Welcome to the world of Eternal Falls. A world of magic and myth. A world where heroes and legends are born...
Create your race, choose your path, slay monsters and bosses, explore dungeons and the vast land, find treasure, challenge other players to a duel, and much more!
What will be your story?
This is the advertisement that you have just laid eyes upon. As the deep-voiced man in the advertisement spoke, a hologram preview of the game hovers in front of you. This is the future. A world where technology once only depicted in films has become part of everyday life. It goes without saying, such advancement in technology has lead to one of the greatest gaming devices the NeuroGEN VR (virtual reality) Helmet. Basically what this helmet will do is take the subconscious part of the players mind and place it within the game. This allows for more realistic game play and the user will still have a sense of awareness.
You may or may not be a big gamer, but you would have most definitely heard of the new release "Eternal Falls". Whether it be through advertisements, blogs, or chatter of the streets. For one reason or another you are compelled to try the game. The game ran smoothly. A month later, once the player count has reached the millions, an update was released. You had no choice, if you want to keep playing the game, you have to proceed with the update. Nobody wants all those well spent hours to go down the drain. So you update. You go about your normal game-play. Whether you played for minutes or hours, you notice that you are unable to log out. Things begin to feel more realistic.
They say that two heads is better than none, one would think millions of heads would be even better. Though, after three months of being within the game, nobody is able to figure out why they are stuck. They have also found that death in game results in death in the real world. Taking damage really hurts! Some have grown to accept this as their new reality. Others are determined to find a way out and get back to their previous lives.
What Kind Of Game Is This?
*Level cap of 200
What Currency System Will We Rely On?How Can I Contact My Friends/Guildmates?
Copper -> Silver -> Gold -> Platinum
100 Copper = 1 Silver coin
100 Silver = 1 Gold coin
1000 Gold = 1 Platinum coin
You may be stuck within a game and believe that it has taken the place of your former reality, but this does not omit game mechanics. You may request trades. If the trade request is accept a small menu, only seen by you and the player you are trading, will appear in front of you. You both chose the item(s) or currency that you wish to trade. Both players must accept the trade before an actual transaction is made.
As previously mentioned in the trading section, this is still a game. Your players will have to the ability to not only communicate publicly, but also send private messages (for those who wish to whisper sweet nothings without others knowing :P). No matter the distance, you will be able to communicate with players through private messages. This allows for quick communication. If the player you are trying to reach is asleep, there is a feature which notifies you of your message when you wake. This may not be too helpful when your friends are being attacked by a group of bandits and are calling for help, but look at the bright side! You get your goodnight's sleep.
Add & Ignore List:
A naughty and nice list. Friends will be highlighted on your map display as green dots. Ignored members will appear as a dark grey dot. With the old features, members on the ignore list would normally be colored all grey and muted to you. Sadly this is no longer the case. It is now a simple warning, when you see the dot, to stay away.
How Does the Interface Work?Are There Any Interesting Features?
A map display is available to players. The map can be toggled between display and hide. It will only display land that you have already traveled. Uncharted land will be shaded black. The only players who can bypass this feature are those with a scribe profession.
Players will have access to their inventory, a screen personal screen which only they have access to. Your inventory will contain 20 item slots (use them wisely!). The rest of your items will have to be placed in a bank/guild bank/ personal storage.
-NOTE- Gear and Weapons will take up one slot each piece. Potions, arrows, etc. will stack but they have a limit before taking one slot.
For those of you who do not like the appearance of your armor or just your overall appearance, you may find cosmetic magicians! Said magicians will be able to change your hairstyle, hair color, skin color, eye color, and even your gender.... WHaaaaa O.o? They can also glamour your gear. You may also find special vanity items on the markets. Of course, like all good things in life, nothing is free. You must cough up a pretty penny for such amazingly good looks.
Players will be afforded the chance to own pets. Markets will have basic pets for sale. For those with the co hones and fancy rare items, you must explore and quest. Test your luck, you may stumble across a rare egg.
-Pets are mostly vanity items.
-They will be able to pick up loot and help gatherers find materials
-Like mounts, they must also be well fed and rested. They too have personality
-They do run the risk of death if not taken care of.
(A "pets" hider will be added, with information on pets and how a player can get their hands on them)
Surely I Don't Have To Walk Everywhere!Can I Do Something Besides Fight?
Pffft! You get nothing! Use those feet you have been blessed with...
Lmao just kidding. Though walking is always an option :P
The Gate System
These gates are placed at the center of every major city in Eternal Falls. They have a light blue resonating light given off from it's floor and along the center area. To travel by Eternity Point one must acquire the keystone for the city they wish to travel, they can be obtained through means of trading with another player, or visiting the city by foot to receive one from that city's gatekeeper. By giving the keystone to your current city's gatekeeper, they are able to transport you to the city of the keystone given.
These gates are identical to Eternity Points, though instead giving off a green light. Travel points are scattered across the map of Eternal Falls, they will take you to zones of importance, small villages, or landmarks. There are no gatekeepers at Travel Points, and therefore do not require keystones, rather the player can only travel to nearby Travel Points through a mapping system integrated into the game. The only way to use a Travel Point, is to reach one by foot, most are in neutral environments.
Gates that are often locked by a caution sign are danger points, they are similar to other points but with a red glow. Danger points are physically impossible to travel to for players under level 50, upon reaching level 50 the player will be able to travel to them when with a group of others in the same level range. Danger Points are one way, but can be traveled to from Eternity and Travel points.
After being stuck in-game, mounts are now more than just a means of transportation. They are like owning horses in real life. You must feed and take care of them. Let them rest because they do gain fatigue. They also have personalities. Here are some examples:
Horses - Obtainable at any level for a reasonable sum of coin, horses are the most common form of casual transportation. Several breeds are available mirroring those in the real world, faster breeds costing more.
Telu'ah Lion - Upon reaching level 90, a quest becomes available in the Kindred Desert zone. The lions of Telu'ah are sentient, intelligent, and cunning predators that travel to these deserts to find prey within the night. In order to obtain such a creature, you must subdue it within the desert sands after nightfall- when the beast is finally broken it sees you worthy of riding upon it's back.
Ymirjar Wolf - The snowy peaks of Ymirjar are one of the most difficult zones to best, the creatures here must be strong enough to live within these frozen lands as ruthless as they must. The wolves are a prime example of this, growing to be the size of a large bear they are the apex predator within this terrain. Though despite this, a lone mountaineer is said to be able to gain their trust. If characters are able to find this mountaineer, they are granted the ability Wolfspeak and upon completion are gifted a Ymirjar Wolf.
-NOTE- I would like to give a special thanks to Anderiel, for the help/creation of these systems. This is the reason you aren't stuck walking everywhere!
Players will be able to take up two of the professions from this list:
-Smithing- The creators of weapons and armors. They can specialize in either Weapon Smithing or Armor Smithing to make even more powerful versions at the end of their trees.
-Cooking- Using ingredients to create sustenance, Chefs are able to produce food and beverages that can be consumed for health regen, mana regen, and/or temporary buffs. Specialized trees for these Chefs are as follows: Butcher (regenerates most if not all health and provides a temporary health boost); Barista (magical power is restored and boosted for a short time); Artisan (doesn't touch health or magicka/mana, but gives longer and stronger buffs to a variety of different stats).
-Alchemy- Alchemists are scholars in the field of mixology, using herbs and other reagents to create potions and poisons alike. Most potions restore health, mana, and energy, though few can give a temporary buff. Poisons are for those that use these concoctions on their weapons to deal extra damage or inflict more ailments upon their target. Poison Masters have a natural resistance to artificial poisons and have an eye for creating craftier types that slow, paralyze, and more. Potion Masters produce flasks and elixirs that have legendary effects for their consumers.
-Hunter- Hunters gather the skins and meat from beasts of all sorts to sell or use for themselves. High-Level Hunters get more product from their loot and can skin even the hardiest of creatures.
-Herbalist- Knowing which plants are beneficial for Alchemists is essential to keep from anything too dangerous. Those with green fingers (high ranked Herbalists) may gather seeds and even grow their own garden (provided they have a guild garden and/or a private one).
