Updated my CS. If everything is fine, I'll move it to the CS tab.
Updated my CS. If everything is fine, I'll move it to the CS tab.
Idea's coming together. The net result of what I've cobbled together here is a build which has an extensive bag of tricks, but few true killer moves. The main threat they pose, as with most illusionists, will be one of utility and opportunity. For the bio, I've skimped on the past with the game a bit to focus more on that first impression of living it. How's all this, then?:Username Vae'lynne
OOC profession: Desk Jockey; Retail.
Character Role: Support, DPS, Wild Card.
Alignment: -100 (Very Evil)
Appearance:
Race: Shadowstalker, an evolved variant of the Shadow Demon that has taken on a physical form after absorbing a massive amount of Negative Energy in a forbidden ritual.
Classes
-Monster Classes:
10 Imp
10 Shadow Demon
10 Shadow Mephit
5 Shadowstalker.
-Job Classes:
15 Stalker
15 Illusionist
10 Mindspy
10 Assassin
10 Shadowdancer
5 Ebonmancer
-Class type level:
Monster 35 / Job 65
Attributes:
HP, 50
MP, 65
Physical Attack, 45
Physical Defense, 55
Agility, 100
Magic Attack, 100
Magic Defense, 55
Resist, 45
Special 85
Abilities:
Stalker:
Sneak Attack - Deal additional to unaware, flanked, or helpless targets.
Illusionist:
Specialist - Able to cast exclusively Illusion School spells, but all spells can be cast Still or Silent at no additional cost.
Mindspy:
Deep Telepathy - Capacity to initiate mental contact with creatures within speaking distance. Creatures more than 40 levels below the Mindspy can not detect the intrusion without being delibrately informed by them.
Assassin
Death Attack - Deal crippling damage to unaware, flanked, or helpless targets. Crippled targets suffer a penalty to their Physical or Magic Defenses, further applications do not stack.
Hide in Plain Sight - May make use of stealth without cover.
Shadowdancer:
Shadowstep - May move a set distance between shadows per day.
Greater Evasion - When the Shadowdancer fails to evade an attack, it becomes a Grazing Hit and deals reduced damage equal the Shadowdancer's Physical or Magic Defense, depending on the source of the damage.
Ebonmancer:
Shadowcasting - Able to cast spells from within shadows. Shadow Sub-School spells are treated as having been modified by Quicken Spell when hiding within a shadow.
-Spells/Martial Arts:
Illusion School Spells - Spells that manipulate sound, light, and minds to create facsimilies and alter perceptions.
Shadow Subschool - Spells that manipulate shadow to imitate a limited selection of spells from other schools. All Shadow spells are subject to disbelief checks to negate the intended effect.
Summon Shadow - Once per day, the user may animate a target's shadow as a temporary cohort. The shadow possesses all its source's physical and magical abilities, but only at 75% potency. Additionally, the shadow fades after 24 hours.
Skills: Skills: Stealth, Listen, Spot, Disguise
Equipment:
The Unliving Pharaoh's Set: He who enters his tomb ~beware~
Shawl of Faded Glory - 5 times a day, may reflect a Physical Attack or Magical Attack for 50% damage.
Embalmed Footwraps - May gain 10% MP regeneration for every 5% percent of Max HP spent for 5 minutes.
Tattered Tabard - Contributes 45% of the wearer's Magical Defense to Physical Defense or vice versa. 30 minute cooldown between activations.
Bloodied Armwraps - May deal touch attack that drains 4% of the target's Max HP per second of contact. Half of the damage is returned to the wearer as health. May not exceed own Max HP.
Full Set Bonus: Fear-based spells are treated as if enhanced with Extend Spell.
In-Game Backstory:
For many players, the feeling of completing a set is a hard-fought payoff.
