This is an Interest Check for the RP
By its eleventh expansion pack, the massively multiplayer online role-playing game (MMORPG) Elder Tale has become a global success, with a user base of millions of players. However, during the release of its twelfth expansion pack: Novasphere Pioneers, thirty thousand gamers who are all logged on at the time of the update, suddenly find themselves transported into the virtual game world and donning their in-game avatars. In the midst of the event, some of the players decide to team up so that they may face this world, which unfortunately has now become their reality, along with the challenges and obstacles ahead of them.
There are four base class group contains three classes, players may choose from among twelve different classes.
Guardian
Among the 12 classes, the Guardian has the highest defense stats. The Guardian has the ability to hold back enemies and is usually the cornerstone of the front line. One of the main roles of the Guardian is to draw the attention of the enemy and take the most damage of the group. Guardians can equip nearly all kinds of armor and weapons, but most players choose heavy plate armor, a shield, and a one-handed weapon (such as a sword, axe or mace), as this configuration best suits a Guardian's strengths and battle role.
The Guardian class supports the front line and has many skills to draw aggro. For example, the Guardian is the only class that has multiple skills for the shield as well as skills that nullify damage for a set amount of time.
However, the Guardian's potential to directly deal damage is not very high. A Guardian needs high quality gear to be useful, which is one of the class's main weaknesses.
Samurai
The Samurai primarily uses Japanese equipment like daiyoroi, katana and tachi. The Samurai's defense is said to rival that of the Guardian, but because of the class's inability to equip shields, its overall defense is considered inferior. Despite this, the samurai's role can also be that of the Tank, drawing the attention of the enemy and taking the most damage of the group.
The Samurai class has many so-called "Ace Moves" that can chain large amount of combos in a short time with high offensive and defensive abilities, but with long cooldowns. However, once an Ace Move is executed, the Samurai is unable to respond quickly to attacks and may even be unable to move.
Also, most of the Samurai's skills have a long cool down period (generally 5–10 minutes); as a result, each can only be used once or twice per battle, making this class more suitable for short fights, rather than long ones. This is opposite of the Monk class, which can chain techniques for long periods of time.
Despite this shortcoming, each skill is very strong and accurate and can be quite effective against players who are 20 levels or higher than the Samurai. Naturally, this class requires incredible insight of the battlefield, thus making it difficult to use. However, it is still extremely popular on the Japanese server.
Monk
Of the twelve classes, the Monk has the highest HP stat but is limited to equipping light armor and is incapable of using shields and has lower defense than weapon-based classes. To compensate for this, the class has a high evasion rate and the greatest resistance to special attacks. This allows the Monk to function as an evasion-type tank.
In contrast to the Samurai class, most of the skills that can be acquired by the class has very short cooldowns, allowing them to attack continuously by using a variety of offensive techniques. Some combinations give special bonuses or trigger additional combos if performed in a predetermined order. Therefore, the Monk class has the highest and most diverse offensive ability amongst the three warrior classes, making this class popular amongst solo players in Elder Tale.
Assassin
Of the twelve classes, the Assassin can deal the most physical damage per second. A purely offensive class, Assassins are not only masters of bladed weapons, but are also capable of wielding ranged weapons. In fact, some players prefer ranged weapons and act as rear guard support.
The range of weapons available to Assassins includes light-weight arms such as daggers, long swords, two-handed weapons, and ranged weapons such as classic bows and crossbows. This class's skills generally have long cooldown periods, and Assassins specialize in high burst damage, targeting a weak spot and killing an enemy in one hit In addition, Assassins can apply poison to their weapons.
However, Assassins have almost no defensive skills and are only able to equip light-weight arms such as hide or cloth. Instead of blocking, this class relies on evasion for defense. Most players who play an Assassin character take advantage of the class's stealth abilities to get close to an opponent unobserved and then attack viciously with a high-damage skill. If traveling with a party's advance guard, an Assassin will sometimes sneak into proximity to the opponents and use less powerful skills to gradually shave away their endurance. In addition to sneak attacks and stealth, an Assassin can also be used for surveillance and recon.