-Miner- Ore embedded in the earth is tough work, but very rewarding once they are refined. An experienced miner can locate more minerals that are invisible to the naked eye and produce more than usual. Gems also come at a higher rate.
-Lumber Jacks- Trees are everywhere! Where there are trees, there are woodsmen that claim the different types of wood to sell to the crafters of the world. Higher ranked Lumber Jacks can cut down mystical and rock-hard trees.
-Fisher- Water is abundant, whether they are streams, rivers, lakes, or oceans. With so much wildlife living within these waters, there are many opportunities of different food! Requiring either a simple stick with a line or a powerful rod with a strong line, Fishers gather up all kinds of fish. Higher-ranked Fishers are able to pull in exotic sea creatures of even humongous size!
-Survivalist- Whether born in the wild or too confined indoors, these folks will have a slight resistance to natural poisons and disease, as well as gaining a slight bonus to experience gain when they sleep under the stars. When looting beasts, they have a higher chance of finding another helpful item. Able to produce a campfire if firewood is available.
-Enchanter- Using mystical ingredients to enhance armor and weapons, enchanters are typically very renowned in their respective guilds, though in small numbers. The use of more than one or two enchanters is typically unnecessary. Nonetheless, powerful passive effects or on-hit effects are prized among fighters and casters alike.
-Leather Worker- Hey, light armor comes from somewhere, right? Requires leather/hide, furs, and scales for their profession.
-Tailor- For the squishies out there, a Tailor has the most fashion sense of every crafter. Not only are their products combat-usable for casters, they provide great common clothing as well. Cloth can be bought, scavenged, or created by an herbalist (for cotton).
-Fletcher- Bows, arrows, crossbows, bolts... if it's wooden and practical for combat, the Fletcher will make it. Requires wood gathered from Lumber Jacks. Higher ranked Fletchers are able to craft unique weapons from mystical wood.
-Jeweler- Although most jewelry are used for fashion, many may be enchanted. Requires uncut gems as they cut and craft jewelry. Heavy cost, but high reward. Higher ranked Jewelers are able to embed perfect gems into weapons.
-Scribe- Maps are a standard for explorers, and scrolls are a luxury when traversing dungeons. Scribes take these needs so that groups won't be lost and are able to sell or share their explorations for future adventurers. Higher ranking Scribes can create scrolls for enchanters to produce magical effects. Able to craft parchment, hide scrolls, and leather-bound books.
Where Are The Fantastic Rules?What Classes Can I Play?
1. I will not be the kind of person to say "THIS IS MY WORLD! WHAT I SAY GOES!". This is our world and we all have a say in improving it. I just ask that when I make the final decision, remember that I am the GM and respect that decision.
2. If you have any suggestions, send Dubwarlock or myself a PM or post on this thread.
3. Play nice with others. This does not only pertain to OOC, but IC as well. Don't be that guy/gal who thinks they can dodge everything and perform 1-hit kills. It's just not going to happen. Be fair.
4. You may have as many characters as you think you can handle. If I think you have to cut down on characters, I will discuss it with you.
5. Be active! I'm not saying to post every single day. I would like for you to post, if not once a day, once every other day (these are bare minimum standards). If you will be away for some time, give me a heads up. Should you disappear without notice, your player will be fed to the endless sea of data.
6. HAVE FUN!
Players will be able to choose from one of the already created paths or create their own. I will keep this updated.
Class Type: DPS/Tank/Support/Healer/Range/Magic/Misc. (This is for those races that might fight into more than one category)
Branch: Start with the lowest form and end with it's final stage. Include at what level they move up in class
DPS will consist mostly of melee classes
Class Type: DPS
Weapon Type: One-handed swords (Dual-wield capable)
Armor: Cloth - Medium Armor
Description: The path of the swordsman is one that concentrates on dealing deadly and swift blows. They are more agile fighters, making use of dodges and parries.
Level Branch Level 1-20 Swordsman Level 20-50 Samurai or Fencer Level 50-100 Ronin or Duelist Level 100-200 Shogun or Blademaster
Weapon Type: Two-handed weapons
Armor: Medium - Heavy Armor
Description: This branch of warriors focuses on dealing heavy, but slow, damage with those massive weapons that has everybody thinking "How in the world can they carry that thing?". Since they wear medium to heavy armor, they do have SOME defensive capabilities, but this is not the focus.
Level Branch Level 1-20 Warrior Level 20-50 Slayer Level 50-100 Crusader Level 100-200 Dragon Champion
Weapon Type: Fists/ Gauntlets
Armor: Cloth - Leather
Description: An apprentice of the way of the empty hand. They can infuse their fists with Chi. Their speed is their best trait and as they level up, they get more abilities to enhance it. They mostly use their fists and only use their legs to move.
Level Branch Level 1-20 Initiate Level 20-100 Monk Level 100-200 Wushu Master
What About Races?F.A.Q.
You will be afforded the chance to create playable races. Please keep in mind that I may or may not accept the race. So don't go and make these awesome characters of the race you are creating and have to redo the race and appearance because it didn't get accepted. You do not have to create a race, i will add some choices for you. Also, I understand that people want to be unique, but remember that you are not the only one of your kind. Creating a race opens it up to everybody.
Starting Location: this is optional. There will be a region/town creation sheet. If you have no clue where the race would be located, i will be glad to create a location for them.
Racial abilities: if any. These would be a basic stat boost.
Primary Race Selection
Humans are a diverse and plentiful race within Eternal Falls, as many default to it when the others do not appeal to them. Humans come from every edge of the world, and come in many cultures and subraces themselves, with such are further selectable. Humans have a balanced basic attribute tree, and the innate passive Speechcraft, allowing them to bargain their way into better deals or out of sticky situations.
Caucasian ~ Northborn 'Germanic European Culture'
Caucasian ~ Forestborn 'Gaelic European Culture'
Latin ~ Coastborn 'Central American Culture'
Latin ~ Plainsborn 'Latin European Culture'
Asian ~ Chiborn 'Feudal Japanese Culture'
Asian ~ Shaborn 'Dynasty Chinese Culture'
African ~ Sandborn 'Ottoman Egyptian Culture'
African ~ Tribeborn 'Bentu African Culture'
Elves aren't quite as diverse as humans, though as one of the oldest races they have branches into different belief systems and governments. They are a proud people, one with a rich understanding of the world and it's magical properties. Elves are the second most chosen class in Eternal Falls as it is a basic fantasy class that many settle upon. Elves have a magical strengthened attribute tree making them stronger at being mages and healers. Their innate ability is Starsign in which grants them a buff from the god their race worships.
Sun Elves ~ Monotheistic, Worship Sól their Sun God// Fire Affinity
Moon Elves ~ Monotheistic, Worship Lune their Moon God// Water Affinity
High Elves ~ Polytheistic, Worship a number of Holy Gods// Light Affinity
Dark Elves ~ Monotheistic, Worship their Dark God Lolith// Dark Affinity
Wood Elves ~ Polytheistic, Worship a number of primal deities// Nature Affinity
Dwarves ~ Monotheistic, Worship Ygmir the Stone Keeper// Earth Affinity
The beastmen are one of less picked races, some of the subraces are found to be strange while others seem to be frowned upon my mainstream players. Overall they are an eccentric group that aren't as bad as people make them out to be. They are typically strong and agile, quick on their feet and sturdy all the same, coming from the jungles of the world and finally warming up to the abundant races they have finally integrated into society. Beastmen's dexterity attribute is very high, making them mostly noted for scout and swordsmen classes. Their innate ability is Animal Instincts, using this ability allows them to deeply tap into their animal traits using them to their advantage.
Nekurata ~ Cat People from the Northern Regions.
Dragonkin ~ Dragon People from the Volcanic Regions.
Ursira ~ Tribal Bear People from the Jungle Regions.
Heskile ~ Reptilian People from the Island Regions.
Other -Player Made Races-
The ones of this Race are usually called Golurks, named for their Golem-esque appearance.
Golurks are monstrous beings usually ranging from 11-12 feet in height. Their skin tone usually ranges from a dark-bronze to a milky white, and their bodies has the texture of rock or stone. This hints at their impressive defense capabilities and strong stature. The picture above is the appearance of a Golurk without anything added; no hair, clothing, or specific facial features. Basically the default image.