One set of raid gear was infamous for being impossible to complete: the Unliving Pharaoh's Set. Each piece had a pitiable chance of dropping and some players even claimed the odds went down if you had a piece in your inventory or bank. The "Pharaoh's Curse" became something of a joke on the forums referring to those players consumed by their attempts to farm it. Entire raids would devolve into feeding frenzies when the boss fight against the Unliving Godking Asra concluded.
Vae'lynne's player earned numerous death threats and bounties from various guilds and independent players as he gamed the system. On the rare runs where a piece of the Unliving Pharaoh's set dropped, he'd use Illusion magic to alter other players' perceptions regarding whether or not they had aquired a given piece. Often, select players with high Magic Defense would resist and ruin the scam, but even more rarely than a drop, he'd get away clean. The first three times took hundreds of runs to pull off, and by then, Vae'lynne's player had become known for his unabashedly two-faced way of partying and no respectable raid guilds, or even up and coming ones, wanted him in their roster. Then came Ainz Ooal Gown.
The guild encouraged players to pursue their monstrous characters which, ironically enough, did much to pacify many of the impulses that drove such uncouth ninja looting.
The guild became a good place to go for raiders with spare time and good gear. With a reliable party and the promise to divide the loot by majority vote with no hard feelings, Asra Runs could be performed with more regularity and reliability, so it was a mathematical certainty that eventually the Unliving Pharoah's set would drop the final piece. The most hated Illusionist in Yggdrasil would become the first player to complete the set after nearly three years of runs since the raid's inception.
Since his moment of triumph, Vae'lynne's player had fallen into the habit of logging on every now and then when they felt nostalgic. His build, made with the intention of swindling the parts of his coveted set, was suddenly busy and awkward to use solo. When the new dungeon came out, he was ready to get back into the flow of his exotic build. Then the game glitched, or something.
--------------------
Her first sensation was one of lightness, freedom. A lapse in concentration, the loosening of a muscle that didn't previously exist, resulted in her falling into the shadow cast by a nearby urn. Being inside a shadow, a thing with no physical form was an alien yet reassuring sensation. With a mental heave, she drew herself back up into a more humanoid form, her coveted Set fading into place as she pulled herself out of the shadow like emerging from a pool.
Being made of shadow was a rush of foreign information. Everything was heavier, sharper, like the world had gained weight and depth at angles she'd never known before. She felt the smallest hint of drag caused by the featherlight tattered, fluid-soaked rags hanging off her body and the oddly-heavy royal cloack was a comparative burden.
Behind her voice, there was an echo similar to a distant voice in a dark forest. Almost omnipresent for its sheer distance, bouncing off of countless trees and rocks in the night. Though her words could come through clearly, it was almost like having a signal broadcast to one's ear rather than a true sound. Not to mention the distinctly female tone of the formerly male player's voice. All things considered, though, there were more interesting matters afoot.
And, on top of all that strangeness, there was everyone else.
@VarockSvent Removed references to numbers in the HP drain and stowed away the mentioned passage. Backstory's sparse without it, but I'm not overly invested in the past.
Username Vae'lynne
OOC profession: Desk Jockey; Retail.
Character Role: Support, DPS, Wild Card.
Alignment: -100 (Very Evil)
Appearance:
Race: Shadowstalker, an evolved variant of the Shadow Demon that has taken on a physical form after absorbing a massive amount of Negative Energy in a forbidden ritual.
Classes
-Monster Classes:
10 Imp
10 Shadow Demon
10 Shadow Mephit
5 Shadowstalker.
-Job Classes:
15 Stalker
15 Illusionist
10 Mindspy
10 Assassin
10 Shadowdancer
5 Ebonmancer
-Class type level:
55 Martial / 45 Arcane
Attributes:
HP, 50
MP, 65
Physical Attack, 45
Physical Defense, 55
Agility, 100
Magic Attack, 100
Magic Defense, 55
Resist, 45
Special 85
Abilities:
Stalker:
Sneak Attack - Deal additional to unaware, flanked, or helpless targets.
Illusionist:
Specialist - Able to cast exclusively Illusion School spells, but all spells can be cast Still or Silent at no additional cost.