Swashbuckler
The Swashbuckler is an offensive melee class and a master of using two weapons, capable of using a weapon in each hand. Though it has less HP and defense compared to the warrior classes, it is considered the best defender among the other weapon-based classes.Swashbucklers specialize in continuously attacking with two weapons. Though the class deals less damage than Assassins, it makes up for it with many combos and longer streams of damage.
Most of its skills focus on attacking multiple enemies at once with area of effect attacks. The class also has a wide range of skills that causes status effects on enemies. When fighting enough enemies at once, the Swashbuckler can deal as much DPS as the Assassin.
Bard
The Bard can only wear leather armor and is limited to using short swords, bows and other light weapons or instruments. However, unlike other weapon-based classes, the Bard has the unique ability to use Song Magic, which allows the player to tremendously increase his/her allies' combat prowess. In particular, the Bard has support songs that grant continuous buffs until cancelled and are ranked substantially above those cast by an Enchanter. On top of that these support songs can be toggled on and off at will. There is a great variety of songs in the skill set, each of which are very powerful.
However, the Bard's own combat prowess is quite low, and few players choose this class. High-level bards can learn up to 15 songs and can activate two songs simultaneously. Since each song requires a very long casting time, having a long-term battle strategy is crucial. Therefore, this class is very challenging to master.
Cleric
As priests who work for the sanctuaries, Clerics have the highest healing skills among the twelve classes. They are capable of equipping plate armor, giving them the highest defense potential out of all the Healer classes.
The Cleric is a healing specialist, said to cancel out an average of five to ten attacks with all kinds of recovery and healing skills, involving a powerful automatic healing spell that is triggered by an enemy attack.
However, similar to the Enchanter class, Clerics lack strong offensive abilities and must join a party to be effective against strong enemies. Most players who choose this class (which specializes in helping others) have mild personalities.
Druid
Pledged to nature and spirits, a Druid is a magic-type Healer, specializing in using Heal-over-Time spells. Out of the twelve classes, the Druid can produce the greatest HP-per-second recovery rate by stacking various skills to speed up the healing process.
Aside from healing spells, the Druid has a fair amount of offensive and defensive magic and is considered the most well-rounded of the healer classes. The Druid can also use magic that controls the forest. As a result, battling against enemies in the forest will be advantageous for parties with Druids. However, one of the Druid's weaknesses is MP consumption, making them incapable of continuously casting spells for long periods of time. Thus, a Druid must be very aware and keep track of his or her MP use.
Kannagi
The Kannagi is a spirit medium who talks to spirits and ancient gods. Because they are able to equip Japanese-style clothings, males are nicknamed Shinto Priests and females are called Miko. This role is basically the Japanese equivalent of a Druid but on a much weaker scale. However, they can augment other healers of a group, as well as act as battle surveyors.
A Kannagi's healing style revolves around damage interception. They likely create barriers around a single ally or the party. Thus, rather than healing damage after its done, these techniques prevent damage from being taken in the first place. A barrier placed on a target can completely nullify a predetermined amount of damage. Cast times are relatively long and it requires a lot of practice to get around.
The class's weaknesses are its unique style (which takes a lot of skill to use) and its weak heals. Compared to the other healer classes, the Kannagi's healing techniques are the weakest because they focus on damage mitigation. This makes it difficult for it to help a team make a comeback if they are already losing a fight but the potential benefit of negating damage can give a team a huge advantage in the right situation.
Successfully using this technique in a fight depends on the user's ability to predict the type and range of the enemy, making it hard to master.
Sorcerer
Specializing in tapping into the power of the elements for fierce and powerful spells, the Sorcerer has the highest magical damage out of the twelve classes and is essentially the magical counterpart of the Assassin. Utilizing the different attributes of offensive magic, the Sorcerer has a richer variety of Area of Effect damaging spells compared to weapon-based classes, making it an extremely versatile class. However, this class suffers from low HP and defense and can easily die in a few seconds if attacked. Normally, a sorcerer is more of a support fighter and likened to long-range artillery. They are not meant for front-line combat unless the sorceror is well-defended.
