemy, sealing them away inside a weak pillar of holy energy. While inside, they are rooted and cannot interact with or be interacted by outside elements including actions and spells. The pillar can be targeted and damaged. Lasts 1 minute. Action Cost: 10 - Cool Down: 3 Minutes
Caritas: Anytime the Battle Cleric would gain a buff from an external source, the Battle Cleric may instead shift that to a nearby ally. Passive.
Succor: A golden mist infuses the area, increasing all healing spells cast on allies by 10% for 1 minute. 300 MP
Invigorate: The Battle Cleric revitalizes a target ally with divine magic, reducing a stun effect on one target by 30 seconds. 300 MP Action Cost: 8 - Cool Down: 2 minutes
Patientia: If Penance breaks rather than expires, the target takes 25% additional damage from all sources for 30 seconds. Passive.
Serenity:
Tranquility: Calm washes over the Battle Cleric's ally even in the midst of chaos, restoring 5*Int every tick for 1 minute. 200 MP Action Cost: 2 - Cool Down: 30 seconds
Respite: The Battle Cleric grants an ally a brief moment of relief from their chronic suffering, reducing all DoT damage to zero for 30 seconds. If a DoT would be inflicted during this time, it is ignored instead. 400 MP Action Cost: 4 - Cool Down: 2 minutes
Inner Harmony: When the Battle Cleric casts Tranquility on a target, there is a 40% chance that Tranquility heals for it's full amount instantly in addition to it's normal effect. Passive.
Aura of Tranquility: Calm washes over all allies nearby the Battle Cleric, suffusing them all with Tranquility. 400 MP Action Cost: 4 - Cool Down: 2 minutes.
Mantra of Rest: With a short chant, divine energy pulses from the Battle Cleric and restores a low amount of health in all allies. This also refreshes any existing Tranquility. 500 MP Action Cost: 4 - Cool Down: 2 minutes
Receptive Soul: When a healing effect other than Tranquility is cast on an ally under the effect of Tranquility and Exaltation, that ally gains 25% of the health restored as MP in addition to being healed. Passive.
Mindfulness: The Battle Cleric infuses their ally with insight into the divine, their next Action or Spell costing them 200 less mana to a minimum of 0. 300 MP Action Cost: 3 - Cool Down: 30 seconds
Atonement: The Battle Cleric's armor shimmers with holy energy, restoring 50% of the damage dealt to the Battle Cleric as Health and Mana for 30 seconds. 750 MP Action Cost: 12 - Cool Down: 4 minutes
Temperantia: The lessons of equanimity bolster the Battle Cleric. Anytime an action or spell would inflict damage and a status effect, the Battle Cleric has a 50% chance of ignoring the status effect. Passive
Purification:
Holy Fire: The Purifier manifests their devotion as a blast of searing flames crashing into the target, dealing moderate Holy Fire damage. 400 MP Action Cost: 8 - Cool Down: 30 seconds
Holy Chain: The Purifier conjurers red hot chains that bind the target to the ground and inflict burn for one minute. 500 MP Action Cost: 6 - Cool down: 1 minute
Sickness Must be Purged: Holy Fire has a 25% chance of removing one negative affliction from damaged targets. If a DoT is removed that way, the target takes 50% of Holy Fire’s original damage. Passive.
Burning Devotion: The Purifier’s weapon ignites with white searing flames for 30 seconds, dealing Holy Fire damage instead of its normal type with each attack. 500 MP Action Cost: 5 - Cool Down: 2 minutes
Altar Fire: The Purifier conjurers a wave of searing flames, dealing moderate Holy Fire damage to all within melee range. 750 MP Acton cost: 10 - Cool Down: 2 minutes
Fevor of Faith: Whenever a weapon under the effect of Burning Devotion criticals, the next Purifier Spell’s Action Cost is halved. Passive.
Sacred Flame: A jet of white hot fire bursts forth from the ground, dealing high Holy fire damage and stunning the target for 15 seconds. 600 MP Action Cost: 7 - Cool Down: 2 minutes
Heaven's Flame: A thin beam of Holy Fire plummets from the sky and deals high Holy Fire damage to a single target before exploding in a wide radius and dealing moderate Holy fire damage to all creatures caught in the blast. 1000 MP Action Cost: 16 - Cool Down: 7 minutes
Judgement: Whenever the Purifier strikes an enemy that dealt damage to an ally within 30 seconds, that target takes 20% additional damage. Passive.
Resolve:
Mantra of Resolution: Chanting while casting, the Purifier weaves their own resolve into their spells. The next Purifier spell has a 25% chance of ignoring spell canceling effects but its action cost increases by 5. Does not stack with other Mantras. 500 MP Action Cost: 2 - Cool Down: 1 minute
Singular Focus: Sacrifice is an afterthought to a Purifier with a target. The Purifier gains 8 additional Action Slots for 30 seconds but suffers burn damage for every action and spell cast. 600 MP Action Cost: 2 - Cool Down: 2 minutes
Armored Mage: While wearing armor with an AGI penalty of 20% or greater, the Purifier gains an NR increase of 5%. Passive.
Mantra of Devotion: Reaffirming their own devotion to the cause, the Purifier infuses their singular focus into their spells. The next two spells have a 40% chance of ignoring spell canceling effects but their action cost increases by 10. Does not stack with other Mantras. 700 MP Action Cost: 4 - Cool Down: 2 minutes
Faith Overwhelming: All spells cast by the Purifier have a 10% chance of ignoring spell canceling and dampening effects. Stacks with all Mantras. Passive.
TBD
Mantra of Determination: Purifiers overcome all odds, weaving that determination into their spells. Their next three spells have a 60% chance of ignoring spell canceling effects but their action cost increase by 15. Does not stack with other Mantras. 900 MP Action Cost: 8 - Cool Down: 4 minutes
Rallying Shout: With a cry, the Purifier bolsters the morale of their allies and themselves, reducing the duration of all negative status effects by 1 minute. 800 MP Action Cost: 5 - Cool Down: 3 minutes.
Retributive Fervor: When silenced, stunned, or disabled, the Purifier may cast a single Purifier spell while under the duration. This spell consumes twice as much mana as normal. Passive.
Divinity:
Divine Spark: The Purifier channels pure divine energy recklessly, doubling the damage of their next spell but dealing low Holy Fire damage to themselves. 300 MP Action cost: 4 - Cool Down; 2 minutes
Commune with Divinity: The Purifier takes a moment to reflect and invite their God into their soul, regenerating 15% of their maximum mana over one minute and are stunned for the duration. 200 MP AC: 4 - Cool Down: 5 minutes
Divine Purpose: All Purifier spells have a 15% chance to ignore Spell canceling and magic dampening effects. This stacks with all Mantras. Passive.
Divine Essence: The Purifier shapes raw divine power, reducing mana cost for the next Purifier spell to zero but suffers moderate Holy Fire damage. 600 MP AC: 4 - Cool Down: 1 minute
Revelation: The Purifier transcends their limited mortal views, gaining 30 INT for 30 seconds. 600 MP AC: 6 - Cool Down: 4 minutes
Divine Bastion: While under the effect of a Purifier spell, any armor with an AGI penalty of 20% or greater gains 10 to all its ratings. Passive.
Divine Infusion: The Purifier infuses the divine within themselves, the next Purifier spell dealing 400% damage but suffers 50% of the total damage. 1000 MP Action cost: 10 - Cool Down: 6 minutes
Halo: The Purifier is engulfed in an aura of burning flames, reducing all negative effect’s duration by 30 seconds and dealing low Holy fire damage to any creature that strikes the Purifier with a melee attack for 30 seconds. For each negative effect removed this way, Halo lasts an additional 30 seconds. 1000 MP Action Cost: 6 - Cool Down: 3 minutes.
Ascendance: All Purifiers spells gain a 20% chance to trigger Ascendance. While under the effect of Ascendance, the Purifier gains 50 STR, AGI, INT, and STM but suffers 35% of all damage dealt for 30 seconds. This damage cannot be mitigated. Ascendance cannot be triggered while under the effect of Ascendance. Passive.
A successful party or Guild often feature an array of diverse and colorful Classes.
Classes determine the players role, main weapons, and fighting style. Every player was required to choose a Class upon logging in on the first day. For each Class there are several Subclasses that further specializes the player's identity. The player may choose to not to specialize in a Subclass. Subclasses may be chosen upon reaching Level 15.
When a Subclass is chosen, player will gain access to several branches of Actions and/or Spells specifically available to those who have chosen the Subclass. Player may learn from any and all of the new branches and unlike standard Spells and Actions, there are no Level limitations. However, they must all be learned as a serial progress, meaning one cannot "skip" an Action or a Spell, even by paying a penalty fee like Spells may. Additionally, all Actions and Spells unlocked by Subclass access will have a fixed cost of 400 Renn.
