Ok, I'm a little bit delayed, but I finally managed to post. By the way, @BlueAjah & @Awesomoman64. I'm sorry, I forgot to add the event I had planned for Fei and Jessi, remember me to do it later, ok?
"Wa-wait it, Fei!" Eleonor tried to reach out for Fei, but before she could get a hold of her, Fei had already dashed out of the dining hall. Even with Jessi leaving to go after Fei, Eleonor couldn't help but feel guilty about what happened. But, what could she do? Because of Eleonor's job, she knew way too many things she wasn't supposed to and the habit of keeping secrets grew on her unconsciously.
If a lie could save Fei from the world of pain that the truth brings, Eleonor would be more than glad to keep Fei in the dark but it seems that things too far. However, how could Eleonor tell Fei the worst of the secrets she was keeping for all these years?
As if she were reading Eleonor's mind, Lorelai came again and snapped the Crimson knight of her inner turmoil. Eleonor shuffled her worries back and smiled at Lorelai and the unexpected guest. "Actually not, Axon, right? There's nothing that you may say that I don't trust Lorelai to listen. At the moment she's most trusted servant. However, could you wait just a moment?" Elonor asked Axon, before turning to Lorelai, "Lorelai, my dear, I hate to keep asking you to do the same thing over and over, but there's someone else by the door. Could you ask one of the other maids to see what they want?"
"Now then, in which way can I help you, Axon?" Eleonor asked just as she gestured Lorelai to close the dinner room's door.
"Hey, hey You got it all wrong, Ruxy! It's the guy who owes me, big time. Anyway-" Mikoto was interrupted by the sudden crackling of the power of the two relics colliding against one another in the nearby clearing. The sheer pressure of the wind was enough to knock the Peddler Witch away, and she hid behind a tree with a hand holding her hat and another inside her pocket, fishing the fake relic she carried around "I knew that this thing would bring me luck, the real relic is right over there, once I fish it, I'll be able to make a huge catch." Though, what catch was that, no one knew. Apparently Mikoto had some big scheme (Or would it be a scam?) planned. What could be it?
Back at Arcadia, the Twins sighed, leaving a shocked expression hanging on their faces when the multiple surfaced from the water.
"Are you serious? The powers that be must hate us it's literally one problem after the other."
"What now, Oneesama? I don't have anymore ideas."
"Well, I guess the only thing we can do now is try to cross the river and hopes these things don't attack us. Come on, Alex, Tori. We're gonna have to run!" Sienna said as she used her tome to build a frozen bridge over the river. It was now or never for them.
Keep this in mind as well as the 01 post, 01 round rule. That's the sole reason why I prefer to fight on the thread, because one can clearly handle the rotation like this.
Eclipse Princess tuned her to look at Rocket Lancer as he entered her fight with Arms Slave. True, that wasn't a duel at all, it was just a battle between an Outlaw and the Sweepers, Eris just had to behave accordingly. "Ho~? Things are starting to get interesting now." Cassandra watching her fight brought a renewed sense of self to Eris, perhaps even a revelation, epiphany, etc. The thing is, Eris wasn't going to go down here, not in front of the only person other than her mother that liked her and could understand Eris eve if just a little.
Defeat, wasn't an option anymore.
As Rocket Lancer tugged the chains, launching both Eclipse Princess and Arms Slave toward one another (and being drawn in himself) Princess smiled, finally getting the chance she had been looking forward to. This was going to end fast that she swore. As soon as Eclipse Princess was almost at point blank with Arms Slave, she gathered a ball of crushed space on her left palm, extended toward Arms Slave's face.
"Evade this!" Eclipse Princess said, as she launched her Spatial Collapse right on Slave's face, Lancer wasn't safe as well, since the area of effect was big enough to get the two of them. Following her attack (that snapped the chains like wet noodles), Eclipse Princess used her Sunder to try to destroy a pair of Arms Slave's daggers, if she succeeded, the remainder of damage from breaking the couple of flimsy weapons would go all to Arms Slave.
Oh god... more ability writing... I was not planning on being creative yet today.
What? You don't want your cool things? I'm no one to halt your inner masochist, if you don't want it, you can always choose to play DGO on the Hard Like Heroic mode.
Hey, people, here I'm at drop an announcement regarding the current DGO Rules patch, this has been made under collaboration with @Lucius Cypher and @TheWindel and will be later pinned to the first OOC post for easy of reference.