Golurks have a natural affinity for defense and offense, being noted for their incredible defense and above-average attack power. They are usually tanks first and fighters second, and are usually found in the front, grouping mobs and damaging whole hordes. They have no ability other then the two raised stats.
Q. Is the Roleplay Closed?
A. This roleplay will remain OPEN to application. Though, it is highly advised that if you are interested in this, you start as soon as possible. Reason being that it will be less likely that a character of higher power will be approved, the further we get along the story. This is to keep things fair for those who have been playing and leveling.
Q. Why are some Professions classified as Other if they clearly Craft items?
A. Professions under the Other branch means that these Non-Gathering Professions don't have Specialty Branches (yet).
Q. Can I make up my own Race/Class/Guild?
A. Yes you can! However, they must first be PM'd to either myself or Dubwarlock for discussion.
Q. Why do you have two OOC threads?
A. Several reasons.
1. The original thread felt rushed and this is the cleaner, thought-through version.2. There was so much chatter that wasn't related to the RP that it felt wise to create a RP-Only OOC thread for relevant discussion and the old thread is now for the players to kick back and enjoy each others' company!
What Are We Waiting For? Let's Jump In!What About The Original OOC?
Play with friends!
Being a solo-player is not advised, since it would be considerably difficult for a player to survive in this world. Go on quests and explore with your friends by either joining a party or guild. Parties have a maximum of five players. A guild can have as many members as they can recruit. If you wish to create a guild, you need a minimum of three players in the party.
Guild Creation Sheet:
Requirements: If any, what must a person have/be to join your guild?
Description: A brief description of what the guild may be known for and their long/short term goals.
Members: (Be sure to remind me of new members, so I can update this.)
"Coin is worth more than your life, seriously." - Khaira, of the Whimsical Shadows
""We take any job as long as the pay is good. No remorse and no refunds." - Nekurale of the Jewels
"You're not a pansy right? Not some push-over who's going to wuss out when they see a little-" - Khaira
"Khai-chan you're gunna scare them, we take anyone who's willing to get their paws dirty." - Nekurale
"But, I don't have paws." - Khaira
"Oh, that's a shame. Nyan~" - Nekurale.
"We are a guild that people think is rough around the edges, but nope, we'll just do the jobs other people are unwilling to do. Including but not limited to:"
- Item Retrieval - Burglary or Theft
- Coin Retrieval - Burglary or Theft
- Player Retrieval - Kidnapping
- Player Deletion - Murder
"That last part isn't a joke, but you'll be alright seriously." - Khaira, of the Whimsical Shadow.
"Me me!" - Nekurale, of the Jewels.
"She's the boss." - Khaira, of the Whimsical Shadow.
What does the world look like?
Windspeaker Village [1-10]
A calm village, a constant fresh breeze ever flowing from over the mountains in the distance. Windspeaker Village a town of beginnings, a large amount of help NPCs are present here, along with low level practice creatures such as rabbits and other small animals.
The Silver Glade, a forest of whitened flora and fauna, plains lit by a strange spell that seems to keep this place in an eternal twilight. Though this place is bizarre, the life here is rather peaceful when not provoked, animals only attacking when they are themselves attacked. At the center of this zone is a large lake of perfectly still water, and at it's center is a small island with a shrine upon it, this is a place of worship for Moon Elves.
Frigid Expanse [30-50]
Fur coats are recommended, the Frigid Expanse is one of the furthest north zones within the game. Separated from the southern regions by the Ymirjar mountains, not only is this place cold, it is depressingly empty. Though the monsters here are few, the icy air of this zone slows movement speed and gradually drains stamina without cold resistance clothing.
Wisp Peaks [50-70]
Small lights can be seen overhead, you would think they're starts until they began too encircle approaching you slowly. The Wisp Peaks are a mountain range cloaked in mists so thick that they are nearly impossible to navigate without the right magic. Roars of thunder? Your mistaken, wyrms are abundant in the Wisp Peaks as their climate and hidden aspects are perfect for homing their children.
Ymirjar Mountains [70-90]
The mountains of Ymirjar, full of mystery and danger. The snowy peaks and sharpened cliffs have taken more lives than the creatures that inhabit them. At the core of these mountains is a crypt where few dare adventure, but rare items are often found here, but danger lurks around every corner.
Cilorofell Forest [95-100]
Cilorofell is the birthplace of the first Wood Elves, a wondrous landscape of luminescent creatures and plant species that is a sight to behold. But do not be fooled, the beauty of the surroundings are the only calm in this dangerous overgrowth. For the forest it's self does not like visitors, and will due all it can to subdue you, as it's enemy and it's prey. Carnivorous Treants and vilekin of a variety shift in the small amounts of darkness in this bright and mysterious land, adapted to their environment, more so than you.
Twisted Undergrowth [100+]
Isolation, the air is thick with the putrid smell of death, covens of hellspawn quarreling just out of sight. The twisted undergrowth is the home to all who fear the light. Once an underground tunnel system for the dwarves, the forsaken tree Thandras' roots spread deep corrupting the minds of those who travel below. Over time, the tree's evil spreed, and so too do the tree, expanding into the overhead forest that is unapproachable.
The city of the angels, Zea'Kflonic is a place of healing and enlightenment, adorned with many churches and temples, bells musically ringing every hour to signal the time. It is a solemn place, guarded by NPC Paladins and priests, as the Cardinal watches over the city. It's rumored that there's a special quest in which one could gain an item that revives dying players, but, alas, it's only a rumor. There is a lack of merchandise and inns in the town though, and thus, most adventurers treat it as only a place of sightseeing and getting some free buffs and heals before going back to the battlefield. There are also NPC Priests and Nuns who will grant Healers special spells that can not be learned purely through leveling up, but that comes at a price. And not a monetary one.
Skybreaker is a wonder of architectural art, carved of stone and built along the side of the mountain it is named after. At it's core is the Seat of Skybreaker, a large castle where mages come to visit for the library tier, and further within is the actual seat. Formerly there was a NPC who sat within the castle's core but several weeks after the patches launch the castle's ruler vanished into digitally thin air and the castle had property value, able to be purchased. The guild Eighth Lotus currently owns the Seat of Skybreaker with their leader as it's throne. Eighth Lotus are currently a mostly passive guild where once high level dungeoneers now peacekeep within their city to keep it's order.
This is our world and you can help expand it. If you have any ideas for locations, don't be afraid to fill out a sheet.
Region Creation Sheet:
Description: (What does the majority of land look like? Is it half forest and half desert or is it fully covered in snow?)
Area/City/Town Creation Sheet:
Description: (What does the area/city/town look like?)
Zone level: (What level monsters can we expect to run into?)
Where do I start??
Feel free to edit the CS as you please. Make it all pretty. This is just information I would like you to have.
Profession(s): (2 Max)
Guild/Position: (if applicable)(Add your current position within the guild. Are you the founder or the Guild Noob?)
Skills: (I am allowing players to create their own skills. NOTHING overpowered. Balance your skills)
Who's Playing Along?
Profession(s): Enchanter & Scribe
Personality: Abyss is a terse speaker, but also a deep thinker. To stranger's he's a mysterious person with a penchant for heroism, but to those who do know him, he's a conflicted man just trying to do what's right. He has grown bored of fighting, but see's that it's one of the only ways he can help, and one of the few things he's good at. Some may think he's humble, but it's more on the line of self-doubt. He can be a rather depressive person and he knows this, so he doesn't often speak his thoughts to others. He can be very cynical, but despite all of that, he will still fight for the greater good and all that it represents. He doesn't always like what he has to do, but he'll be one of the first to volunteer to do it.
Azrael - Despite it's appearance, Azrael is a classified as a staff statistically, though it can function the same way as a scythe. Azrael is a Necromancer Staff that is enchanted to automatically resurrect those killed by it as a dead thrall. While using this weapon, Abyss gain's access to unique skills. Azrael levels with Abyss.
Eye of the Reaper - A rare accessory that takes the form of Abyss's right eye. It allows Abyss to detect both the living and the dead.
Spell Scrolls - Abyss has crafted various scrolls thanks to his professions, each with unique abilities, such as calling for magic attacks, summoning creatures, or granting him/his ally/ entire party a status buff.