Those who have chosen a Subclass may still learn from their standard Class Actions and Spells, bar some which will only be available to those who remain Subclass-less. Actions and Spells available from Level 15+ will have fixed cost of 380 Renn for those who are without Subclasses. For those with Subclasses, cost will be fixed at 450 Renn.
The following lists Classes and their respective Subclasses.
✧ Swordsman ✧
Simple and powerful, Swordsman is a popular Class.
Swordsman class is specialized by their exclusive use of swords. Often described as "jack of all trades but master of none" they boast a well-balanced form between offensive and defensive abilities and can often fill several different roles in a party.
Strengths: Flexible and balanced, Swordsman are able to deal with many types of enemies and boast both offensive and defensive capabilities.
Weaknesses: The fluid nature of Swordsman often leaves them in situations where their true strength never shines. A Swordsman player may find themselves in cases where numerous other Classes are outperforming them in a particular activity.
Starting Bonus: Swordsman may start with 1 extra Action for free, allowing them to start with 3 Actions + 1 Action.
✧ Subclass - Knight ✧
Knight's armor and armaments give the player a solid balance between defense and offense.
Knights are one of the more durable classes by featuring increased defensive capabilities. Drawing their durability from heavy items such as armor and shields and maintaining the traditional damage output of a Swordsman, Knights are superb at waging wars of attrition.
Strengths: Knights are capable of taking hits that no other Swordsman would be able to, while outputting a respectable amount of damage. In a party without Paladins, Knights can easily slide in the role of the traditional Tank.
Weaknesses: Knights are very reliant on the quality of their weapons and armor in order to fulfill their role, meaning they are often out of money and must live frugally. They are also particularly weak against opponents who have armor reduction or item-breaking abilities.
✧ Subclass - Duelist ✧
Duelists are primarily damage dealers, able to cut through opponents like a true swordsman.
Duelists are skillful fighters who forgo defensive abilities in order to gain the highest Swordsman skills available in the game. They must be skilled and cunning warriors, having a balance of speed, agility and strength. They excel in fighting a single enemy and finishing him quickly. However, they are susceptible hordes of weak enemies and have little to no defensive and magic capabilities.
Strengths: Duelists have very high damage output and have one of the most powerful 1v1 dueling capabilities, using their powerful technique such as disarming strikes.
Weaknesses: Duelist is a typical glass-cannon, having little armor or magical defense. They must rely on allies who can take care of hordes of smaller enemies and make sure they do not get harmed by ranged attacks.
✧ Lancer ✧
Lancer is a deadly foe, able to fend off powerful opponents using their superior reach.
Lancers are featured using spears as their primary weapons. They have the advantage of initiative and range over many other classes but lacks agility. Lancers and both their Subclasses are known for having very high damage on charges but are extremely weak once tarpitted against numerous opponents.
Strengths: Lancers have superior range and initiative, allowing them to dictate their fight as they wish. Their damage output is high but is also optimized towards a defensive combat, keeping their enemies at range while shaving their Health down using quick jabs and strikes.
Weaknesses: Lancers are inflexible and suffer against enemies who use numbers as advantage. They are also weak towards opponents using ranged weapons as their speed is relatively lacking thanks to a top-heavy weapon.
Starting Bonus: Lancers may start with 35 Attributes, rather than 30.
✧ Subclass - Reaper ✧
A skilled Reaper is locked in combat against a Monster that has invaded a Town.
Reapers are a Subclass of Lancers who are known for using large scythes. Contrary to the traditional Lancer, they are effective against large amounts of weak enemies, clearing low level dungeons fastest out of all Classes.
Strengths: Reapers are able to cut through hordes of small minions easily, clearing the path for his or her allies. They are also more durable than other Lancers, due to their ability to defend him or herself using the wide blade of the scythe.
Weaknesses: Reapers wide swings and AOE arc attacks make them dangerous to themselves as well as to any friendlies nearby. A Reaper must always be careful to mind their surroundings in order not to hit the wrong targets.
✧ Subclass - Pikeman ✧
Having range on your side as a melee fighter is a huge advantage.
Pikemen choose to fight using long, heavy polearms, such as large pikes or halberds. They excel in dealing heavy damage to single targets while being relatively durable themselves through the use of heavy armor. If a party is looking for a heavy damage dealer to take down a powerful monster, pikeman would be an excellent addition.
Strengths: Pikeman have long range and powerful strikes, along with a more or less a very well-rounded stat. They are able to keep themselves safe using distance and focus down a target.
Weaknesses: Pikeman are not too nimble or fast, especially when compared to other premier damage Classes such as Swordsman or Rogues. They could be troubled by hordes of weaker enemies or targets with high speed and evasion.
✧ Trainer ✧
A Trainer tames her baby frost drake, it'll become a powerful beast in time.
Trainers are known for specializing in capturing and utilizing monsters from the Talrae world to their causes. They often feature little to no personal offensive and defensive powers but have large amounts of mana and spells that could summon, boost and heal their monsters.
Strengths: Trainers are capable of calling upon numerous different monsters across the world of Talrae, having very good flexibility in terms of options.
Weaknesses: Without the aid of monsters, Trainers are very weak as they are overly reliant on them. In certain situations where they cannot summon and control their monsters, Trainers become vulnerable and weak.
Starting Bonus: Trainers may design their initial level 1 monster that they will possess upon starting the game - consult GM for details. In addition, Trainers may start with Wooden Totem item and all level 1 Trainer spells.
✧ Subclass - Rider ✧
A Rider has successfully tamed an adult frost drake, no easy feat by any measure.
Riders are specialized classes of Trainers who are able to mount and ride their monsters.
Strengths: Riders can find themselves to be mobile and robust during combat, protected by their monsters. They can also become highly useful to a party of people, as they are able to scout ahead using flying monsters or make their monsters pull heavy luggage carts.
Weaknesses: Taming monsters take much energy and time, making it so that Riders often don't have a high number of monsters to summon. They often focus on training and improving a few monsters.
✧ Subclass - Shapeshifter ✧
Transforming into a small animal makes it easier to spy...
Shapeshifters do not summon and control monsters; instead they become the monsters themselves. Being able to shift into any monsters they possess, Shapeshifters can have the unique experience of mixing player-based abilities and monster-based abilities.
Strengths: Being able to turn into numerous monsters, Shapeshifters have strong diversity and flexibility, being able to find an answer to just about any situations.
Weaknesses: Shifting into a monster naturally means gaining the strengths and weaknesses of the monster. It is possible that being a certain type of a monster proves to be a mistake depending on the situation.
✧ Mage ✧
A Mage prepares to unleash the arcane powers of magic.
One of the most diverse class in all of Talrae, Mages forgo the use of conventional weaponry in favor of utilizing magic. They boast the highest Intelligence overall in the entire game with endless mana pools and impressive arsenal of spells. Mages often carry staffs and grimoires as their choices of weapons and while Mages lack Skills such as Strength and Agility, they more than make up for this by using magic to accomplish what no Swordsman or Lancer will ever accomplish. During Guild teamfights or party dungeon clearing sessions, Mages are key to easy victory in many cases. By using their spells, Mages are able to control the flow of battle and aid their allies in areas where they lack. Skillful Mages who has chosen to learn as many spells as possible in favor of having more potent ones are often known as "toolboxes".
Strengths: Mages use magic as their strength and it is very diverse. From Mages who choose to devastate their foes using storms of fire to benevolent ones who choose to heal and protect their allies, a skilled Mage is capable of influencing any situation to their favor.
Weaknesses: Mages often aren't physically robust or durable, making them susceptible to non-magical attacks. Also they tend to get vulnerable against anti-magic abilities and items.
Starting Bonus: Mages may start with extra 300 Mana and start with a Wooden Wand.
✧ Subclass - Aspect ✧
A Fire Aspect prepares himself for a fight.
Aspects are Mages who chose to specialize in one type of elemental of magic. Whether it be fire, ice, shadows, lightening or water, they have gained a true mastery of their element and is a powerful force to be reckoned with. Other abilities that specializes in one aspect such as Gravity or Magnetic Forces also fall under this category.
Strengths: Aspects are true masters of their elements, able to use it in a hundred creative ways in order to control and command the battlefield.
Weaknesses: Aspects almost always have a most definite counter. Being a master of an element is a weakness that could cripple them, should they encounter an opponent who is able to control a counter element. For instance, a Fire Aspect may have a very difficult time battling an Air or Water Aspect.
✧ Subclass - Battle Mage ✧
A Battle Mage faces off against a Reaper during Arena War.
Battlemage at first glance mixes the Swordsman Class with Mage class. They choose to use their magic to augment their physical abilities, drawing up on quickening magic to increase their agility momentarily or making mana shields that takes heavy toll on their mana pools.