Mindspy:
Deep Telepathy - Capacity to initiate mental contact with creatures within speaking distance. Creatures more than 40 levels below the Mindspy can not detect the intrusion without being delibrately informed by them.
Assassin
Death Attack - Deal crippling damage to unaware, flanked, or helpless targets. Crippled targets suffer a penalty to their Physical or Magic Defenses, further applications do not stack.
Hide in Plain Sight - May make use of stealth without cover.
Shadowdancer:
Shadowstep - May move a set distance between shadows per day.
Greater Evasion - When the Shadowdancer fails to evade an attack, it becomes a Grazing Hit and deals reduced damage equal the Shadowdancer's Physical or Magic Defense, depending on the source of the damage.
Ebonmancer:
Shadowcasting - Able to cast spells from within shadows. Shadow Sub-School spells are treated as having been modified by Quicken Spell when hiding within a shadow.
-Spells/Martial Arts:
Illusion School Spells - Spells that manipulate sound, light, and minds to create facsimilies and alter perceptions.
Shadow Subschool - Spells that manipulate shadow to imitate a limited selection of spells from other schools. All Shadow spells are subject to disbelief checks to negate the intended effect.
Summon Shadow - Once per day, the user may animate a target's shadow as a temporary cohort. The shadow possesses all its source's physical and magical abilities, but only at 75% potency. Additionally, the shadow fades after 24 hours.
Skills: Stealth, Listen, Spot, Disguise
Equipment:
The Unliving Pharaoh's Set: He who enters his tomb ~beware~
Shawl of Faded Glory - 5 times a day, may reflect a Physical Attack or Magical Attack for 50% damage.
Embalmed Footwraps - May gain 10% MP regeneration for every 5% percent of Max HP spent for 5 minutes.
Tattered Tabard - Contributes 45% of the wearer's Magical Defense to Physical Defense or vice versa. 30 minute cooldown between activations.
Bloodied Armwraps - May deal touch attack that drains the target's HP per second of contact. Half of the damage is returned to the wearer as health. May not exceed own Max HP.
Full Set Bonus: Fear-based spells are treated as if enhanced with Extend Spell.
In-Game Backstory:
For many players, the feeling of completing a set is a hard-fought payoff.
One set of raid gear was infamous for being impossible to complete: the Unliving Pharaoh's Set. Each piece had a pitiable chance of dropping and some players even claimed the odds went down if you had a piece in your inventory or bank. The "Pharaoh's Curse" became something of a joke on the forums referring to those players consumed by their attempts to farm it. Entire raids would devolve into feeding frenzies when the boss fight against the Unliving Godking Asra concluded.
Vae'lynne's player earned numerous death threats and bounties from various guilds and independent players as he gamed the system. On the rare runs where a piece of the Unliving Pharaoh's set dropped, he'd use Illusion magic to alter other players' perceptions regarding whether or not they had aquired a given piece. Often, select players with high Magic Defense would resist and ruin the scam, but even more rarely than a drop, he'd get away clean. The first three times took hundreds of runs to pull off, and by then, Vae'lynne's player had become known for his unabashedly two-faced way of partying and no respectable raid guilds, or even up and coming ones, wanted him in their roster. Then came Ainz Ooal Gown.
The guild encouraged players to pursue their monstrous characters which, ironically enough, did much to pacify many of the impulses that drove such uncouth ninja looting.
The guild became a good place to go for raiders with spare time and good gear. With a reliable party and the promise to divide the loot by majority vote with no hard feelings, Asra Runs could be performed with more regularity and reliability, so it was a mathematical certainty that eventually the Unliving Pharoah's set would drop the final piece. The most hated Illusionist in Yggdrasil would become the first player to complete the set after nearly three years of runs since the raid's inception.
Since his moment of triumph, Vae'lynne's player had fallen into the habit of logging on every now and then when they felt nostalgic. His build, made with the intention of swindling the parts of his coveted set, was suddenly busy and awkward to use solo. When the new dungeon came out, he was ready to get back into the flow of his exotic build.