When coupled with a support character, such as a Bard, the attack strength of a Sorcerer can be multipled substantially. Due to the fact that a Sorcerer has a wide variety of spells, the cool-down period each spell can also vary, depending on its power, range and effect. For example, Orb of Lava spell has a fast casting time of 2 seconds and has a cool-down time of 18 seconds, meaning that he can cast the spell every 20 seconds. However, the downside is that the Orb of Lava tends to get the attention of opponents, thereby drawing them away from the Tank character and attacking the Sorcerer.
Summoner
Summoners have the magic that allow them to summon mystical beasts or spirits. There are over 100 different types of creatures that can be summoned. However, in order to prevent the class from being almighty and omnipotent, the maximum number of summoned creatures that a player can summon at any moment is twelve. Some high-level beasts can only be summoned at special locations after completing their specific quests.
Summoners themselves have extremely low HP and defense stats. However, due to the wide variety of creatures that can be summoned and the ways these creatures can interact with other beings and the environment, a Summoner's role within a party can include offense, healing, or support. This inherent flexibility makes it an extremely popular class among players, including solo players.
Summoners can generally be categorized into four sub-specialties: Elementalists, Necromancers, Puppet Masters, and Beast Tamers
Enchanter
Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee are extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Tale. Some players say that the class is one that exists in concept but that they've never actually encountered an Enchanter in the game.
Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.
The Enchanter is an extremely versatile class that boasts a rich repertoire of spells at their disposal. These range from buffs that raises the combat prowess of party members to spells that add status effects to enemies. Still, due to the Enchanter's extremely low offensive and defensive capabilities, it is nearly impossible for an Enchanter to finish a fight alone. Enchanters' spells can make allies' attacks more accurate or boost their ability to dodge incoming attacks. Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle.
Human
This race similar to humans in the real world.
Humans in Elder Tale appear with a variety of skin, eye, and hair colors. Their ability stats are well balanced, making them the most commonly chosen race.
Elf
A long-lived race that is found among forests and ancient ruins around the world.
This race excels in archery and has an advantage in terms of willpower-related stats. They are characterized physically by their long, pointy ears.
Dwarf
Well-known to be the workforce in the mountains and underground mines, Dwarves are a humanoid race with a strong physical build. Dwarves have high levels of stamina and magic resistance. Other ability stats lean them toward Fighter types and Ironsmiths. They are characterized by their short stature, which ranges from 100cm to 140cm. Because of this, players that chose Dwarf as their race have difficulty adjusting after the apocalypse, due to the drastic difference in between their in-game character's height and their height in the real world.
Typically speaking, female Dwarves don't look strong in their appearance, instead looking more plump and ball-like in body shape.
Half-Alv
The race of Alvs was entirely destroyed by war, but they historically intermarried with Humans, and half-Alvs are occasionally born into a Human family due to the emergence of recessive Alv genes. Physically, they are almost identical to Humans. The only way to differentiate a Half-Alv is with a strange emblem found on their tongues. They have a very high affinity with ancient magic and ruins.
Werecat
One of the races of beast-men, they have feline-like characteristics. These characteristics give them high stats in dexterity and senses. Physically, they have cat ears and facial fur but not a tail.Werecats are popular among cat fans in "Elder Tale," and some guilds restrict their membership exclusively to characters of this race.
According to the storyline in the game, all beast-man races were magically created to combat monsters, so they are subject to discrimination in some countries. Other countries view them with respect.
Wolf Fang
One of the beast-men races, they are hominid with thick, heavy hair. Through intense fighting or bleeding, they may call forth their wolf-like characteristics during combat, thus receiving major boosts in strength and footing and gaining golden eyes, wolf ears, and a phantom tail. The Wolf Fang race is popular dog-loving fans in Elder Tale.
Fox Tail
One of the beast-men races, this race does not exhibit physical enhancement but instead excels in Magic. Physically, they have fox ears and phantom tails (the number of tails is dependent on the character's level). Both can be hidden from sight by the innate power of the Fox Tail race.
Race of Ritual
A race that is shrouded in mystery. It is known for high magical power and immense amounts of knowledge. They have many tattoo-like emblems and patterns on their bodies called "Runes." Because their HP is bizarrely low, almost no players choose this race.