Strengths: Unlike most Mages, Battle Mages are great close-combat warriors, combining traditional might and aid of magic to maximize their utility and prowess in combat. They are able to flexible in-combat, as they are capable of having spikes of extreme speed or durability as the situation evolves.
Weaknesses: Like other Mages, Battle Mages become very weak once their magic is somehow nullified, whether it be an empty mana pool or some other means. However, the critical difference is that they are often seen fighting on the frontline, where the potential danger is the greatest.
✧ Subclass - Runechanter ✧
A Runechanter prepares a powerful incantation.
Runechanter is often known as a “support” class for its passive nature. Instead of dealing damage or crowd-controlling masses of small monsters, Runechanter focuses on augmenting his or her allies and changing the environments. Runechanters most often serve as healers, trap-layers and enchanters in large parties. Their support magic is invaluable when faced in a dangerous situation.
Strengths: A Runechanter's usefulness knows no bounds. Being specialized in defense and support, a Runechanter is welcomed and loved by any player groups, seeking to clear difficult Dungeons.
Weaknesses: Since a Runechanter's primary function is to amplify others' strengths and fill in their weaknesses, a Runechanter alone may find his or herself rather vulnerable.
✧ Subclass - Alchemist ✧
An Alchemist transmutes gold.
Alchemists are Mages who specialize in transmuting materials or even creating things out of nothing. They are the only class able to craft potions in all of Talrae. Despite their seemingly passive nature, Alchemists can be powerful in combat. By turning the opponent’s weapons into brittle glass or even transmuting monsters into harmless pile of leaves, Alchemists are able to make huge contributions to combat.
Strengths: The odd and strange abilities of the Alchemist are often hard to predict and counter. Additionally their potion crafting ability becomes highly useful, as physical forms of potions cannot be nullified by magic-countering items and abilities.
Weaknesses: Alchemists lores and abilities are difficult to learn and master, requiring much resource and time in order to become useful.
✧ Marauder ✧
This Marauder has chosen to wear heavy plate armor and wield a massive broadsword.
Marauders are the most brutal class available in Talrae. Featuring bountiful Health and Strength, Marauders are perfectly suited for taking damage and dealing them back at point-blank range. While they lack magic, they compensate by having some of the highest Strength in the game. A well-equipped Marauder will tank incredible amounts of punishments while dealing heavy-hits that instant-kills weaker monsters. Marauders are also known as the "weapons" class due to the fact that they have some of the widest choice of weaponry including broadswords, maces, hammers and axes.
Strengths: With wide array of weapons of choice along with powerful physical abilities, Marauder is a Class made for players who seek become a true melee warrior.
Weaknesses: Marauders typically do not have any ranged combat capability outside of exceptions such as hatchet throws. They must be able to close the distance with their opponents before they can harm them.
Starting Bonus: Marauders may start with a +3 bonus on 2 Attributes of their choice.
✧ Subclass - Warlord ✧
Warlord leads the charge.
Warlords are often the initiators of engagements, charging first into combat. But contrary to a typical Marauder's image, Warlords are excellent supports. Gaining access to supportive abilities that focus on boosting friendly morale and performance, Warlords are capable of leading the fight from the front.
Strengths: Warlords can exponentially increase the effectiveness of their party by increasing damage and defense of their fellow teammates, all the while maintaining their Marauder-base damage and durability.
Weaknesses: Warlord's deviant focus will mean that a Warlord will never be as tanky or damaging as a pure Marauder. It is important to understand that Warlords will often be an off-tank of a party.
✧ Subclass - Berserker ✧
Berserker goes... berserk.
Berserkers forgo the fancy techniques of a Swordsman or the arcane arts of a Mage in favor of big, powerful Actions and high raw stats. With access to some of the most powerful physical Actions in-game, Berserkers are a force to be reckoned with.
Strengths: Berserker's gain access to significantly more powerful Actions than a normal Marauder does.
Weaknesses: Berserker's often have abilities that are double-edged, such as Actions that may cause damage to themselves as well as the enemy. Overall, Berserkers can be described as 'high risk, high return'.
✧ Archer ✧
An Archer takes aim from a concealed position.
Archers are the epitome of long range combat. Utilizing bows and crossbows, Archers possess some of the highest Agility in the game. However, they are pitifully fragile as they are often clad in paper-thin armor and have little Health. However, when equipped with quality items, Archers become of the most damaging class in the game. For most effectiveness, Archers often seek to join Guilds so they have other classes such as Marauders, Paladins and Knights to benefit from.
Strengths: A dedicated ranged combatants means an Archer is more than likely to be safe in otherwise dangerous situations.
Weaknesses: Archer's weapons are often considered to be expensive, consumables. An Archer must have a high income in order to support his or her combat style of choice.
Starting Bonus: Archers may start with 5 Archery Skill for free.
✧ Subclass - Crossbowman ✧
This player has chosen to wield a rare, double-shot crossbow as her weapon of choice.
Instead of a bow, Crossbowman wields a crossbow as a weapon of choice. Crossbow, while heavier and cumbersome to wield, features a very high accuracy and power compared to an Archer’s bow and arrows. However, crossbows are difficult to reload and maintain, making its rate of fire much lower.
Strengths: Crossbow shots are powerful and penetrating, capable of damaging hardy enemies from a safe distance.
Weaknesses: Crossbows are heavy, cumbersome and unwieldy. Not to mention expensive and hard to maintain.
✧ Subclass - Ranger ✧
Rangers are dressed lightly, placing emphasis on mobility.
Rangers are a mobile Class of Archers, using small, compact bows to practice the tactic of shoot-and-displace. They are nimble and agile, second only to Rogues in practice. The bows used by Rangers, while having shorter range, have a very high power-to-weight ratio.
Strengths: A Ranger is capable of engaging a mobile warfare, practicing the art of "shoot and move". They are able to engage and disengage at their own discretion and are able to dictate the terms of their own combat.
Weaknesses: Rangers must remain light in order to maximize their advantage, meaning they cannot heavy any heavy gear, weapons or armor. This limits them into becoming light skirmishers most of the time and limits their flexibility in a role.
✧ Rogue ✧
Rogues are lithe and agile, able to dodge attacks effortlessly.
Rogues are known as the most untrustworthy class and for a good reason; they specialize in infiltrating, stealing and sabotaging. Against dungeons and monsters, they are invaluable for their ability to scout out monster camps and navigate the most favorable route. Rogues use a myriad of exotic weapons including but not limited to: chains, throwing daggers, short swords, poisoned darts, spikes, throwing stars and smoke pellets.
Strengths: Rogues are elusive evaders, keeping themselves safe through unconventional means. They employ exotic weaponry and skills, allowing them to have the upper hand in situations where a specialist's expertise is needed.
Weaknesses: Rogues are possibly one of the most fragile Classes in the game, due to the fact that they must spend a lot of their points into their unique niches instead of basic Attributes.
Starting Bonus: Rogues may start with additional 1 Gold coin + 2D6 Nickel Renn.
✧ Subclass - Assassin ✧
An Assassin strikes out from the shadows.
Assassins are Rogues who specialize in dealing a killing blow in one strike. They employ deadly weapons such as poisoned blades and are known for slaying even powerful dungeon monsters in a single-hit with the right conditions. While they are superb infiltrators that even skilled Runechanters have a hard time countering, if they fail delivering the killing blow at once or are caught, their low Health and armor often sees them in a very dangerous situation.
Strengths: Assassins have one of the highest burst damage potential in the game, allowing them to remove dangerous elements on a battlefield before they become detrimental. Additionally they are superb infiltrators and spies, able to sneak upon even the most wary opponents.
Weaknesses: Assassins are the epitome of the term "glass cannon", their only true defense being stealth and evasion. Against opponents who can survive their fatal hits and counter-attack, Assassins only choice is to retreat or suffer the consequence.
✧ Subclass - Gambler ✧
A simple deck of cards, once imbued with a Gambler's magic, can become deadly weapons.
The Gambler entrusted their very life to one of the strongest force in the universe, Fate. They use cards and dice as their weapon of choice but unlike Rogues, their damage come mostly from their Spells. They excel at applying status effects on the enemies, while still being able to deal out a respectable amount of damage.
Strengths: Through a combination of careful logic and swinging pure luck, a Gambler may be able to pull off incredible feats such as deleting a powerful enemy monster or predicting the future of what he or she may face.
Weaknesses: As per their nature, Gamblers rely entirely on luck to pull their tricks off. If lady luck decides not to smile on one, that Gambler's day could be ruined spectacularly.
✧ Paladin ✧
A Paladin is a prominent figure on the battlefield, their implacable form is often a symbol of hope for others.