Either way, enjoy:
Abilities & Feats
Abilities are Avatar unique skills you can perform that fit your Class. Warriors typically gain abilities that allow them to do more damage or survive attacks, while Rogues would gain something that allows them to sneak past their enemies or make use of something they cannot. Though they can be unique in other ways as well, such as the ability of flight or some such. Whatever your abilities are they are largely determined by who you are. Feats on the other hand are more specialized, but flexible in the fact that you can chose which one you’d like to use. Feats are tailored to fulfil different Archetypes for each class, but by no means defines what your Archetype would be if you chose them. That all depends on how you use them really.
Avatar Abilities differ from Feats in that they will remain consistent throughout your levels. While you can always lower your level to trade different feats, Avatar Abilities will always remain the same so long as you reach the level requirement. Avatar Abilities are also unique in that they are specialized for the character. They give your Avatar something unique about them that rarely any other character would have. These Avatar Abilities are linked towards your Class; however higher level Abilities can sometimes dip into other classes so long as they fit the flavor of your character. Every Avatar has 6 Abilities, but they will only obtain all of them at level 9.
These Avatar Abilities must also be reviewed and approved of by the GM before you actually use them.
Combat Rounds and Abilities Cooldown
Time, spent inside of combat (each post you do while fighting), on DGO is measured in units known as Rounds, which are in turn divided in sub-units known as Actions and Reactions. A Round is equivalent to one minute, while an Action is worthy 30 seconds, a Reaction doesn't take anytime to do, but can be made only once per Round, generally in response to a trigger that is determined by the type of ability you are using or action you are doing (e.g.: trying to attack someone that lowers their guard, ducking out of an attack line of effect, casting a shield spell, etc.).
Using an Action, a player can either move, attack (the number of attacks you can do on a single action depends on your attack speed, weapons, etc.) or activate an Ability or Feat, in any combination they see fit as long as it doesn't violate the 02 Actions per Round limit and every action can be accomplished in more or less 30 seconds. A special case lies with Minions (Controlled undead, demons, beasts, drones, etc.) since they only have 01 Action of their own per Round, the masters of such creatures must spend their own actions to have their Minions perform a second one. As a rule of thumb, Minions can't use Reactions, even under command, unless they have an ability that allows for such (e.g.: shields, intercepts, etc.).
The Cooldown of Abilities and Feats begins to count as soon as they are activated and works in a set way, based on a Round and its divisions. You must choose a Cooldown timer for your Abilities based on the following ones:
* N/A: This effect has no Cooldown, meaning that it can be used on every Action a player takes during combat. Passive effects have this Cooldown timer by default.
* One Action: This effect has a Cooldown of 01 Action, it can be used once every Round, independent of when you activate it.
* XX Rounds: This effect has a Cooldown of XX Rounds, you must wait a number of Rounds equal to the Cooldown number before using it again.
* XX Time Increments: This effect has a Cooldown of XX Time Increments, you must wait a number of Time Increments equal to the Cooldown number before using it again.
Lastly, remember that all these are guidelines on how to proceed through combat, even if you’re collabing during a fight, you should keep this in mind.
Time Increments
Time, spent outside of combat (that is, most non-combat posts), on DGO is measured in units known as Time Increments which are equivalent to 10 minutes for Open World maps and 05 minutes for Dungeons, this difference is because of the fact that inside of Dungeons the constant tension and adrenaline on your system, causes things to seem to move at a faster pace.
The biggest use for time increments is to measure the rate of regeneration for a players' resources, but other effects might depend on them as well. For every time increment that passes a player recovers 10% of their full Health and Mana (that is, 01% regen per minute), unless an ability or other things like being in a Sanctuary, where regen rates are 10 times faster (meaning, full regen in one Time Increment).
Lastly, if a player spends a Time Increment doing nothing but rest, generally sitting or lying down in a place, they can double the regen rates for that Time Increment.
Random Encounters
Dissolutions and Outlaws don't simply sit around in one place and wait for other players to come and turn them into a nice little pile of EXP. They prowl the land in search of squishy prey to chew and hack into bits, that's why caution at all times is highly advisable for the adventurous soul.
Mechanically speaking, for every Time Increment a player stays outside of Safe Zones, while logged on Deep Ground, they have a 1 in 6 chance of running on/being ambushed by Dissolutions or Outlaws. Generally speaking, this ensures that around once every hour you'll run into trouble, unless the system is being a bastard and pitting you against foes after foes with little to no time to breath between the fights.