Name:
Race:
Character Name:
Class:
Sub-Class:
Appearance:
Bio:
Personality:
Other: (If you wanna add something)
By its eleventh expansion pack, the massively multiplayer online role-playing game (MMORPG) Elder Tale has become a global success, with a user base of millions of players. However, during the release of its twelfth expansion pack: Novasphere Pioneers, thirty thousand gamers who are all logged on at the time of the update, suddenly find themselves transported into the virtual game world and donning their in-game avatars. In the midst of the event, some of the players decide to team up so that they may face this world, which unfortunately has now become their reality, along with the challenges and obstacles ahead of them.
There are four base class group contains three classes, players may choose from among twelve different classes.
Guardian
Among the 12 classes, the Guardian has the highest defense stats. The Guardian has the ability to hold back enemies and is usually the cornerstone of the front line. One of the main roles of the Guardian is to draw the attention of the enemy and take the most damage of the group. Guardians can equip nearly all kinds of armor and weapons, but most players choose heavy plate armor, a shield, and a one-handed weapon (such as a sword, axe or mace), as this configuration best suits a Guardian's strengths and battle role.
The Guardian class supports the front line and has many skills to draw aggro. For example, the Guardian is the only class that has multiple skills for the shield as well as skills that nullify damage for a set amount of time.
However, the Guardian's potential to directly deal damage is not very high. A Guardian needs high quality gear to be useful, which is one of the class's main weaknesses.
Samurai
The Samurai primarily uses Japanese equipment like daiyoroi, katana and tachi. The Samurai's defense is said to rival that of the Guardian, but because of the class's inability to equip shields, its overall defense is considered inferior. Despite this, the samurai's role can also be that of the Tank, drawing the attention of the enemy and taking the most damage of the group.
The Samurai class has many so-called "Ace Moves" that can chain large amount of combos in a short time with high offensive and defensive abilities, but with long cooldowns. However, once an Ace Move is executed, the Samurai is unable to respond quickly to attacks and may even be unable to move.
Also, most of the Samurai's skills have a long cool down period (generally 5–10 minutes); as a result, each can only be used once or twice per battle, making this class more suitable for short fights, rather than long ones. This is opposite of the Monk class, which can chain techniques for long periods of time.
Despite this shortcoming, each skill is very strong and accurate and can be quite effective against players who are 20 levels or higher than the Samurai. Naturally, this class requires incredible insight of the battlefield, thus making it difficult to use. However, it is still extremely popular on the Japanese server.
Monk
Of the twelve classes, the Monk has the highest HP stat but is limited to equipping light armor and is incapable of using shields and has lower defense than weapon-based classes. To compensate for this, the class has a high evasion rate and the greatest resistance to special attacks. This allows the Monk to function as an evasion-type tank.
In contrast to the Samurai class, most of the skills that can be acquired by the class has very short cooldowns, allowing them to attack continuously by using a variety of offensive techniques. Some combinations give special bonuses or trigger additional combos if performed in a predetermined order. Therefore, the Monk class has the highest and most diverse offensive ability amongst the three warrior classes, making this class popular amongst solo players in Elder Tale.
Assassin
Of the twelve classes, the Assassin can deal the most physical damage per second. A purely offensive class, Assassins are not only masters of bladed weapons, but are also capable of wielding ranged weapons. In fact, some players prefer ranged weapons and act as rear guard support.
The range of weapons available to Assassins includes light-weight arms such as daggers, long swords, two-handed weapons, and ranged weapons such as classic bows and crossbows. This class's skills generally have long cooldown periods, and Assassins specialize in high burst damage, targeting a weak spot and killing an enemy in one hit In addition, Assassins can apply poison to their weapons.
However, Assassins have almost no defensive skills and are only able to equip light-weight arms such as hide or cloth. Instead of blocking, this class relies on evasion for defense. Most players who play an Assassin character take advantage of the class's stealth abilities to get close to an opponent unobserved and then attack viciously with a high-damage skill. If traveling with a party's advance guard, an Assassin will sometimes sneak into proximity to the opponents and use less powerful skills to gradually shave away their endurance. In addition to sneak attacks and stealth, an Assassin can also be used for surveillance and recon.