Paladin class is known for their defensive capabilities and little else. While they are able to use a minimal amount of magic as offensive power, they are easily the class with the lowest damage output. However, they more than make up for this by being the single most indestructible class in the game. Paladins are equipped with a set of inter-locking armor plates that are all but impenetrable save the most powerful weapons and powerful magical defenses. Even a skilled Aspect Mage will see his columns of flames or vengeful lightening dissipating against the form of a Paladin.
Strengths: Durability is the single greatest strength of the Paladin. While their lack of offensive powers may make them seem weak in dueling situations, their ability to simply outlast their foes in a battle of attrition is something that should not be underestimated.
Weaknesses: Paladins have abysmal mobility, arguably the worst of all the Classes. They must pick and choose their moments of glory carefully, as a single mistake can result in something they cannot get out of.
Starting Bonus: Paladins may start with additional 200 Health, 200 Mana and Buckler item. Additionally, Paladins may cast Holy Discipline spells without Magic Weapons.
✧ Subclass - Purifier ✧
Despite being a tank, Purifiers are powerful spell casters.
Purifiers are warriors of light... quite literally so. With a focus on offensive magical abilities, Purifiers gain access to a very particular branch of fire-related holy magic not even the most skilled Fire Aspect Mages are capable of imitating.
Strengths: Contrary to the stereotypical Paladin's image, Purifiers can have impressive damage output, able to cleanse their enemies out using powerful spells. Additionally, their spells are often magic-resistant, making them less vulnerable against counter-magic abilities.
Weaknesses: Purifier spells are mana consuming in particular and since most Paladins will choose to boost their stats in other areas such as HP, without careful management Purifiers will run out of mana very quickly.
✧ Subclass - Battle Cleric ✧
Healer and warrior... at once.
Battle Clerics retain their frontline damage absorbing roles but for their secondary purpose are to heal and boost their allies' during combat. They are solid, dependable and welcome in just about any party composition, bringing durability and utility at once.
Strengths: Battle Clerics can hold the frontline while boosting all friendly potentials. They are powerful force multipliers when used correctly, able to fill critical roles of a party.
Weaknesses: Battle Clerics have overall low damage output, as their abilities are focused on survivability and supporting allies.
✧ Tinker ✧
A Tinker goes all out.
Tinkers are the only class who may create and utilize higher-tech weapons in the fantasy setting of Talrae. Often compared to Mages due to their flexibility, Tinkers are a rare sight. Utilizing weapons such as flintlock firearms, steam-powered mechanical arms or belt-fed repeater crossbows, Tinkers' strength depends on his ability to forge and use powerful items.
Strengths: Tinkers have access to rare and powerful items that they themselves can create and repair. They often do not require the services of others to main their gear and has potential to become wealthy through item trading.
Weaknesses: Tinkers are weak against item-breaking abilities and spells, as their entire existence depends on them. Without the aid of their mechanical contraptions, their unimpressive physical abilities and lack of magic will see to it that they become useless.
Starting Bonus: Tinkers may start with additional 500 Renn. This bonus may only be spent on specifically Weapon items purchases. They expire and disappear after CS creation is complete.
✧ Subclass - Mechanic ✧
A Mechanic admires his own work.
Mechanics are known to constructing, improving and maintaining a single piece of machinery that they have created. While this specific machinery differs from Mechanic to Mechanic, they are all impressive creations. Some Mechanics have created steam-tanks capable of transporting an entire hunting party through a hostile dungeon while others have created submarines that allows the passengers to hunt the rarest monsters in the bottom of lakes.
Strengths: A Mechanic's creation is simply a magnificent work capable of accomplishing amazing feats. A Mechanic can become very wealthy by even renting out his creation or selling his or her services to a high-bidder.
Weaknesses: If that singular creation of the Mechanic becomes disabled or destroyed, a Mechanic will more likely than not become nigh useless, at least until they have repaired or recreated their work.
✧ Subclass - Gunslinger ✧
Bullets will always be faster than... well, anything.
Gunslingers forgo their constructive nature in favor of destruction. Specialized in wielding firearms, Gunslingers are powerful ranged fighters to be reckoned with. Gunslingers can come in a variety of forms, whether it be a sniper picking off enemies from afar or gunfighter toting a brace of pistols.
Strengths: Gunslingers are capable of dealing massive damage from distance, using potent gunpowder fed weapons.
Weaknesses: Gunslingers are often forced to give up much of their ability to create and wield variety of items like most Tinkers. Overall, they lack utility and flexibility.
Welcome to Talrae! In the year 2076 Talrae is the newest and most highly anticipated VRMMORPG of the century and has been highly praised from all angles to be the greatest game ever to be made. The game takes place in a vast fantasy setting with a hundred different worlds, all ready to be explored and conquered. Using a technological marvel known as WaveGear Neural Interface Systems, the dream of virtual reality has become true. Connecting directly to the neural interface of the human body, WaveGear is able to project a VR simulation so realistic that it can only be described as a miracle.
On June 17, 2076 the massive single-world server was opened and all 10,000 players logged in. You are the select few from around the world who had the luck and ability to purchase the limited opening copy of the game. However a few hours after the grand opening of the game, all players were instantaneously teleported into the center of the town on the first floor, Genesis. Suddenly in the sky the Great Demon Overlord, Malgoth, final Boss of the entire game, appeared above the massive crowd. The Final Boss then explained that all players who are currently logged in will not be able to log out. Only by reaching the 100th Floor and defeating Malgoth himself, would the players be freed from this virtual online prison. To add, the Overlord explained how the Wave Gear was designed to kill the user’s brain using a burst of microwave upon forceful disconnection from the outside world OR if one dies in-game.
This is no longer a game. This is a fight for survival. All 10,000 players must attempt to conquer the world of Talrae or forever be trapped in this virtual prison where death means the most certain end.
Despite the terrifying aspect of death, players still enjoy their life as they find new friends and purpose in the world of Talrae.
✧ Floors ✧
World of Talrae features countless strange and fantastic worlds, ready to give endless hours of enjoyment to its players.
World of Talrae consists of 100 separate floors. All players start on the first floor, also known as Genesis. The game will only be beaten by reaching and defeating the boss of the 100th floor, also known as Finale. Floors mainly operate as if they are separate universes from other Floors, meaning Floors do not interact with each other. Floors can only be accessed through Portal Gate, which are explained in more detail below.
The first Floor, Genesis, is considered by many to be a work of art.
The final Floor, Finale, as it was seen during the trailers.
✧ Town ✧
The market is a popular place to visit for many players.
One or more towns or cities will exist on every floor with the exception of Genesis where a single, very large city exists. Town on each floor has a corresponding theme with the floor. All towns have the following locations: Town Hall, Restaurants/Taverns/Inns, Blacksmith's, Market/Shops, Residential Area, Portal Gate and Storage House. All cities will have all of the following locations on top of what towns feature: Guild House, Guild Hall, and Arena. Depending on the town, it may have other facilities.
Players can attack each other in towns but will most likely be quickly stopped by the NPC forces. However, if they are added as friends in the menu - details below - they may engage in sparring sessions without any consequences. Players may enact Actions or Spells in towns. It is possible to harm NPCs with them. While Players may interact as normal in towns (eg: deal damage to each other) in-town, a Player's HP can never drop below 1HP and all status effects will automatically be purged after 3 hours.
While entering Towns will guarantee safety from death, it does not mean Health and Mana are automatically replenished. Players will have to find other means to do so, whether it be through potions, healing spells or a trip to the Apothecary's.
Towns are lively places, filled with people and fantastic elements.
Town Locations - Note that these are not what towns and cities will exclusively have. Towns and Cities may feature other facilities unique to them.
Town Hall - The central area of the town where information can be gathered and requested. New quests or missions will regularly appear at this location. Players may also attempt to interact with NPCs in authority position at this location.
Bank - Currency may be exchanged, stored or loaned at this location. Exchange and loan are free. Up to (Player Level)x(1000) loans may be taken out. Loan's interest is (1 Silver)x(Days loaned)x(Amount loaned/1000). If the loan is unpaid by the due date, Player will be blacklisted and may never use the bank for any services unless pardoned by the NPCs. Terms of bank use may be negotiable, depending on Player status and relation to NPCs.
Restaurants/Taverns/Inns - The primary area where players may eat, sleep and rest.
Blacksmith's - Where the town NPC blacksmith resides and works. Players may repair or commission armor, weapons, or other gear at this location.
Apothecary's - Town's hospital-equivalent. Players may visit to raise their missing HP here. Costs 2 Copper for every 100HP healed.
Mana Fountain - Fountain containing refreshing water that restores mana. Water loses its MP restoring effect a few minutes after being removed from the mountain and cannot be stored. Costs 1 Silver per drink that restores 500MP.