Damnation of Ereshkigal - An Anti-Air attack, though it can also be used on sufficiently large opponents as well. Abyss strikes his opponent in the air and brings them down to the ground. When used on a large enemy, it allows Abyss to launch himself into the air. Only usable with Azrael.
Judgement of Nergal - A counter move. Abyss guards with his weapon against melee strikes, and when an enemy hits his weapon they will get caught in a multi-hit combo grappling attack. Only usable with Azrael.
Marduk's Scythe of Conviction - An AoE attack. Abyss imbues his weapon with dark energies and swings his weapon in five full circles, hitting anything within weapon range. Those caught in the circle are pulled closer, while each hit increases damage by twenty percent. Only usable with Azrael.
Tiamat’s Rampage - A passive move. When active, Abyss attacks in wide arcs hitting all within melee range with increased damage. His attacks also cannot be interrupted while the passive is active, but all attacks are twenty percent slower. Only usable with Azrael.
Dead Thrall - Abyss resurrects a fallen enemy with increased stats for a limited time.
Summon Skeletons - Channeling dark energies into an area near him, Abyss can summon a small group of skeletons (Up to ten), or a lesser amount for more powerful skeletons.
Conjure Soul - Summons a soul into battle. They first come in ethereal form, making them immune to weapons that are not enchanted but they themselves are fighting at only half their power. They can possess a body to gain full strength, but it also makes them susceptible to being harmed.
Zombification - Absorbs life from an opponent and gives it to Abyss. Enemies killed through Zombification becomes his dead thrall.
Virulent Walking Bomb - Fires a bolt of necrotic energy at an opponent that does extra magic damage. If they die within a minute, they will explore into gore and infect anyone caught in the blast. If those caught in the blast are killed within a minute, they will also explode into gore, infecting those caught in the blast. This can cause a chain reaction.
Aura of Death - A passive move. For a short duration, Abyss can absorb lingering energy from corpses around him, rapidly increasing his health and energy regeneration. Enemies near Abyss while the passive is active will begin to lose health and energy.
Khaira, of the Whimsical Shadow
Class: Chiborn Human
[Tailoring] Khaira - "Quite literally refuse to wear medium armor, it's heavier than it needs to be, tight around the chest, and every single foot piece is boots. I dealt with it for twenty-levels, not doing it, I'll custom make Agility cloth armor. Deal with it."
[Scribe] Khaira - "I wanted the other mask."
Guild: Dark Blossom - Founder, Second in Command
Persona: "You want to know about my personality? I'm superior to you, mentally and physically, worthless garbage such as yourself should not ask such bold questions. Very well, I'm a woman of many interests, appearance is one of them- and although this world may be virtual, the people within it are all human and one way or another and have ideals and opinions. Oh, I shouldn't go that in depth into how I think. People say I typically change my mind often, which is absurd, I'm a dedicated women who knows what she wants. Which is influence, nothing matters to me more than people under my thumb squirming for- I'm sorry, what was your question again? Oh this was about my personalty! I thought you were hitting on me or something, sorry about that. Honestly, I'm a gentle girl who likes to be recognized as such, but don't worry about that. Why? Cause you're paying me right?"
xŚūnyatāx - The red mask headpiece worn by Khaira, covering her right eye it holds no stats but rather grants a cost and reward effects. Causing blindness for .75 seconds upon taking damage indefinitely is the cost of wearing this mask, making damage over time abilities impossible to fight against. However the reward of wearing this armor is the "Whimsical Eye" effect.
xNibbāna - The white mask headpiece worn by Khaira, it is able to be crafted by scribes who have the Whimsical Eye buff active. Nibbāna can only be worn by swordsmen classes and grants a specific ability to each, Blademasters are able to use the a 'Hide' like ability called Kage.
xFelskitter Kimonox - A rather costly soulbinding Jūnihitoe with high offensive stats and a movements speed buff. It is dangerously expensive due to the silk needed to make it coming from Felskitter Spiders, Level 100 Mobs with a poison ability nearly fatal. The kimono is soulbound and unable to be worn by anyone else.
xMum-ra Wrappingsx - Laughably, this extremely rare leg-foot armor was ninja'd by Khaira while with a group in the Crypts of the Arcen Dungeon, she is still pursued by these former party members. The Wrappings soulbind to the player, and take up the leg and feet slots. While granting zero armor they grant a large amount of agility to the player, and allow them nullify fall damage once a day.
xSuneaterx - Suneater is a large rare Ōdachi crafted by an experienced weaponsmith, appearance-wise, it looks to be standard other than the residual black aura given off during daytime. Additionally it does high base damage with medium attack speed, has high offensive stats with high agility and damage, and grants the user an ability called Zenith.
Blademaster Mechanic - While they are unable to dual wield, blademasters are the most proficient and deadly masters of the sword. All blademaster abilities cause the debuff 'Riposte' to their enemy, reducing their attack speed by 5% for three seconds.
[Passive]: Rending Strikes - Blademasters precisely strike the openings of their enemies causing bleed damage over time.
[Active]: Stride - The player gains a temporary movement speed buff for ten seconds, additionally if they take damage during this time the increase and duration are doubled.
[Active]: Solidus Stance - The player aims their blade horizontally away from themselves, this stance grants higher attack speed and reduces the cooldown of Stride.
[Active]: Diverge Stance - The player aims their blade vertically in front of themselves, this stance grants higher attack damage and increases the cooldown of Stride.
[Active]: Infinite Edge - The Blademaster attacks the enemy with a flurry of attacks, dealing basic weapon damage each time with the chance to critically hit and afflicting the enemy with Deep Wounds.
[Passive] Whimsical Eye- The player is granted heightened stealth and trap-detection.
[Active] Kage - The player melds in with their surroundings become hidden, entering combat or taking damage cancels this effect.
[Active]: Zenith - The player's next strike causes blindness to the enemy for five seconds, meanwhile granting a 50% attack speed increase for five seconds.
"You want someone dead? It'll cost ya, nya~!"
Username: Nekurale, Of The Jewels.
Nekorata (Humanoid race with Cat-like ears and tails, their eyes also resemble those of a cat. They have enhanced hearing and an enhanced sense of smell. They are more stealthy and resistant to cold.)
Shade class, Assassin Branch. Being more stealthy, this was almost a must for her. She is currently a Night Lady, the strongest type of Assassin, though she has only reached it.
Professional Assassin for hire and jeweler.
Guild: Dark Blossoms, A founder.
A playful girl with a very flirtatious attitude, she always speak like a cat would, adding something like 'Nya~' at the end of her phrases. She loves being near people and being caressed, much like a cat would. Still, she is very treacherous and is a great actor, so she can deceive her 'preys', that's how she likes to call the fools that would fall for her charm. After all, who doesn't loves cats? At least, she is obsessed with them and thinks of anyone that hates them as her enemy. She loves to read and also loves jewelry. She hates stubborn people and boring situations. She takes any kind of job, but only if the pay is good enough. She can even commit PK just to get her payment and she has done it before. She lives her life with no remorse, not even for those she has killed.
- Assassin Robes: A light armor that augments even more her stealthiness, she stole it from one of her targets.
- Twin Blades Luna and Noche: A pair of blades, one is colored in a crimson red and the other one in a pitch black. They give her a bonus of EXP for every monster she kills with both of them at the same time.
- Crimson Necklace: An ultra rare drop she got from her quest to become a Night Lady. This little artifact lets her commit PK and steal even in safe areas, to the cost of being more susceptible to aliments and she can also be killed by someone else in a safe zone while wearing it.
- Stealthiness: Passive ability that grants the user a higher rate of stealthiness.
- Shadow Concealing: A passive ability that lets the user hide in the shadows by just putting herself under them.
- Surprise Attack: Passive ability, when the user is undetected by her prey, they will deal the double of damage to them when she attacks.
- Trap Detection: The user can detect traps planted by others with ease with this passive ability.
- Assassination: A precise slash with both of her swords, it deals a high amount of damage. Cooldown time: Very Long.
- Lockpicking: The user can pick locks with ease, this lets the assassin kill his/her prey even in it's own house. Cooldown time: Short.
- Death Mark: The user marks a target, the target that has been marked will receive more damage from the attacks of the assassin. Cooldown time: Long.