Then the game glitched, or something.
@VarockSvent Merged the monster levels in. Though, frankly, it's hard to define biology with Martial, Divine, or Arcane. I'm willing to explain my math, but it'd be long-winded enough to warrant PMing.
Alright, sorry for the delay, but here is my sheet.Username NuttirButtir ('Nut')
OOC profession: Bartender
Character Role: Buff/debuff & Healing Support
Alignment: 0
Appearance:
Race: Careless Whisper, a malfeasant eldritch being who exists for the purpose of sowing discord and unrest in humanity
Classes
Monster Classes:
-Undead (10)
-Mummy (10)
-Old One (5)
-Careless Whisper (5)
Job Classes:
-Cleric (15)
-Cultist (15)
-Hierophant (10)
-Supplicant (10)
-Invoker (5)
-Entropician (5)
Class type level:
Martial: 20
Arcane: 35
Divine: 45
Attributes:
-HP: 60
-MP: 80
-Physical Attack: 10
-Physical Defense: 50
-Agility: 50
-Magic Attack: 70
-Magic Defense: 80
-Resist: 70
-Special: 90
Abilities:
Cleric
-Lay on Hands: Heal a single target rapidly through sustained physical touch that prevents other actions
-Food for the Hungry: Cure the Hungry status and grant the 'well fed' bonus in a small radius
-Be at Peace: Cure a single non-special mental status of a single target
-In Thy Name: Increase a single ally's defense temporarily
Cultist
-Self-sacrifice: suffer a some HP damage to increase the potency of the user's next spell
-Beyond Reason: resistance to Brainwash and similar mental status effects. The resistance increases with stacks of Frenzy
-Return: a resurrection spell that requires both channeling and an HP cost
-Bloody Tithe: attack with a phantom dagger deals damage, restores some HP to the user and grants a stack of Frenzy
Hierophant
-Horrible Knowledge – Send a whispered secret to a single enemy that leaves them Weakened, decreasing attack and defense temporarily
-Arcane Secrets – Shorten the cooldowns of a targeted ally's abilities
-Alternatie Methods – Raise an arcane crystal. Allies who stand near them enjoy health and mana regeneration, but the crystal breaks after providing a certain amount of regeneration
-Mana Flux – Reach out for the mana of targets in an area and fluctuate it, causing damage and temporarily inflicting Silenced
Supplicant
-Make Way: Grant a movement and attack speed bonus to allies in a radius. Having Frenzy increases the radius and the speed boost
-You Will Understand: Marks single target temporarily. Increases damage dealt to the marked target and inflicts the mark on any enemies that heal or buff the target while active, consuming a stack of Frenzy with each spread. If a marked target dies, another stack of Frenzy is granted
-Cry Havoc: A channeled AoE ability that deals continuous Sound damage to any enemies in its area. Having Frenzy increases each 'beat' of damage, but each consumes a stack
-Wild Idolatry: A fit of passion that leaves the user vulnerable but continuously grants Frenzy while channeled
Invoker
-Visitation: Opens a small rift from the user's hand that extends barbed alien tentacles. They inflict piercing damage, and drain some health from struck enemies, granting the user some healing and Frenzy
-Glimpse Beyond: Opens a large rift that causes a blast of eldritch energy in an area, damaging foes. Grants Frenzy to the user if the user is in the area
-Take Over: an eldritch influence briefly subsumes the targeted ally or the user, granting a defensive shield. The target heals over time while the shield is active, but the shield will break if enough damage is dealt to it, or if enough time passes
-Dream No More: Once at full Frenzy, the user can transform into an Awakened state, knocking away enemies in a radius, gaining an ability damage boost, and applying Delusion. While Awakened, tentacled Black Grass spreads out from the user and anyone either buffed or debuffed by the user. Enemies in contact with Black Grass gain a stack of Delusion every second, causing damage over time and decreased accuracy per stack. Buffs and debuffs imposed by the user will not expire while the allies or enemies in question are in contact with Black Grass. Dream No More and the Black Grass remain active until the battle is over or the user is killed
Entropician
-Isolation: A temporary curse that prevents the target from being healed and deals equivalent damage to any sources of healing imposed on the target
-Breach: A curse that only works on targets that have made themselves invulnerable through some means (that is, immune to damage). It immediately ends the invulnerability and causes an explosion that deals damage and stuns both the target and any other nearby enemies
-Reversal: A spell that changes all debuffs on an ally to buffs with opposite effects, or buffs on an enemy into debuffs with opposite effects
-Dream of Quietude: A curse that can only be applied to dead bodies and has no duration, although it can be cleansed. Any attempt to resurrect the target will instead kill the reviver
Spells/Martial Arts: Nut's toolkit of spells are meant to turn the tide of battle in favor of his allies. He debilitates enemies while strengthening his allies, and healing their wounds. His subversion-type spells counter enemy ploys to use their own cards against them.