Market/Shops - General shopping area. Some town markets will feature items unique to that floor.
Residential Areas - Where NPCs have their homes. On certain towns, players may also buy houses for themselves.
Storage House - Where Players may go to have their belongings stored. Property in storage cannot be stolen or otherwise be tampered with by other players or NPCs. Storages have unlimited amount of space and any items can be stored, with the exception of Monsters or Pets unless they are contained in a totem. Storing services cost 1 Silver per day. Storage may be purchased and owned by Players for 1 Mithril.
Portal Gate - A magical portal from which players can teleport between Floors. Portal Gates are most often located inside or hear Town Halls. There will only be 1 Portal Gate per Floor and it is indestructible and will remain even if the Town is destroyed. Players can teleport to any Floor that has been conquered and explored and will appear at that Floor's Portal Gate. Using the Portal Gate does not cost anything or has any penalties. Access to higher Floors will be granted as soon as the Floor Dungeon Boss is defeated.
Guild House - Usually a large mansion commissioned and purchased by a Guild. It is often used as a communal space like a dormitory or a staging ground for Guilds.
Guild Hall - A communal place in the city where members of different Guilds can come together to discuss and debate. It is used when multiple Guilds are planning for a massive raid or mission. Inside is equipped with a large round table and an auditorium.
Arena - A gladiatorial arena that only may be used for any scale of combat. Most often used for Guild Wars but may also be used for matches between any number of combatants.
Streets of Genesis City.
A Swordsman stands in the way of a monster during an Invasion.
Monsters cannot enter the town's boundaries save those owned by Trainers (player Class) on Floors 1-4.
Starting Floor 5, Monsters may attack the Town from Dungeons and Wild Areas. This is called Invasion. When Invasion occurs, all Players in the vicinity are called to defend the town. While players have a choice in defending the Town, it is in most peoples’ interest to preserve the Town as it serves as a safe point in any Floors. A destroyed town will never be rebuilt. Some Towns will have some self-defensive capabilities. However, most of the time it will not be enough and players will need to aid them. Players may be entitled to rewards after participating in a defense against Invasion. Players may drop beneath 1HP during Invasion event, even when in towns.
Players work together to defend a town.
✧ Currency ✧
Some say that getting paid well after a hard job is the best feeling in the world.
Talrae currency is named Renn and are exclusively coins. They cannot be created, destroyed or otherwise be tampered with using any abilities or spells in-game unless specifically stated.
1 Nickel = 1 Renn 1 Copper = 5 Renn 1 Silver = 25 Renn 1 Gold = 100 Renn 1 Mithril = 1,000 Renn 1 Adamantite = 10,000 Renn 1 Aetherium = 100,000 Renn
Even though coins from different Floors may appear to be shaped differently, all are equally exchangeable and spendable on any Floors. Some towns may have buildings called Banks where Renn can be stored (just like items for storage) or loaned.
Guideline to prices: 1 small pie, 1 mug of ale (simple dinner) would cost about 5-15 Renn, depending on the town and floor level. 1 Renn is approximately equal to $1 USD. Players with good conscience may estimate item prices if it's not an important item where GM needs to be involved. Note that technologically it is about the 15th century and therefore, some cheap items in real life may be very expensive in-game (example, paper).
A few coins can go a long way during tight situations...
✧ NPC ✧
A Guildmaster signs a treaty with the ruling NPC of the floor, stating that the Guild will support them during dangerous times in exchange for free smithing service.
Each Floor is inhabited by indigenous NPCs. They can be harmed and even killed. However, such actions may incur the wrath of NPCs and result in the ban of the Player from entering the town or even have NPCs coming after them. The programming technology has been advanced to the point where without identity tags, it is practically impossible to tell NPCs apart from Players. Players may converse, acquire information or even trade items with NPCs. Essentially they behave and act like real people. Rarely NPCs may consist of beings that are non-human such as elves. All NPCs are not hostile towards Players unless given reason to be otherwise.
NPCs will always welcome Player customers...
NPCs are unaware of the fact that they are programs belonging to a game. They are however aware of "other worlds" and "different universes" known to Players as Floors. NPCs may travel to other Floors, although this is very rare. NPCs are the ultimate role-players; no matter how much Players attempt to explain the reality of the game or their origins, NPCs will simply not understand. Destroyed NPCs will not come back to life. However, their roles may be replaced by other NPCs. New NPCs can be generated.
A player attempts to charm a NPC girl.
NPCs can be harmed and destroyed just like Players. However like the Players, they cannot drop below 1HP when inside towns. Naturally, there will be an exception during the Invasion event (visit 'Towns' for more details). During Invasion or outside of Towns, NPCs are highly similar to Players; they possess a set of stats including HP, MP, Attributes, Skills, Spells, Actions and Titles. However, they do not possess Class or Subclass. It is impossible to learn into a Class or Subclass by NPCs, meaning Class-based Skills, Actions and Spells cannot be learned by NPCs. Additionally, NPCs possess no Levels.
Some NPCs may be more powerful than the Players.
NPCs may possess their own unique Titles, Skills, Spells and Actions however. For the purposes of effects of game mechanics, they are treated as a unit, a target and a player, but not belonging to a single Class. For generic area effects that target certain statuses (for instance, if it targets all friendlies), it will depend on the NPC's personal relationship to the user and therefore will be resolved in a case-by-case scenario.
Non-human NPCs may make excellent friends, especially when they are capable of doing things a human might not.
✧ Monsters and Pets ✧
Bone Dragon is a dangerous, high level Monster.
Killing monsters will grant experience, items, and/or currency depending on the level discrepancy between player(s) and monster(s). In more dangerous group situations, such as dungeons, the above will be calculated after certain challenges in the dungeon, allowing teams to tactically retreat without losing their rewards. With the exception of a few in wild areas, monster will automatically attack players crossing their line of sight. Monsters can be split broadly into 2 separate categories; intelligent humanoids and non-intelligent. Examples of intelligent humanoids may include demons, goblins, trolls, etc. Non-intelligent Monsters comprise of the rest. An easy way to tell on the spot would be to see if the Monster is capable of speaking any language.
Spell casting Monsters may require a different approach to defeat.
Monsters all have different properties, ranging anywhere from simple Stat differences to different types of Actions / Spells they are able to use. While some Monsters may be intelligent enough to speak, none can be reasoned with or otherwise negotiated by Players. Generally speaking, more intelligent a Monster is, more likely it'll be hostile towards Players. Monsters possess the same set of Stats as Players do, minus Class, Subclass and Skills. However, unlike NPCs they do possess Levels.
Fluffles are cat-like creatures that are popular among Players.
Pets are different from Monsters. Unlike Monsters who can only be owned by Trainers who have tamed them, pets may be bought and used by any and all Players. Some may have unique properties that are highly useful to the Players while others exist solely for the amusement of their owners. Pets can be harmed by both Players and Monsters, although this is not very likely since pets do not attract Monster aggression very much. Pets only have HP, Spells and Actions as stats. Pets only require pet feed in order to survive and will follow the Player anywhere they go.
✧ Dungeons and Wild Areas ✧
An elite goblin general prepares to move out against the players.
Each floor has at least 2 dungeons and one of them will always be the Floor Dungeon - largest and the most dangerous one. Unlocking the Floor Dungeon will allow players to move on to the next Floor. Each dungeon has its unique monsters along with items that are dropped. Each the layout of Dungeons and its’ Monsters are unique from Dungeon to Dungeon. However, each Dungeon always has at least 1 Dungeon Boss.
Multiple Players/parties can enter the same Dungeon at once not interfere with each other. Each player/party then will get their own version of the Dungeon, as if in a parallel world. Floor Dungeons are exception to this however, only 1 version of the Floor Dungeon exists so Players may interact with other non-party members inside the Dungeon. Player/parties can quit their Dungeon run whenever they wish unless in special circumstances.
Although not particularly dangerous, goblins and orcs are often found in large numbers.
Monsters may reside outside town areas that are not dungeons in places called Wild Area. Wild Areas essentially consist of everywhere that's not Town or Dungeon. However, monsters in Wild Areas are typically weaker than dungeon monsters. Monsters in Wild Areas tends not to drop as much items or currency when killed but will grant experience like the dungeon monsters.
While most wild areas have roaming monsters, there are several safe paths to traverse. Some of these paths are already discovered and easily travelled; others require a quest line or exploring to discover. While on a safe path, wild monsters will not aggro Players.
Dungeon entrance can be as simple as a set of doors...
✧ Items ✧
Good items will always prove to be reliable, unlike people.
Item can be bought from vendors, traded from other players or found in dangerous locations. They range from simple items that boost stats to complicated ones that grant the one ability to use a certain type of spell. While all players are able to pick up items, certain special items can only be used by a specific Class.