- Throat-Cut: A swift slash that will kill low-level AI's instantly. (At least 80 levels below her, though.) It will deal a certain critical hit to higher level AI's and players. Cooldown time: Medium.
- Quick Escape: Whenever the user is in trouble, she can make a quick jump to put some distance between her and her opponent. Cooldown time: Short.
- Target Tracking: The Assassin tracks her target to wherever it is by marking it. Cooldown time: Short.
- Safe Area Trespassing: A passive ability granted by her necklace that lets he commit crimes even inside of safe areas, however, she can also be killed inside a safe zone with this ability.
She doesn't care who any of her contractors is, she just cares about the payment. But if they try to betray her, then they are dead meat.
Here's my charrie with the edit for the guild. Minor edit, but I thought it was important. ^.^
Also added a skill, hope it isn't too much.
"I'm not a pervert I just want everyone to feel loved." *wink*
Guild/Position: Challengers of Mu~Founder
Personality: Asusan is a kind person, and is rather easy going. He is hardly seen as being serious, but when he is it's either terrifying or awe inspiring. He simply wants to help everyone stuck in the game beat it. He isn't sure if there's even a way out, but if everyone has the means to protect themselves then no one has to die. If only there was a way to get along with everyone though. Then again some days it feels as though he's been in the game forever. With a soft spoken attitude in game and in real life, he buried himself in games like Eternal Falls. Anything to not have to be himself. Sometimes it still feels like he's wearing a mask.
He is a very skilled Paladin, but opted out of using the standard weapons and instead chose to use his own. Focusing more on Damage, and stat boosts. His armor tends to boost his defense, and evasion. He tends to go with most plans, unless it's too big of a risk. If not making a perverted joke about crossing swords, he's usually on his own shorting his jewel collection. He isn't sure if he even wants to level up his main skills.
He disapproves of anyone who uses their level to boss other players around. Being a higher level doesn't mean that you can't be beat by a lower level. It's just a number, and he just wants people to tolerate, and work together to get out of this virtual hell.
Armor-Wears light armor, unusual for a paladin but he'd rather not get hit because he's wearing a small elephant on his body.
Vito-His armor, custom made for him, by a now deceased friend. It's light armor, but with a boost to defense and evasion. While medium-heavy armor is the average choice for most Paladins he decided that not getting hit was a better idea, especially when he's trying to heal people.
Sana-His sword. He likes using it to chop stuff, but with every kill he does get a temporary boost to healing skills so that's pretty sweet.
Caecus-His mask. He got it from doing a quest. Not exactly a rare drop, but he likes how it gives him a boost to his own health, as well as a decreased casting time for Status Effecting spells. *wears it only in battle-he's rather fond of his character's face*
Frigus-His jewel encrusted leather gauntlets. While the jewels were unnecasary when he first got them. After getting them encahnted they served their purpose and now give him bonus attack.
Integio- His shield, a common drop, but one shield his better then no shield. Plus he liked the name.
Cure-replenishes the targeted players health
Cure All- only usable outside of battle. Heals all players in the casters part
Barricade- Makes a shield that lasts for about 3 minutes. Reduces the damage taken from melee attacks. Can't be cast at the same time as Shield.
Shield- Makes a shield and has a similar effect of Barricade, except it reduces the damage taken from magic attacks. Can't be cast at the same time as Barricade.
Resist- Boosts targets resistance to attacks that decrease health over time.
Flight- Boosts speed of target for a short period of time.
-I'm still thinking of some but this should be good for now-
Slice- Basic Sword Attack
Block- Basic shield block
Ram- Uses shield to stun opponent for a few seconds
Fury- Multiple hits at once power of attack increases based on amount of health left.
Roll- A dodge move, but leaves player vulnerable
Taunt- Taunts the target into focusing on the player. Might not work on all Mobs.
-Might add to this later. Kinda bad at describing attacks I guess ._. or what they do rather-
"The heretics seek escape from our world, we must turn them to our way of thinking, and in turn save their souls."
Pin, the Legendary Necromancer
This unit can bind demonic souls to any summon of his, once a day. The summon affected by this does 2% more damage, and heals itself for 4% of the damage dealt. Tiefling summoner perk.
This spell permanently raises a target from the dead, costing itself health and mana. It can summon different types of undead.
The cheapest of the dead, low health, no mana, and reduced damage. However, it can be reanimated over and over, provided you have the health and mana. It has no channeling time.
A simple undead creature costing moderate health and mana, doing low damage, but being able to tolerate more damage than a skeleton, but cannot be reanimated again. One second channeling time.
An expensive undead creature costing more health than a zombie, but less than a Revenant, it can only be harmed by silver or enchanted weapons, and can deal moderate damage. It cannot be reanimated, due to its ghost-like nature. Five second channeling time.
An extremely expensive undead creature costing 50% of the summoner’s health and mana, it can only be harmed by weapons blessed by a priest, and it remains until it is slain in battle. While the Revenant is alive, the summoner cannot regain any health or mana, and is prevented from summoning any other types of undead. Ten second channeling time.
Even more expensive than a Revenant, this creature costs 95% of the summoner’s health, and 100% of his mana. It can be harmed by any enchanted weapon, but it initially starts out with double the maximum health of the summoner, constantly regenerates mana, and can summon its own undead. While summoned, the Lich prevents you from healing, regenerating your own mana, and silences the summoner. For every 100% of mana the Lich regenerates, his health regenerates 50% and permanently increases his health by 5%. It has a .5% chance of dropping any of the following when slain: Necronomicon, Lich’s Bane, Lich’s Staff, or Lich’s Hourglass, and a 99.5% chance of dropping Bone Marrow. Liches also have a 15% chance to turn on their caster. When raising this form of undead, Raise Dead must be channeled for thirty-five seconds.
After channeling for two seconds, the caster summons two zombies that will actively attack the target until the zombies die.
Banishes a summoned allied undead.
The caster summons up to 3 copies of himself, each doing 40% of his own damage, but mimicking each of his abilities. Each duplicate summoned reduces the casters health by 30%.
The caster temporarily becomes a spectral version of themself, dealing 120% attack damage, and can walk through terrain. While in this state, the caster cannot heal, takes 100% increased damage from enchanted weapons, takes 80% reduced damage from unenchanted weapons, and drains 10% of their mana a second.
The caster can sense corpses in their immediate vicinity.
When used on a corpse nearby, the caster begins a process that binds a soul to the corpse, permanently raising it until it falls in battle. Using this process costs three soul power, no mana or health, and five bonemarrow.
Enchanter and Scribe
“We were not trapped in this world, we simply awoke from the heretical dream.”
Devote yourself wholly to our cause, adopt our beliefs, become one of our brethren.
The stopping of any means of escape from this world. We cannot allow the heretics to return to their false land. We must save their souls.
Pin is obsessed with the lore of Eternal Falls, and he collects everything pertaining to the lore. He has countless books, scrolls, and even relic weapons stored away in his Guild’s Headquarters, and he can be found reading about the lore, when he is not being his normal Zealous self. You see, Pin has no intentions of returning to the “real world”. According to him, the lore of Eternal Falls "makes more sens than the heretical dream". He has forsaken his old life as nothing more than a “heretic’s dream”, and has accepted the world of Eternal Falls as his “true” reality. He is generally peaceful, until you disagree with him, in which case he becomes actively hostile and will raise the dead to bring you down. He is not quite sane, as he believes that this is indeed, the "true" reality, and believes the reality he knew before was nothing but a heretical dream. But still, if he doesn't know you're a dirty heretic, he'll be nice to you.
Passive – Bound to the Soul: On equip, becomes irremovable.
Unique Passive – Hive Mind: All allied dead that are raised near this unit return 10% of the damage dealt to this unit.
Unique Passive – Lore Keeper: This unit gains EXP from finding new books, relic weapons, and scrolls.
Passive – Bound to the Soul: On equip, becomes irremovable.
Unique Passive – Morbid Reality: This unit levels up at a faster pace, but cannot gain anymore health.
Unique Passive – Unyielding Burden: This unit constantly has the debuff “Guilty” active, reducing its Charisma in addition to lowering its carry weight by 50, but it gains increased summoning power.