The Level of the foes you face varies randomly between two bellow and two above the Challenge Level of the area you are in, which is pre-determined by the System. The number of foes you face are generally between 1 and 6, but this can change according the foes levels. The conditions of the encounter (who's ambushed and who isn't, distance, positioning, etc.) are based on circumstances like your skills, your foes' skills and terrain layout, all of which can change from encounter to encounter.
Lastly, you can decide to ignore Random Encounters if you use any means of fast travel, like a travel by mount or vehicle, or if you have specific skills that allow for that.
Rewards
The total EXP rewards from a defeated foe are based on both the foe's level and your own as explained by the NC System. The bases EXP reward per Level of the enemy is given below:
Level 01: 50 EXP.
Level 02: 100 EXP.
Level 03: 200 EXP.
Level 04: 400 EXP.
Level 05: 1000 EXP.
Level 06: 2500 EXP.
Level 07: 3750 EXP.
Level 08: 5000 EXP.
Level 09: 10000 EXP.
Upon your discretion you can choose to convert part, or even all, of the base EXP reward from an encounter into items or materials worth that much raw EXP, mins that any items broken down or sold for EXP are usually worth only half of their raw EXP value, with no modifiers to that amount, independent of your level. The raw EXP for broken/sold items is given bellow:
Poor/Materials: None, these items can be used to craft others, but are worth nothing in and off themselves. Their EXP value can be fully converted on items of higher quality as long as you know the proper crafting recipes.
Common/Rare: Half their base EXP value. Can be acquired normally by the method described above.
Epic: Full base EXP value. These items can only be acquired with GM permission.
Unique: Can't be broken. These items can only be acquired with GM permission.
Finally, a player can't equip/use any single item whose base EXP value is higher than the double of the current amount of EXP they currently have. Also, to keep things easy for all of us to keep track of your progress, include on the TOP of your posts in a visible way any EXP or item rewards your characters may have acquired on that same post.
Item Binding
Because of the effort one has to put in acquiring items of Epic and Unique quality, they are rewarded with a special feature that exists to prevent item theft. These items are bound to the first player who equips them and can’t be used by anyone else, regardless of class proficiency or any other factor (though there may be some avatar ability out there that allows it).
There are two ways of breaking an item binding. First, one can purchase an Ownership Certificate, that allows for a binding to be overruled, to prevent abuse, these items can only be acquired from a Colored King (much like Pardon Letters) or if the avatar who previously owned the item is deleted for some reason, like when a player reaches he age cap, though this method only matters for Unique items, since there’s only one copy of each item of this at any time on the whole Deep Ground. There are no known legal methods besides those two.
Professions
(New feature, hot!)
The pressing necessity of give the players formal help in guiding their future on the real world gave rise to the concept of Professions on Deep Ground. While most of them aren’t related to real jobs, they still teach the players about the value of working, organizational skills and striving to earn what they want of life as well as another multiple things. The Profession you choose will however, have some impact on your future, so think well before picking one.
Each player can have up to one Profession (plus any related skills) at any single time and they are freely exchangeable, but you lose any progress on your previous Professions if you choose to abandon them. To create an item, or use a profession in general, a player must have both the required raw EXP in Materials, a crafting recipe for that item, and the required profession skill level. Some profession might require additional features as well, like the need of a forge for Blacksmithing, each specific item also takes a time to build and some of them might have cooldown timers to prevent the spam creation of powerful items on the world.
Profession Skill Levels vary in a scale that goes from Novice, Adept, Journeyman, Master and Grand Master, though (much like the Colored Kings) there can only be one Grand Master of each Profession at once on Deep Ground. To raise one’s proficiency in a Profession, one has to keep trying and pushing their skill ever further, investing time and EXP on their quest for perfection.
Just like with abilities, there are as many professions on Deep Ground as there are stars in the sky, thereby a list of them would be impossible to do, just keep in mind what your character can or can’t do. Also, if you choose to have a Profession add it as a new field on your Avatar’s CS.
I think it's fair, but ding a full list of these things is way too hard to do, so it' would be better to take it on a case-by-case basis.
Good question. On one hand, as a mage your weapon selection has always been limited, and even with the feat that allows you to use melee weapons, your still stuck with light weapons. That being said, I have pondered including one-use weapon items like bombs and spell cards (basically magic bombs) to give players some versatility and something for Artifice rogues to specialize with.