All players are only able to carry items on a realistic portion. For example, a player cannot possibly carry 200 Swords in their inventory. Naturally, players will stronger strength stats will be able to carry more items, although the volume of the items may be limiting. For the sake of convenience, the weight/volume of the items can be approximated with good conscience by the Players.
✧ Gathering ✧
When crafting items, Players will be using a variety of ingredients. These ingredients can be bought in most case but also gathered from around the world! Some ingredients may only be found on certain floors, must be earned from dungeons or monster drops, or have to be gathered because it’s too dangerous for an NPC to collect it! In a few rare case, some ingredients may only be accessible via a quest but these are either repeatable quests or drop ingredients for a unique, one of a kind item.
Gatherable materials are found around each floor in special areas known as nodes. Low level nodes appear on the map once the area has been explored but higher level ones must be discovered before they appear! Clues to these special areas can be found in books, on old signs, or even in casual conversation between NPCs. Make sure to always keep an ear out; you never know what treasures you may find!
Once you’ve discovered a node, each gatherable item has a skill rating that a player must meet in order to collect it. The GM will roll for how many the player successfully collects based on the skill rating difference between the player and item. All items have a 25% chance of collection once the Player meets the minimum requirement but higher skill levels mean a higher chance!
Each node contains 20 items and is shared amongst all players attempting to collect on it. Another node will spawn once the first one is depleted, and so on and so forth, until ten nodes have been depleted. All nodes reset at Sunrise but be warned, most nodes spawns have special defenses against campers.
✧ Crafting ✧
Forging an item will often be much cheaper than buying one.
A variety of skills allow Players to craft items. In order to craft, Players require a skill value determined by the item they are crafting, ingredients to craft the items, and the appropriate facilities. All craftable items fall into a specific skill category; if you are unsure which one, please contact your GM!
In order to craft an item, a player’s skill must meet the item’s skill level requirement. Meeting the skill level requirement grants the player a 25% success rate on the crafting attempt. Higher skill levels increase that chance to a maximum of 100%. Please contact the GM for rolls when you decided to craft!
While crafting, Players have the option to craft with a wide variety of ingredients. Higher grade and higher rarity ingredients will allow players to craft stronger and more effective armor, weapons, and items. Ingredients used in a craft determine the highest grade of bonus that a weapon can have. For example, Iron will have a maximum bonus of 10 but Steel increases that cap to 20.
At higher levels, more complex crafting, such as large vehicles or other complex mechanisms, will require full Workshops to complete. A guildhouse may have one built into it, a player may own one in a town, or a player may rent one for the duration of their project. If interested, please contact your local town hall!
✧ Repairing ✧
Items can, and will, break.
Items will require repairing or else eventually they will break. GM will notify the player beforehand; eventually players will get a sense of the integrity of their items. Some items may not be able to be repaired such as Arrows which are consumable items. Players can repair the items themselves or find a NPC. For instance, Cloth Armor can be repaired using Sewing Kit and Sewing Skill. Or a Sword can be repaired by Smithing if the player has access to a Workshop.
General cost of item repairing (if done by NPC) would be 50% of item's cost. If players are doing it themselves, naturally it will be free. However, 50% of the item's ingredients (rounded down) and any required facilities must be available.
✧ Enhancing ✧
A Player succeeds in enhancing an item.
Item enhancement works similarly to crafting except most enhancements will not require ingredients, unless the crafter is using a special enhancement material. An item may be enhanced up to ten times and an item’s enhancement rating will be added next to their name, i. e. “Longsword” will become “Longsword +1”.
Enhanced items have improved base properties and durability. Armor gains a +3% bonus to ONE damage reduction value per enhancement, of the crafter's choosing, and weapons increase all damage dealt, with standard attacks, actions, and spells, by 2% per enhancement. All other properties of the item, such as stat and skill bonuses, remain the same.
Enhancing an item may break it (it is lost permanently). Chances of breaking are 5%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%.
✧ Rarity ✧
Items may be named the same but may have different rarity and therefore property. Items will be classified in this order:
Item rarity will affect the number and strength of an item’s effects. For example, an Longsword (Common) generally will not have an effect boost but an Iron Longsword (Uncommon) may have a +5 strength while an Iron Longsword (Rare) could have a +10 STR or a +5 STR and a + 5 STM. An increased rarity effectively doubles an item’s price per rarity increase. An Iron Longsword (common) may cost 50 Renn while its uncommon version costs 100 and its Rare version costs 200.
Additionally, ingredient rarity will be corresponding with the items. For instance, Iron Longsword (Uncommon) will require Iron (Uncommon) rather than Iron (Common).
✧ Named Items ✧
Excalibur is a famous named item.
Named items are unique items in-game that often has a unique lore or storyline behind them. They may not be solely unique (there may be more than 1 of the item) but they are less common than normal items. Players may inquire the GM any time regarding the background lore of any Named items, as the information may be relevant to the gameplay.
A Named item is not necessarily better than a standard high-rarity item. For instance, Lorithian Staff (Rare) does not have higher base stats than Wooden Staff (Mythic). Named items will often possess a special or unique ability but otherwise would not be superior to their normal counterparts.
✧ Player Stats ✧
Stats are essential for combat.
Player stats determine the limits of what a player may do in a given situation. However, players are only responsible for handling their own character sheet, including bonuses and reductions. All calculations are run by the GM and are posted when necessary.
✧ Action Slots and Action Cost ✧
Action Slots set a hard limit to the number of Actions, Spells, and Standard Attacks a player may do in a single post. All players have a number of action slots equal to half their character levels. Actions and Spells consume action slots, known as their Action Cost, as they are used. Players regain all action slots at the top of the next round.
✧ Cool Downs ✧
All actions and spells have cool downs that prevent them from being used for a set duration. Each round of combat represents 30 seconds and all cool downs are based on that time frame. A spell with a 15 second cool down may be used twice in a post, but not immediately after each other. A spell with a 30 second cool down may be used 1, a spell with a 1 minute cool down must wait one full post, etc. Stamina reduces these cool downs.
✧ Spells ✧
A Runechanter prepares to cast a spell to aid her allies during combat.
Spells are magic and usually are only cast by players who practice in the magical discipline such as Mages. All Magic requires speaking words, a hand gesture, and a Magic Weapon item such as a wand to cast. Casting without any of those will either result in problems. No speaking words or hand gesture will result in the spell being cast unsuccessfully. Casting without a Magic Weapon will hurt the player equal to the amount of Mana spent but the spell will go off successfully. Players may learn new spells most often from NPCs. There are other means to do so as player accesses higher Floors.
Some Spells will have different interactions in more detail. For instance, "Frost Bite" will not effect any arctic-based Monsters such as Frost Drakes. Players will be asked to utilize common sense for most of these situations, however they are encouraged to contact the GM with any questions.
All Spells will have an additional description: AC (Action Cost). Action costs are how long it takes to cast each spell and is measured in Action Slots. Most spells have high action costs but deal larger amounts of damage than their physical counterparts. After any Spell, a player may also make a standard attack.
Spells can be cast even if a Player does not have enough slots. To do so, the SPell must have an AC of two or greater and the Player must have at least one action lot left. The player is considered “Casting” though the round, losing their evasion chance and increasing the critical hit chance on them by 20%. The remaining AC is taken from the next round.
Spells can be learned from NPCs that reside in towns. In every town, a Wizard or Warrior Trainer NPC will be available who will teach the players Spells or Actions if they pay the lesson fee. They will almost always be located in a similar place to the town's blacksmith. The price of lesson is universally as the following:
(Level of Spell or Action X 1 Silver Coin) = Lesson Fee
All class spells and actions may be learned from these trainers, regardless of class or level. Subclass jobs will require a specific subclass trainer and may have to be found or unlocked before they can be accessed.
✧ Actions ✧
"Accelerate" is a popular Action, as it allows players to increase their movement speed momentarily.
Actions work similarly to spells but are non-magical in nature. It is most often used by Classes that practice physical combat but aren't magical. (Send the Actions you wish to have to the GM, same as above) Actions often are a special and powerful move. For instance, just swinging a sword would not be an Action. However, spinning in a circle https://www.youtube.com/watch?v=8osrPODv0-k rapidly to deal massive damage over time will be an Action. Players may learn new Actions most often from NPCs. There are other means to do so as player accesses higher Floors.
Some Actions will have different interactions in more detail. For instance, "Disarm" cannot be used on a target that is very large such as a troll. Players will be asked to utilize common sense for most of these situations, however they are encouraged to contact the GM with any questions.
All Actions will have an additional description: AC (Action Cost). Action costs are how long it takes to cast each spell and is measured in Action Slots. Most Actions have low action costs but deal smaller amounts of damage than their magical counterparts. After any Action, a player may also make a standard attack.