Passive – Bound to the Soul: On equip, becomes irremovable.
Unique Passive – Always Lit: This unit is always giving off light. Additionally, basic attacks deal fire damage that lasts for two seconds.
Unique Passive – Soul Wood: These lanterns and the sticks they are attached to are carved from Soul Wood, a wood that is rich with souls, and the foundation of many necromancers’ staffs. This unit has permanently increased Summoning power, but cannot use any weapons.
Unique Passive – Lovecraftian Horror: This item gives the owner increased summoning power, but only to Death Lords/Ladies.
Unique Passive – Written in Blood, Bound in Flesh: This item grants bonus attack damage and health to any allied dead that are raised in an area near the owner.
Unique Passive – The Smell of Rot: This item causes summoned undead near the caster to lower its Charisma for 56% of the summoner’s Necromancy skill per summoned undead.
I tried to make him powerful, but still balanced.
I don’t know if I did a good job.
Yirk, the Master of Shadows
Whilst one is not born as an Inas, it is possible to become one. Through rigorous amounts of training, the Inas are made. Any humanoid willing to sacrifice enough can become one of the fabled Inas, provided they can prove their dedication. Now, the Inas are all smoke and mirrors, not much is known of them other than their natural attunement with the shadows. It is said they sacrifice their humanity, their compassion, as well as their sanity to become one with the shadows, and in turn, become a shadow of their former selves.
The Inas have high stealth stats, as well as high physical damage output at higher levels. Inas are relatively rare, as they require a few ultra-rare ingredients to perform the “Forbidden Ritual”. Inas cannot exceed level 100, and they no longer gain EXP. At level 100, however, all Inas gain bonuses to stealth and attack stats and skills, making great assassins. They gain one or two traits (depending on the level they were when they became an Inas, lower levels granting two due to the difficulty of the Forbidden Ritual). These traits are generated based on multiple factors, creating a unique trait for everyone.
Blades; Inas Relic Weapons
The ancient teachings of the Inas Shadow-men are known by the Shadow Striker. Non-Inas cannot become Shadow Strikers, unless they themselves become Inas. Dawning blades, the Shadow Striker is also trained to use Relic Weapons of the Inas Shadow Lands, and deal bonus damage with them if the relic weapon is for their class.
Level Branch Special Abilities Level 1-20 Hidden Acolyte 1-20 Bonus Magic Damage with Shadow Striker relic weapons Level 20-99 Unseen Disciple Unseen Blade unlock; Bonus 20-99 Magic Damage with Shadow Striker relic weapons Level 100 Master Shadow Striker Shadow Shroud unlock; Bonus 150 Magic Damage with Shadow Striker relic weapons
The Blessed Dominion
Yirk is, well, he’s a member of The Blessed Dominion. That should tell you a lot right off the bat. Other than that, Yirk is one of the first Inas that was not a developer or NPC. He became infatuated with the mystery surrounding them and went to the furthest depths of Eternal Falls to hunt the ingredients needed to become one of the Shadow-folk. When the update came about, Yirk was hopeless, a lamb lost among wolves. He yearned to return to his life, even joining with the Challengers of Mu after their coming about. However, he was led to the righteous path by Pin, and he was no longer a lamb among wolves. Pin helped Yirk complete his quest to become one of the Inas, and bestowed to him some of the finest armor Pin had ever enchanted. Yirk saw the truth now, and he seeks to lead the heretics to the righteous path, and save their souls. He seeks to end the Heretical Dream, and allow his brethren to be saved.
Enchanted by Pin, the Legendary Necromancer
Unique Passive – Shadow Burst: Grants the ability “Shadow Burst”, but lowers charisma and health.
Unique Passive – Embrace Darkness: When in low lit areas, this unit has increased attack stats. When in heavily lit areas, this unit has reduced attack stats.
Recovered by Pin, the Legendary Necromancer
Unique Passive - Dual Blades: This blade is reminiscent of two blades, being shaped as such. It deals bonus damage depending on if the target is hit by both blades.
Unique Passive - Shadow's Embrace: When wielded by an Inas Shadow Striker, deals bonus magic damage.
Unique Passive - Open Hand: This blade is used like a standard blade, except the user can still use their hand instead of holding its hilt.
Lore: A blade enchanted by an Inas long ago under the supervision of a particularly skilled assassin. This assassin was known as the Darkmoon, for he struck from the shadows on those moonless nights. It was said he darkened the moon with his very presence in its light, and one day disappeared in this darkness. This relic weapon was foud not far from the grave of his last victim, near a stone that had the words "I will darken the moon once more" carved within them.
When unseen, this unit gains +20 bonus in all stealth and attack stats until revealed.
Summons a shadow that mimics the summoner. While shadow is out, the summoner takes 20% more damage from all sources. Shadow disappears into the darkness after ten seconds.
Turns caster invisible for twenty seconds. Upon coming out of Shadow Shroud, casting Forbidden Shadow is free for five seconds.
Sends out a shadow orb to target location, dealing damage until it reaches the location or detonates. If it reaches the location before detonating, it summons a Forbidden Shadow. Automatically detonates dealing AoE damage. Can be activated again to detonate prematurely.
Upon activation, caster becomes untargetable for .5 seconds, reappearing at the target location. If an enemy is targeted, the caster appears behind them, stabbing them in the back.
Upon activation, the caster loses 20% of their health, but summons a field of spikes around the target area for twenty seconds, causing damage over time to any that enter or exit its perimeter, and slowing them.
Silences target for eight seconds, but silences caster for three seconds.
Passive: Allows three Forbidden Shadows to be summoned at a time, each of their abilities stacking, including bonus damage taken from all sources.
Active: Upon activate, this ability focuses all shadows on one target, which they rush to causing AoE burst damage.
He’s totally not a Zed rip-off.
Username: Axelia Carnifex
Profession(s): Survivalist & Chef
Personality: Axelia likes to play up her viciousness and barbarism whenever possible, but she can be a pleasant company once she's put down her facade. Axelia is always looking for the next adventure, the next fight, and more treasure. She doesn't really take her life seriously, thinking that everything is just a game (Which it sort of is), and thus she's prone to acts of foolishness if she thinks it's sufficiently amusing. Axelia values loyalty and honor, though she's not above being cunning or devious so long as it doesn't go against her (Rather flexible) personal code. Thus, she's always ready to help her friends at the call and will follow through with her promises. But Axelia isn't without her faults either; while she's willing to help out others, when she wants something Axelia is to selfish to care about anything else. If her friends they don't comply with her, she simply leaves them to their own business and finds someone else to drag along. She's hate's compromises, thinking that it's basically surrendering. But most of all, she hate's boredom. Fighting is the only thing that makes her feel alive, and she doesn't know what else to do when that's gone. Thus, more often than not, she can be found causing trouble by getting into brawls, trolling anyone she thinks will be willing to go toe-to-toe with her.
Obsidian Cleaver - A rare treasure Axelia found in the dungeon "Volcanic Corpse", the Obsidian Cleaver is classified as a two-handed weapon. It has a decently high level of attack power for a weapon of it's level, but what makes it different from others is it's Armor-Piercing ability and Bleeding Wound ability. The Armor-Piercing ability allows it to do normal damage while ignoring any armor or protection on Axelia target, while Bleeding Wound causes the target to loose health overtime. Bleeding Wound can stack, causing a high amount of bleeding damage, but only works on organic targets. And while it has impressive abilities, the Obsidian Cleaver is classified as a "Mundane" weapon, meaning that it lacks any enchantment.
Blooded Bludgeon and Daemon Scalp - Are cursed treasures Axelia found in the dungeon "Volcanic Corpse", they are classified as a mace and a shield respectively. Blooded Bludgeon has a chance to stun enemies on a normal hit and guaranteed on a critical, but any strike that misses does a tenth of its damage back to Axelia. Daemon Scalp reflects damage it blocks, but does a constant stamina drain when Axelia is in battle. These are Axelia's secondary weapons.
Weather Hide - A rare treasure Axelia found in the Dungeon "Calamity Sky Temple", the Weather Hide is classified as Medium Armor. It can only be used by Survivalist. It has a magic enchantment on it that give it various buffs/debuffs depending on the weather of the area. It has above-average stats for Medium Armor of it's level.