Swashbuckler
The Swashbuckler is an offensive melee class and a master of using two weapons, capable of using a weapon in each hand. Though it has less HP and defense compared to the warrior classes, it is considered the best defender among the other weapon-based classes.Swashbucklers specialize in continuously attacking with two weapons. Though the class deals less damage than Assassins, it makes up for it with many combos and longer streams of damage.
Most of its skills focus on attacking multiple enemies at once with area of effect attacks. The class also has a wide range of skills that causes status effects on enemies. When fighting enough enemies at once, the Swashbuckler can deal as much DPS as the Assassin.
Bard
The Bard can only wear leather armor and is limited to using short swords, bows and other light weapons or instruments. However, unlike other weapon-based classes, the Bard has the unique ability to use Song Magic, which allows the player to tremendously increase his/her allies' combat prowess. In particular, the Bard has support songs that grant continuous buffs until cancelled and are ranked substantially above those cast by an Enchanter. On top of that these support songs can be toggled on and off at will. There is a great variety of songs in the skill set, each of which are very powerful.
However, the Bard's own combat prowess is quite low, and few players choose this class. High-level bards can learn up to 15 songs and can activate two songs simultaneously. Since each song requires a very long casting time, having a long-term battle strategy is crucial. Therefore, this class is very challenging to master.
Cleric
As priests who work for the sanctuaries, Clerics have the highest healing skills among the twelve classes. They are capable of equipping plate armor, giving them the highest defense potential out of all the Healer classes.
The Cleric is a healing specialist, said to cancel out an average of five to ten attacks with all kinds of recovery and healing skills, involving a powerful automatic healing spell that is triggered by an enemy attack.
However, similar to the Enchanter class, Clerics lack strong offensive abilities and must join a party to be effective against strong enemies. Most players who choose this class (which specializes in helping others) have mild personalities.
Druid
Pledged to nature and spirits, a Druid is a magic-type Healer, specializing in using Heal-over-Time spells. Out of the twelve classes, the Druid can produce the greatest HP-per-second recovery rate by stacking various skills to speed up the healing process.
Aside from healing spells, the Druid has a fair amount of offensive and defensive magic and is considered the most well-rounded of the healer classes. The Druid can also use magic that controls the forest. As a result, battling against enemies in the forest will be advantageous for parties with Druids. However, one of the Druid's weaknesses is MP consumption, making them incapable of continuously casting spells for long periods of time. Thus, a Druid must be very aware and keep track of his or her MP use.
Kannagi
The Kannagi is a spirit medium who talks to spirits and ancient gods. Because they are able to equip Japanese-style clothings, males are nicknamed Shinto Priests and females are called Miko. This role is basically the Japanese equivalent of a Druid but on a much weaker scale. However, they can augment other healers of a group, as well as act as battle surveyors.
A Kannagi's healing style revolves around damage interception. They likely create barriers around a single ally or the party. Thus, rather than healing damage after its done, these techniques prevent damage from being taken in the first place. A barrier placed on a target can completely nullify a predetermined amount of damage. Cast times are relatively long and it requires a lot of practice to get around.
The class's weaknesses are its unique style (which takes a lot of skill to use) and its weak heals. Compared to the other healer classes, the Kannagi's healing techniques are the weakest because they focus on damage mitigation. This makes it difficult for it to help a team make a comeback if they are already losing a fight but the potential benefit of negating damage can give a team a huge advantage in the right situation.
Successfully using this technique in a fight depends on the user's ability to predict the type and range of the enemy, making it hard to master.
Sorcerer
Specializing in tapping into the power of the elements for fierce and powerful spells, the Sorcerer has the highest magical damage out of the twelve classes and is essentially the magical counterpart of the Assassin. Utilizing the different attributes of offensive magic, the Sorcerer has a richer variety of Area of Effect damaging spells compared to weapon-based classes, making it an extremely versatile class. However, this class suffers from low HP and defense and can easily die in a few seconds if attacked. Normally, a sorcerer is more of a support fighter and likened to long-range artillery. They are not meant for front-line combat unless the sorceror is well-defended.