Actions can be learned from NPCs that reside in towns. In every town, a Wizard or Warrior Trainer NPC will be available who will teach the players Spells or Actions if they pay the lesson fee. They will almost always be located in a similar place to the town's blacksmith. The price of lesson is universally as the following:
(Level of Spell or Action X 1 Silver Coin) = Lesson Fee
All class spells and actions may be learned from these trainers, regardless of class or level. Subclass jobs will require a specific subclass trainer and may have to be found or unlocked before they can be accessed.
✧ Status Afflictions ✧
Talrae actions and spells inflict a variety of effects on their targets. Status effects that deal damage over time (DoTs) tick every 30 seconds.
Burning: Deals 3*Int of the caster.
Poison: Deals 10% of the action or spell damage that inflicted it.
Slowed: Reduces the target's AGI by 20%
Chilled: Reduces the Target's STM by 20%
Rooted: Unable to move. The target may still use Actions and Spells as long as a target is within range.
Disabled: The Target is unable to use Actions or Spells for the duration.
Stunned: The Target loses a portion of their total Action Slots. Loses 1/4 for 10s, 1/2 for 15s, and all for 30s. Cannot move.
Prone: The Target is knocked to the ground, suffering a 15% critical hit increase for all incoming actions. Requires 1/4 action slots to stand.
✧ Skills ✧
Simple skills such as fishing will allow the player become more self-reliant on food, allowing him or her to spend less money in town buying expensive non-perishable rations.
Skills are what the player possesses that represents the player's aptitude at something. It includes simple things such as fishing, crafting, weapons repairing to Sword Wielding, Dagger Wielding and such. It is advised by the game manual for the players to invest in some points into their main weapon Skill at character creation. Every player has Skill 0 to start off with.
Upon gaining experience and leveling up, explained below, the player will receive some points to spend in Skills. Skills will also automatically increase as the player uses them but generally becomes less effective as the skill levels up. The GM will track your progress with Skills and notify you when you gain a skill point.
Skills describe their use broadly. The Art skill encompasses everything from sculpting to drawing to painting, for example. When used to create something, an item has a prerequisite skill level that a player must meet in order to craft. When using the stealth skill, it will be compared to the perception skill of those they pass. Whenever using a skill, contact the GM to determine the consequences of your actions!
Upon reaching Skill 250 in any category, a Player reaches Expert status in that Skill. This grants them access to additional, subcategories of Skill that are more specific. For instance, upon reaching Expert in Art Skill, a Player may gain the ability to put points into "Sculpting", "Fine Arts", etc. Subcategories will not be available to view and only will be revealed once Expert status has been achieved.
✧ Attributes ✧
Training is one way outside of leveling up that can grant additional Attributes.
The following are Attributes. All players have these Stats known as Attributes.
Abbreviated to HP. Health is the player's main indication of your well-being. When it drops to 0, player will die without exception.
Abbreviated to MP. Mana is required for most Actions and Spells.
Abbreviated to STR. Strength represents the player's physical power. It has the following properties:
- Physical attack damage - Action effect - Allow wielding of heavier items such as shields - Every 5 Strength grants +1% overnight HP regeneration (20% max)
Abbreviated to AGI. Agility represents the player's physical speed and dexterity. It has the following properties:
- Overall speed of movement - Every 20 AGI (after Bonuses and Reductions) grants a bonus Action Slot - Evasion - Critical Hit - Certain items, such as heavy armor, lowers Agility
Abbreviated to INT. Intelligence represents the player's magical affinity. It will primarily determine how powerful the player's spells are. It has the following properties:
Abbreviated to STM. Stamina represents the player's endurance. It is a special Attribute that does NOT require any points, meaning a player can play Talrae with 0 STM with no problem. It has the following properties:
- Reduces Action and Spell Cool Downs. - Every 15 Stamina grants a 1% Natural Resistance Bonus (Max 20%) - Every 15 Stamina reduces Action/Spell Cool Down by 5 seconds (Minimum Cool Down 10 seconds) - Increases Inventory Size
When the player reaches the next level through experience gain, he or she will receive 7 Attribute Points and 5 Skill points. For putting points into Health and Mana, 1 point will equal to 100. For example, you can choose to spend 4 points to gain 400 Health. Once the points are placed, they may not be taken back. Like points for Skill above, Attribute can also be increased through time spent on training, rather than experience gain.
✧ Titles ✧
A nametag of a player who has not yet earned a Title.
Titles are given out to Players by the game system. Most NPCs (and Players sometimes) afterwards will refer to the title of the player as well as their name. Titles can be achieved by enacting something epic/awesome at the Game Master’s discretion. When a Title is bestowed by the game system it confers a special bonus to the bearer, determined by the nature of the Title and what the epic move was. A player may only wear 1 title at a time. Each Title is unique and will never replicate itself in the game. Example: Kirito from SAO was known as “The Black Swordsman”.
✧ Experience and Level ✧
A player party receives a massive amount of exp after clearing a difficult dungeon.
When players gain enough experience through different events and actions such as clearing dungeons, he or she may be able to level up. Experiences gained will empty out upon leveling up. The experience level up counter is 50% more (rounded up) than the last counter with starting counter being 100. So Level 1 player must gain 100 experience before leveling up. Level 2 player must gain 150. Level 3 player must gain 225. Level 4 player must gain 338. So on and so forth.
Levels serve as a very general and broad indicator for a Player or Monster's approximate power, however it should not be taken as an acute measurement. Level cap of Talrae is equal to (Current Maximum Floor)x5. For instance, if up to Floor 10 has been cleared, all Players in-game may level up to Level 50. Floors 1, 2, 3 are exceptions, as maximum Level for accessing those Floors are fixed at 20.
Two friends train together in a friendly duel.
NOTE It is the PLAYER'S responsibility to keep track of all their stats and numbers for all the stats above. The GM would like to ask the players to remain honest and fair in their recordings. It is also the player's responsibility to remind the GM that he or she have gained enough experience for leveling up.
✧ Guilds ✧
Players relax in a Guild House during their free times, drinking and laughing their sorrows away.
Guilds are formed by a group of people numbering between 5-50. A Guildmaster must draft a treaty and all Guild-members must sign the treaty in order to establish a Guild. The treaty then must be submitted to any Town Hall. All Guild-members immediately share each others' statuses as Friends and a public Guild-house and storage may be purchased. After combating dungeons or other Guilds, general spoils of combat all goes to the Guildmaster. Guildmaster then has the responsibility to distribute the spoils as he/she sees fit.
When a Player joins their Guild, their profile name changes to represent it. An acronym of the Guild will appear before their name-tag, as well as a Guild symbol to represent their allegiance.
Guild-houses may be purchased or built (after the property is purchased) either in Towns or outside of them. Towns will naturally offer more security from Wild Areas Monsters but suffer from limited space and expensive real estate prices. Non-Guild players and NPCs can enter Guild-houses without permission, so it is recommended that the Guild establish some manner of defenses and security. If the Guild-house is located outside of Towns, it may also come under attack from Monsters or other Players. Guild-houses may be moved to other Floors. Details below.
Outcome of this Guild War will be decided in a 1v1 duel, a relatively rare agreement condition.
Guilds can declare war upon other Guilds. This is called Guild War. The opposing Guild may decline this challenge, however in such a case they aren't allowed to declare war for a month and their reputation among the NPC may drop.
Wars are often vicious events, with both pride and money on the line.
In a War event, both Guildmasters sign a war-treaty before submitting to the Town Hall. Guild War takes place in the Arena inside towns. The conditions of the Arena are generated randomly. The two Guilds are given 6 hours to conduct combat within the arena. Guild with the most functioning players in the end wins and the losing Guild must give up 50% of its current Renn and whatever other terms that were signed beforehand to the winning Guild. When fighting a Guild War, players who are reduced to 0HP are not killed. Instead, they are stunned for the rest of the fight. When Guild War ends, they are free to move and function once again and all their previous injuries will be automatically healed.
A Guild is often formed by groups of trusted and close friends who wish to work towards the same goal.
Any player may join a Guild with Guildmaster's approval and at least 60% approval vote from rest of the existing Guild. Similarly, any player may leave the Guild with Guildmaster's approval and at least 60% approval vote. A player without 60% vote or Guildmaster's approval who wishes to leave may choose to Force Quit, in which case the player may immediately quit the Guild at the cost of surrendering 90% of their current Renn to the Guild. Players may also be forcibly kicked out of Guilds if the Guildmaster and 60% of the Guild votes for it. In this case the kicked player does not have to pay the penalty price.
The Guildmaster calls for a meeting with all the senior officers.