Cooking Split - A portable cooking split that allows Axelia to cook meat even in the field. It benefits from her Butcher skills in her Chef profession.
Meteor Slash - Axelia leaps into the air and slams her weapon onto her opponent with great force, causing AoE damage around her enemy.
Shattering Blow - Axelia smashes her weapon onto her opponent's armor, lowing their defense level. The effect can stack.
Pommel Smash - Axelia slams the pommel of her weapon into her opponent, stunning them. Does only half of her normal damage.
Commanding Strike - Axelia strikes her opponent and will become the only target of whomever she struck for a long duration. Another Commanding Strike will renew the duration.
Execution - When the enemy is stunned (Or otherwise unable act), Axelia can instantly kill the target. If the target is not stunned Axelia will instead land a critical blow but with half the accuracy.
Onslaught - A passive ability. When this ability is active Axelia will gain an increase stamina regeneration buff, movement speed buff, and an increase to her attack speed, but halves her defense and will begin to loose health when the ability is active.
Defensive Stance - A passive ability. When this ability is active Axelia will gain an increase damage resistance and countering chance, but cuts her agility and attack damage by half.
Blood Lust - A passive ability. When this ability is active a tenth of the damage Axelia does to her opponent is returned to her as health.
Elf [Sun Elf]
Summoner [Beast Trainer]
Alchemy [Potions Master]
Challengers of Mu
Contrary to the player behind the character, Anira has had no problem with making friends in the game. She was nice to a fault, often going out of her way to help others. She was rarely seen without a smile and was friendly towards everyone. However, after realizing that she was trapped in the game, she has become more cautious and mistrustful of those around her. There are still a select few that she trusts within the Guild, but she prefers to rely on her beasts for protection more than other players. Even then, Anira has a hard time saying 'no' to people as she is a people-pleaser. Her easy-going personality is often taken advantage of, but mostly because she allows it. If things get out of hand, she knows how to put people in their places. Anira is a loyal companion to have on quests and dungeon raids, but she values her own life more than anything. She will not risk it to save others, unless she cares for them a great deal.
: Staff of the Fifth Wind :
An elven staff made for summoners, capable of summoning high level beasts as well as inflicting ranged attacks upon enemies.
: Flames of the Blue :
Translucent gems of varying shades of blue, intricately crafted to be worn around the waist as a belt. Adds water/ice damage to attacks.
: Naerwen's Necklace :
A necklace crafted for elves made of bright saffron jewels that help regenerate HP and MP faster.
: Beastly Hide :
Gauntlet made for Beast Trainers. Reduces Cooldown for Summoning.
: Potion Flasks :
Contains potions that restore mana or health and a few buffing elixirs.
: Wrath of the Summoner :
Summons high-level beasts. Drains 80% mana.
: Call of the Summoner :
Summons low to mid level beasts. Drains mana according to level of the beast, but no more than 50%.
: Seek :
Detects monsters within a certain radius.
: Charm :
Makes monster believe it is an ally for a limited time.
: Surge :
Empowers summoned beast, increasing attack speed.
: Fireball :
Orbs of fire are targeted at the enemy.
: Pyroblast :
Knocks back enemy with a blast of fire, dealing fire damage and dazing them for 6 seconds.
: Sól's Rage (Passive) :
Increases damage done by fire-based abilities.
: Snowstorm :
Ice attack against multiple opponents.
: Tongues (Passive) :
Communicate with beasts in their language.
She has a weakness for cute things. xD
Username: Lumen Steele
Class:SpoilerPriest; Path of the Avenger.
Priest of this stature have invoked a fury that is empowered by the faith of their will, having watched countless allies from falling from battle right before their eyes. It is rare for a Priest to come to the conclusion of such violence or dark arts to end suffering, but to them, getting rid of the source of "evil" means doing whatever the methods demand. Purely offensive, their zealous rage fuels most of their abilities, wishing nothing but to eliminate evil no matter the cost or method. These priest's armor range from cloth wearing, being a little quicker to others wearing full plate and trading speed for defense. A major characteristic of these priests are that they lack any ability to buff anyone but themselves nor be debuffed, acting as a very strong 1 v1 melee fighter only to be boosted by being near their center or aura for a boost. Usually bearing large weapons, these priests are slow and bulky, unable to match up to more than one opponent unless buffed by their aura. However if anyone were to be hit by one of these holy warriors, they will be easily follow through with furious rectification.
He bears a huge frame standing a little over 7 feet, his long ceremonial black robes covering over most of his body. The robes were dyed black, having done so in secret when he had left the priesthood he was once in. Blank faced, Lumen doesn't hold many expressions other than the occasional scowl of rage. Each of his pure white eyes glow along with a yellow gleam that is shaped as a pupil, bearing the stigma of the Avenger. His short black hair is ruffled yet surprisingly kept over his handsome face, the only other hair being a patch upon his chin. Intimidating, most people don't suspect anything but trouble from the big man, suspecting him of a warrior or paladin because of the rarity of an Avenger in itself.
A loner, distancing himself away from people because of the scars of the past. He wanders the wilderness, occasionally entering the city only if needed, quickly returning to the life of solitude he's wrought out. Stubborn, but reasonable Lumen has forsaken the days of adventuring for one of a wandering Priest. A short spoken man, he is known for only communicating with gestures or phrases from his past. Such as a Priest, Lumen is unable to abandon those in need and seeks to uphold the image of his faithful lord. He is a solemn being giving others all he's got, and asking for nothing in return, for that is simply the role that must be carried by a Priest in his mind. However kind and docile he may seem, the sight of "evil" beings fills him with a rage that is unquenchable, confronting them with all he's able. Giving up his life is nothing, but he doesn't wish to throw away such a gift, instead choosing to devout it to punishing all of those who are deemed unworthy to live in such a beautiful world.
SpoilerTotem of Lesser passive healing - While otherwise bearing the look of a great log made of pure red wood, it is carved with an intricate style bearing ornate designs, it serves no real functions unless stuck into the ground. While placed, the area of effect depends on how strong the Priest is, and while being inside gains increased passive healing.
Bronze Hatchet - for cutting wood and throwing at animals in the wilderness.
Robes of the Searcher - Simple cloth armor that is given to Priests of his past order, no enhancements, dyed black.
Satchel - A basic leather used to carry various items along the way.
White Bible - Acting as a secondary item that stands along his totem in further utility. He isn't high enough level to unlock any abilities just yet, only reading it for prayers. It is decorated in symbols that seem foreign to anyone but a priest, signifying his worship of the god of "Justice."
Great Steel Spear - While already being a hulking mass, he bears this extra weapon around to fight more effectively under his totem, having the spear specially made for his larger size.
SpoilerAura of the Avenger - Rank 1- A standard skill where an avenger thrusts their weapon (must be two-handed) into the ground, creating an aura that buffs them with various affects depending on the weapon. This skill grows stronger with the level of the avenger, gaining more effects and a larger radius once he has reach certain requirements. The first stage of this skill is that when the avenger in within the area he gains a significant increased speed, on top of the affects of the weapon used to create the center. Once set, the Avenger is able to unleash a separate set of abilities that can only target one target, whereby the avenger focuses all of his attacks to. It cannot be moved by anyone other than the Avenger, and even touching it will cause the mana, energy, and hp of the opponent to be siphoned into the Avenger. This skill cannot be deactivated or debuffed by anyone other than the Avenger, nor can any spells used under the influence of the Aura.
[Unique Passive] Fleet Footing - Rank 2 - Can only be used at half power if not within the Aura of the Avenger. The Avenger is able to dodge any contact spell or attack move in rapid succession, however the amount is dependent on his level working in a formula of every 10 levels = 1 dodge. The skill's cooldown is scaled shorter by higher rank level. Each dodge can lead into a permanent stack that caps at rank level, all exhausted upon usage of the Righteous Counter move.
Righteous Counter - Rank 1 - This move is able to be activated outside of his Aura, however doing so will cause the cooldown to be tripled to a minute. His body gets engulfed with a holy flame that absorbs any spell or attack, reflecting the damage or effect upon the user on a scale of [65% + his total combat level]. Each stack from Fleet Footing will increase the damage by 10% and decrease cooldown by a few seconds. This can only be used with targets that he is focusing on and can not be used to counter hit from a separate opponent.