When coupled with a support character, such as a Bard, the attack strength of a Sorcerer can be multipled substantially. Due to the fact that a Sorcerer has a wide variety of spells, the cool-down period each spell can also vary, depending on its power, range and effect. For example, Orb of Lava spell has a fast casting time of 2 seconds and has a cool-down time of 18 seconds, meaning that he can cast the spell every 20 seconds. However, the downside is that the Orb of Lava tends to get the attention of opponents, thereby drawing them away from the Tank character and attacking the Sorcerer.
Summoner
Summoners have the magic that allow them to summon mystical beasts or spirits. There are over 100 different types of creatures that can be summoned. However, in order to prevent the class from being almighty and omnipotent, the maximum number of summoned creatures that a player can summon at any moment is twelve. Some high-level beasts can only be summoned at special locations after completing their specific quests.
Summoners themselves have extremely low HP and defense stats. However, due to the wide variety of creatures that can be summoned and the ways these creatures can interact with other beings and the environment, a Summoner's role within a party can include offense, healing, or support. This inherent flexibility makes it an extremely popular class among players, including solo players.
Summoners can generally be categorized into four sub-specialties: Elementalists, Necromancers, Puppet Masters, and Beast Tamers
Enchanter
Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee are extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Tale. Some players say that the class is one that exists in concept but that they've never actually encountered an Enchanter in the game.
Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.
The Enchanter is an extremely versatile class that boasts a rich repertoire of spells at their disposal. These range from buffs that raises the combat prowess of party members to spells that add status effects to enemies. Still, due to the Enchanter's extremely low offensive and defensive capabilities, it is nearly impossible for an Enchanter to finish a fight alone. Enchanters' spells can make allies' attacks more accurate or boost their ability to dodge incoming attacks. Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle.
Human
This race similar to humans in the real world.
Humans in Elder Tale appear with a variety of skin, eye, and hair colors. Their ability stats are well balanced, making them the most commonly chosen race.
Elf
A long-lived race that is found among forests and ancient ruins around the world.
This race excels in archery and has an advantage in terms of willpower-related stats. They are characterized physically by their long, pointy ears.
Dwarf
Well-known to be the workforce in the mountains and underground mines, Dwarves are a humanoid race with a strong physical build. Dwarves have high levels of stamina and magic resistance. Other ability stats lean them toward Fighter types and Ironsmiths. They are characterized by their short stature, which ranges from 100cm to 140cm. Because of this, players that chose Dwarf as their race have difficulty adjusting after the apocalypse, due to the drastic difference in between their in-game character's height and their height in the real world.
Typically speaking, female Dwarves don't look strong in their appearance, instead looking more plump and ball-like in body shape.
Half-Alv
The race of Alvs was entirely destroyed by war, but they historically intermarried with Humans, and half-Alvs are occasionally born into a Human family due to the emergence of recessive Alv genes. Physically, they are almost identical to Humans. The only way to differentiate a Half-Alv is with a strange emblem found on their tongues. They have a very high affinity with ancient magic and ruins.
Werecat
One of the races of beast-men, they have feline-like characteristics. These characteristics give them high stats in dexterity and senses. Physically, they have cat ears and facial fur but not a tail.Werecats are popular among cat fans in "Elder Tale," and some guilds restrict their membership exclusively to characters of this race.
According to the storyline in the game, all beast-man races were magically created to combat monsters, so they are subject to discrimination in some countries. Other countries view them with respect.
Wolf Fang
One of the beast-men races, they are hominid with thick, heavy hair. Through intense fighting or bleeding, they may call forth their wolf-like characteristics during combat, thus receiving major boosts in strength and footing and gaining golden eyes, wolf ears, and a phantom tail. The Wolf Fang race is popular dog-loving fans in Elder Tale.
Fox Tail
One of the beast-men races, this race does not exhibit physical enhancement but instead excels in Magic. Physically, they have fox ears and phantom tails (the number of tails is dependent on the character's level). Both can be hidden from sight by the innate power of the Fox Tail race.
Race of Ritual
A race that is shrouded in mystery. It is known for high magical power and immense amounts of knowledge. They have many tattoo-like emblems and patterns on their bodies called "Runes." Because their HP is bizarrely low, almost no players choose this race.
Name:
Race:
Character Name:
Class:
Sub-Class:
Appearance:
Bio:
Personality:
Other: (If you wanna add something)