Skills: Prayer (Purification, consecration, etc), appraisal, decryption, treasure hunting
Equipment:
-God-King's Corona: a Pharaoh's headdress and the mark of a ruler. Its subjugating presence lowers the Resist of foes in a radius
-Ritual Beads: a string of various 'beads' of dubious origin. Increases the casting speed of spells that do not inflict direct damage
-Defiled Scrap: a length of ancient cloth said to have been worn by a mad prophet who authored books of unholy writ to educate mankind in defiance of a truth that must not be known. If the wearer is successfully affected by the same attack or spell in immediate succession, the second is reflected to the attacker
-Principle Paradox: a profane amulet bearing the holy symbols of a number of different religions, showcasing them all despite their conflicting ideas. Striking the wearer's elemental weakness will inflict that elemental weakness on the attacker and give the wearer a new weakness at random, both for a short time.
-Slipdash Band+: a ring prized among thieves and rogues. When performing a dash, the wearer briefly becomes invisible and will not collide with entities
-One for All: an eye-catching raiment that heralds the champion of the common man, one beloved by all. Single-target buffs applied by the wearer to allies radiate outward to apply to up to three additional allies at 50% strength and duration, where applicable
-All for One: a subtle hood that obscures the features, masking one's true intent. The wearer gains a portion of the magic power of allies who have active buffs imposed by the wearer
-Ars Animo Fingi – translated as 'Arts Unimaginable', this ancient tome is said to contain the sum knowledge of mankind on subjects that truly matter. Increases the duration of statuses imposed by the wearer
In-Game Backstory: Nut's gameplay experience is one colored by his laziness. A lover of strategy games and not really into MMOs, he joined Yggdrasil at the urging of some friends, and chose the easiest and most in-demand role he could think of to play: healer. As he played more, however, he found a hidden side to the healer experience he grew to love: trolling. Being so integral to others' success, he could mess with his allies, let them die or get them killed, and revive them as he pleased. As a result he got more invested in specialization within the game, both PVE and PVP, and he worked to earn more abilities, spells, and jobs that suited him. He didn't even really care about winning or getting the job done, but instead frustrating his opponents and messing up their own tricks and strategies. That mindset resulted in a build that was valuable in a roundabout way, and after falling out with his friends he ended up getting recruited by Ainz Ooal Gown. His bent toward trickery and subversion fit right in there, complimenting the playstyles of other non-optimal builds that needed such support to function properly. This time he fit right in, and while he logged on for only a few hours every few days, his skillset was in demand and his help in clearing high-level content left him with an impressive array of spoils.
Changed his base race, the Beyond Reason ability, and Defiled Scrap. Added a bit more to his backstory. Since in the game itself Frenzy was a gameplay mechanic and not something that actually affected emotion, it should be fine (especially as part of class abilities not exclusive to undead) from a logical perspective. In the new world, his emotional state will not fluctuate because of it.
What about skipping the raid event and getting into the game?