While many positions can exist inside of a Guild, only the following positions are accepted by the game system; Guildmaster, Treasurer, Secretary, Architect, Chamberlain. With the exception of Guildmaster (whose position is automatically assigned to the individual who submits the initial papers to the Town Hall - as stated above) all officer positions will be filled by popular vote among the Guild members. Officers may be kicked from their positions in the same manner of how players can be kicked from a Guild.
Guildmaster: Gains the ability to do the followings: - Declare or accept War. - Send Guild-wide private message. - Access Guild communal bank account. - Submit documents to Town Hall.
Secretary: Gains the ability to do the followings: - Send Guild-wide private messages. - Post Guild-specific messages on the Dashboard. - Submit documents to Town Hall.
Treasurer: Gains the ability to do the followings: - Purchase property and/or Guild-houses. - Access Guild communal bank account. - Submit documents to Town Hall.
Architect: Gains the ability to do the followings: - Design, construct and upgrade Guild-house. Must submit designs to the GM prior. - Submit documents to Town Hall.
Chamberlain: Gains the ability to do the followings: - Manage NPCs who are employed or servicing the Guild. - Submit documents to Town Hall.
In addition to these positions, many Guilds choose to have honorary positions inside their Guilds such as First Mate, Second Mate, Strategical Advisor, etc. Guildmaster can choose to inherit his mantle to a fellow Guild member if he wishes. If the Guildmaster is killed or other wise is unable to conduct his or her duty, then the remaining Guild Members may vote for a new Guildmaster, with majority vote winning. Each player may ONLY create 1 Guild during their lifetime. However, they may join as often as possible providing that they only belong to one at a time.
Adventure is more enjoyable when shared.
✧ Player Interactions ✧
Group of immoral players prepare to mug a traveling, lone player.
Players can interact in any and all ways they could in real life. While players are able to kill other players in any place other than in Towns, this brands the killer player's profile with a red tag, indicating their crime. When having committed 3 or more murders, the player's profile tag turns into black and are not allowed to enter Towns and interact with NPCs. For players who PK (player kill) 5 or more times, the NPC authority of the Floor may even put a bounty on the player's head.
When a player is killed, all items he or she is carrying drops on the spot after the body has shattered. Any item owned by a dead player in any other location such as storage, automatically disappears.
Eating food is an important part of maintaining one's health.
Players are also required to eat, drink, breathe and sleep like in real life. When suffocating or starving, player's HP level will drop at alarming levels. In certain Floors with winter themes, it is possible for players to freeze to death. It is highly advised for players to dress right and carry appropriate equipment for the Floor's environment.
All real-life interactions, such as touching, are allowed by game's systems.
The advancement of the VR technology guarantees that any and all interactions with the environment and other beings are as realistic as possible. Texture, temperature... any and all types of feelings will look and feel as real as reality. Most systematic actions that are replicable through real-life actions, such as putting on items, can be done in both ways; meaning a player may choose to physically put on an item like they would realistically or choose to equip from the player 'Menu' itself. Both are accepted by the game system.
A player dies due to fatal damage during combat.
Pain-level setting is situated at 6/10. Meaning, if one were to be hit with an attack, it would hurt approximately a little more than half of how it would realistically feel. When players are damaged, they feel the pain and may drop in HP Attribute but otherwise is not injured. For instance, if a player takes a sword slash to the arm that would realistically have cut off the said arm, he will drop in HP and feel the pain but not actually lose the arm or suffer any malfunctions.
Any other feeling, such as the feelings of touch, smell and sound, will be felt at 10/10 setting.
If a player suffers death, after 1 minute he or she will shatter into a million points of pixel light and disappear forever. Bodies, no matter how intact, cannot be revived or healed once death has occurred. After 1 minute it will shatter no matter what. Same applies for monsters and NPCs.
Even in a video game world where death means a most certain end, some players manage to find joy and happiness they otherwise never would have.
Marriage is a status between two players. The two players upon marriage must sign together at the Town Hall and may open a shared storage and a place of residence. Marriage offers only one advantage in-game; if one of the spouse suffers death, all his or her belongings including Renn and items may be claimed by the surviving spouse. However, there is a Marriage Tax of 1 Gold upon signing in Town Hall. If the couple belongs to the same Guild, they must each be taxed 1 Gold by the Guild in addition to the normal Marriage Tax.
Two players visit the grave of their fallen friend, grieving his loss.
Funeral services may be purchased for any dead player at the Town's Hall for 2 Gold. If the service is purchased, the dead player's body appears in a pre-chosen coffin at the towns hall and any friends or family may visit to watch their loved ones for the last time. It lasts for 2 hours. Funeral service may not be purchased more than once for the same player.
✧ Menu ✧
VRMMORPG has a menu page just like any other games. From here players may access several highly useful tools.
A player changes into more comfortable clothes for the night.
Profile - Equip/De-Equip Items - See Skills - See Attributes - See Titles
Index - See all known Items - See all known Spell - See all known Action - See all known Skill - See all known Monsters - See all known Maps - See all known Guilds
Friends - Add Friend : Search Friend : Track Friend on Map : Open Private Chat with Friend - Guildmates (When Applicable) : Search Guildmate : Track Guildmate on Map : Open Private Chat with Guildmate - Unfriend - Block Profile
Chat - Open Dashboard - Open Newsletter - Chat : Open Chat : Open Group Chat / Add to Chat : Leave Chat
Map - Open Map - Mark Current Location - Turn on/off Friend tracking - Turn on/off Guildmate tracking
As time went by, the hall only grew louder as more students poured into the space. The sky outside cleared up and the moon shone brightly in the midnight sky. A flock of charmed paper butterflies fluttered around the room, settling periodically on people’s head before taking off again.
hortly after settling into his routine, Vicor would have been aware of something brushing gentle against his mind. It seemed curious, touching just briefly and then vanishing. It wouldn’t have been anything to care about but a group of students stepped silently into the Arena. It started with three mages, older students by what Victor could tell, who stood watching him for a while, faces as animated as if they were holding a conversation but their lips never moved. The rest arrived in pairs of two, putting themselves between the three mages and Victor, until 16 mages stood in the Arena sands as they watched Victor. Their faces all twitched in reaction to something simultaneously as they watched with various levels of boredom or amusement or fear.
Things changed finally when a boy came stumbling into the Arena and every head turned to watch him almost landed in the sand as he caught his breath. He sent a pleading look toward the first three who entered but grimaced and rose again, making his way to the Astorio.
“Ah, uh, hi, excuse me?” The mage asked hesitantly, hesitant to approach. “We have something to ask you, if you don’t mind that is?”
Downstairs, Hannah yelped as she clutched at her head. Her homework went flying and she stood, a quiet incantation sending them back to her desk with a wave of her hand, as she made her way upstairs. Athena threw her a questioning look but Hannah waved her off with a “All hands on deck apparently.”
Amaris made it halfway to her destination when Princess Ryner’s personal mages silently fell into step next to her. Both mage’s maintained a cool air of neutrality, faces blank as the guided her towards the main administrative building in silence. Amaris was guided into the building and up a set of stairs tucked neatly away into a corner that lead to two landings. The first landing, the group continued past but a hallway stretched away from the stairs with only a few doors breaking the monotone walls.
The second landing was much smaller. It had a waiting area with a few plush chairs and a coffee table. Some music played softly out of a gramophone in the corner and a tower of records stood next to it. The pair of mages didn’t stop. William knocked twice sharply and stepped off onto the side of the door, as did Sariel, bothat attention as the door opened when Ryner called “Enter!”
Ryner’s office on property was far more sterile than her one at home. A painting of the Queen hung on one wall surrounded by a variety of plants while a few bookshelves lined the other. Two leather chairs, upright and rather uncomfortable looking, sat in front of her desk on which Amaris’s book lay open. A bottle of blood and two glasses sat near her.
“Would you care for a glass of blood, Countess?” The Princess asked as she gestured for the Countess to sit. “It may make explaining how you came to be in the possession of such a dangerous artifact a little easier.”
Hiya, AChronum here! Although I'm relatively new to rping, I have plenty of writing experience and love trying new genres and styles. I absolutely love high magic fantasy RPs and am pretty much willing to do anything so long as I can create a charaxter, not play an existing one, and develop lots and lots of backstory! I'm perfectly comfortable with all mature themes as well, although smut for smut's sake is out of the question.
Interested in an RP? Send me a PM and have a magically marvelous day!
<div style="white-space:pre-wrap;">Hiya, AChronum here! Although I'm relatively new to rping, I have plenty of writing experience and love trying new genres and styles. I absolutely love high magic fantasy RPs and am pretty much willing to do anything so long as I can create a charaxter, not play an existing one, and develop lots and lots of backstory! I'm perfectly comfortable with all mature themes as well, although smut for smut's sake is out of the question.<br><br>Interested in an RP? Send me a PM and have a magically marvelous day! </div>