Holy Blessing - Rank 2 - The Priest blesses his weapons (Or body) to gain the effect of increased damage, leaving a burning scar that DOT and slows the overall speed upon those he hits, deeming them "evil." The strength and resilience of this golden fire depends on the amount of stacks, i.e. hits he's landed on, maxing at 4. The skill is boosted within the Aura of the Avenger, doing more damage and having stronger skill effects though then only affects one sole target at a time.
Will of the Faithful - Rank 1 - The Avenger's mind is filled with peaked anger, his eyes flaring with heavenly energy before he throws a shout that resonates and temporarily Stuns all targets that are around him. The range, power, and speed of the shout is lessened if not used within his aura, potentially leaving him vulnerable.
SpoilerName: Rina Etherium
Race: Plainsborn Human
Class Type: Magic
Weapon Type: Staff, wands, light one-handed
Armor: Light armor or magic clothes
Description: Chaos Mages gain their power for their ability to cause wanton destruction in a myriad of ways. Dangerous to both enemies and allies, Chaos Mages are walking calamities. For them there is no problem that can't be solved with sheer magical force, and if it's not working, than it's just a matter of using more power.
Their first branch, Wild Elemental, allows Chaos Mages to attack with all forms of offensive elemental attacks at in quick succesion at random, From fire storms to snowballs. Arcane Berserkers are capable of focusing on a specific quality, throwing out all sorts of attacks with variable effectiveness
The second branch, Mad Mystic, involves messing with the minds and perception of their enemies. To induce a blood-fury or a soothing calmness into those caught by a Mad Mystic's spell allows them to turn their enemies into allies, their allies into madmen, and even make the unliving go haywire. Sage of Insanity can do further damage to the mind, and can even distort reality.
The third branch, Gap Hag, truly relies on random chance. Their sole ability relies on creating portals, summoning just about anything throw them. The shear randomness of the Gap Hag makes it difficult to use effectively, but when they become Unstable Wizards, their portals could do damn near anything no one knows, summoning some truly absurd things right when they need it most or making a horrible situation worse.
Chaos Mage (1-20) > Wild Elemental (20-50) > Arcane Berserker (50-100)
Chaos Mage (1-20) > Mad Mystic (20-50) > Sage of Insanity (50-100)
Chaos Mage (1-20) > Gap Hag (20-50) > Unstable Wizard (50-100)
Personality: Rina is a rather playful character. She'd tease and throw around sarcastic remarks for their full effect, but she knows when and where it would be best for those sort of things. Rina loves it when a plan comes together, be it a battle stratagem or cunning scam. Once she gets herself involved she'll go all out, dragging anyone along. She's perky, but hides a slightly more deranged side. Her time spent in Eternal Falls have made her loose her grip on reality, knowing fully well she's in a game and not being aware of the danger. Pain goes unnoticed, and the fear of death is nearly non existent. Or worse, actively sought after. While Rina is certainly a cheery girl most of the time, sometimes she gets into moods where nothing is fun anymore. Everything causes her suffering, and all she can do is smile and wait until her delusions convince that everything is alright again. She's depressed, and she's tricked herself into thinking otherwise, desperately clinging to her own lies.
Staff of Mania - A Unique magic Staff weapon. In combat it can shoot a beam of energy that absorbs the target's mana/stamina, and when they run out of those it will begin to absorb health.
Last Stand Band - A bracelet that allows Rina to survive one lethal blow per battle.
Cloak of Cowardice - A magic cape that increases Rina's ability to escape battle when her health drops below twenty-five percent. When activated it will give Rina a health regeneration buff until she is at 75% of her health, in which afterwards all buffs will be removed.
Price of Power - A cursed Amulet. For a certain duration, Rina can increase her power three fold, but in exchange once power fades she will revert to a weaker form that only has seventy percent of her full power, and it will last ten times longer. She can increase the duration of her power up by willingly taking the weaker form, adding a longer length to her power increase (As well as the following cool down).
Chaos Magic 「Elemental Fury」- A Beginner Level Chaos Mage spell. Casts a random elemental spell.
Chaos Magic 「Mind of Mania」- A Beginner Level Chaos Mage spell. Causes random status effect on target.
Chaos Magic 「Portal from Nowhere」- A Beginner Level Chaos Mage spell. Conjures a five-feet diameter portal and can cause anything small enough to fit through to appear.
Wild Element 「Relentless Predator」- Casts a random elemental single-target homing spell.
Wild Element 「Unbiased All」- Casts a random elemental AoE Spell. Can be locked on or free aiming. Capable of Friendly Fire.
Wild Element 「Greedy Death」- Casts a random elemental multi-target spell. Locks onto up to ten targets. Will target neutral and friendly targets.
Wild Element 「Senseless Spells」- Casts five random Wild Element Spells except 「Senseless Spells」. Uses up the rest of Rina's Mana and causes all skills to cool down.
Arcane Berserker 「Flames of Passion」- Spells will only be fire based.
Arcane Berserker 「Chillaxation」- Spells will only be ice based.
Arcane Berserker 「Shock and Awe」- Spells will only be lightning based.
Arcane Berserker 「You're Grounded!」- Spells will only be earth based.
Arcane Berserker 「EXPLOSIONS!」- Spells will only be AoE.
Arcane Berserker 「The Terminator」- Spells will only be single-target homing.
Shurigen, of the Bounty
Alchemy - Poison Master
Challengers of Mu
Shurigen, although part of the Challengers of Mu, is rarely seen being active with groups or events. The majority of solo bounties have been cleared by him, however, granting him the title 'of the Bounty.' While he fits the lone wolf stereotype for an Assassin, he does so intentionally. Shurigen is unafraid of speaking his mind and attempts to settle any disputes he is aware and capable of stopping. Before the patch, Shurigen was also known as an avid Player-Vs-Player, joining the large battlegrounds and taking out important targets single-handedly.
"Yin" A rare Tanto forged by a Weapon Smith that Shurigen renamed due to its black hilt and dark blade.
"Yang" A rare Tanto forged by a Weapon Smith that Shurigen renamed due to its white hilt and light blade.
"Leather of the Black Fog" A full set of durable leather created by a renowned Leather Worker. The set gives a bonus to anything related to Smoke Bombs.
(Passive) As the Skill implies, the player is able to move about the environment with little to no noise and is less likely to draw attention when spotted amongst a group.
(Active) The player attempts a stealth check, hiding in plain sight to near-invisibility. Ambush is enabled while Hide is active.
(Active) Using knowledge of tracking their targets, the player may find out where their enemies have been.
(Active) On a lengthy Cooldown, this ability allows the player to spot all Humanoids within a radius. Requires the player to be immobile as he/she focuses.
(Passive) Due to the length of time training and knowledge of weak spots, the player gains a small bonus to critical chance and damage.
(Active) As long as the player remains undetected, Ambush may be used to deal double critical damage with both weapons.
(Active) The player may tactically throw down a smoke bomb to drastically lower everyone's accuracy that is caught within the radius. Hide becomes a passive effect within the cloud. Lengthy Cooldown.
(Active) Taking up the appearance as any disabled target (whether dead or comatose), the player may freely venture and interact within a hostile environment. Only works on Humanoids. Enemies with higher Intelligence and/or Perception could break the Diguise early.
(Passive) Knowing the intricacies of physical traps and snares, the player is able to find a way out earlier than most classes. Does not work against magical snares.
Slice and Dice
(Active) An attack with a short Cooldown, this is for when the player is unable to escape and is stuck in combat. SaD is a flurry of precise attacks to deal quick, massive damage. Criticals may not occur with SaD.
(Active) An unexpected yet strong blow to disorient casters or fumble melee. Very quick Cooldown.
(Active) A swift move applied to an unwary enemy to temporarily make them comatose. Any damage received will break the effect.
The player of Shurigen is a heavy Role-player, very rarely breaking character.
-Original/Chatter OOC (http://roleplayerguild.com/showthrea...gh-Casual-OOC))
-New OOC Posted 10/29/2013 at 9:45 PM
-Fixes and Changes 10/30/2013 at 2:09 AM
-Race creation sheet added 10/29/2013 1:24pm