Name: Wes Joplin Character name: Lord Ocberioth The Just Age: 12 Gender: Male Level: 100 Race: Dwarf Class: Shield Lord (15) Elementalist (Earth) (15) Paladin (15) General (10)
Personality: An extremely idealistic young boy, whose character represents his idealized vision of what a source of true justice is. His naivety and innocence are a strong backdrop to his actions in Yggdrasil, where he is viewed as a kind of shepherd to the lambs in the Ardent Heralds' congregation. He is largely responsible for the guild's spur of the moment good deeds, which he views as a manifestation of Ocberioth's noble ideals.
Background: Grew up in a bad neighbourhood surrounded by crime and misfortune. Wes could only ever play a bootlegged copy of Yggdrasil on the computer in the public library. Despite troubles and trials at school, at home, and with the poor quality of hardware that he had to use to play Yggdrasil, Wes continued to find his solace in the virtual world, and in the ideals he acted out through Ocberioth the Just.
Items:
The Shield of Courage - Legendary Item - This shield can defend against any attack that the wielder is expecting and chooses to guard against with a quick enough reaction. However, if the wielder does not feel that they can endure the attack, due to emotional trepidation, the item will break.
The Hammer of Truth - Legendary Item - This hammer can disarm any weapon wielded with deceitful intent. If a sneak attack is discovered before it hits home, the hammer will righteously separate the attacker from their chosen means of attack. This effect pertains solely to close quarters combat encounters.
Gauntlet of Charity - Legendary Item - This piece of armour has a unique ability to refresh/restore mana pools for allied characters, at the price of draining the user's mana to zero. The potentially infinite mana pool contained within the gauntlet is restricted to usage by characters who have at least some minuscule amount of mana reserve left, which means that its true power is only accessible to those whom are willing to share.
The Helm of Heroes - Legendary Item - This helm allows the user to grant morale boosting shouts of encouragement, to identify their allies from their foes on the battlefield through magical means, and to magically (via invisibility) uncover their likeness so as to inspire their allies further by seeing their (still-armoured) uncovered visage.
Abilities/skills:
Just Desserts - Delayed - Upon taking damage, Ocberioth demands that the attacker give him mercy. In this circumstance, if the attacker spares Ocberioth, Just Desserts activates its first effect; Ocberioth's health is restored by the respective amount of HP that the attacker possesses. If the attacker chooses to finish off Ocberioth, then Just Desserts' second effect activates; the attacker's blow rebounds and does equivalent damage to Ocberioth's full number of HP.
Champion of the Weak - Passive - Ocberioth's stats are buffed, the more members of his party are weakened. In the most dire of straits, Ocberioth will rise to the challenge. This ability caps at 1.5x Ocberioth's maximum power, however it also affects Ocberioth when he is weakened, meaning that he gains access to second winds the enemy may not be expecting.
Virtuous Condemnation - Activation - Ocberioth castigates an especially immoral, cruel, or evil opponent. This immensely powerful magical ability manifests as a psychic attack that affects the target's perceptions of their own identity, which is molded by Ocberioth's accusation. In essence, it strips opponents of their ability to be on their own side and justify their actions selfishly. The net effect is variously a momentary stunning effect, psychic damage (if Ocberioth's condemnation is falsely given), or even a changing of allegiances, allowing Ocberioth to recruit enemy units. This ability depends highly upon Ocberioth's usage of it, and thus, he must be careful in his accusations if he wishes to fulfil the highest potential of the ability.
Ima just re-add this character here. Basically a copy and paste, but the layout is good (I think).
"Why just dolly around here for all yer days when ya can just let loose and go on a glorious adventure!"
Username: Tor Magnus III Real Name: Erik Fredriksen Race: Dwarf Gender: Male Character Level: 75 Alignment: Chaotic Good Guild/Party Affiliation: N/A Racial Class: Dwarven Warrior
Height: 4'8" (1.42 Meters) Weight: 155 Lbs (70 Kg)
Job Classes:
Hammer Master (15)
Warrior (10)
Shield Bearer (10)
Armor Smith (5)
Elementalist (Lightning) (5)
Fighting Style:
Tor is a heavy balanced tanky powerhouse, using his strength and cunning to win most battles whilst flexible enough to fit the shoes of both offensive and defensive roles. While many believe the dwarf to be incredibly slow and clunky at first glance, and they're not wrong to think this, he's actually rather agile and quick on his feet in small concentrated bursts even while carrying his heavy arsenal. Tor can use this stereotype to his advantage, often pretending to fit the description whilst observing the opponent's movement on the defensive. His shield is definitely strong enough to deflect most attacks. Once he feels like he knows how his opponent fights, the dwarf goes on a brutal offensive, using his raw power and speed to catch his opponent off guard. Even his magical affinity for lightning also helps him gain a slight advantage in strictly melee battles.
Strengths:
Tor's balanced roles allow him to easily switch from defensive to offensive roles depending on the situation. His dwarven heritage allows him to tank more hits than the average human, making him incredibly resistant to physical attacks. This is amplified significantly when using his massive shield, which can block most forms of physical and magical projectile attacks. His hammer, Mjölnir The Mighty, is also strong against armored opponents, however it's ability to conjure up lightning attacks makes it even deadlier as lightning can conduct onto most metallic surfaces, effectively shocking the person from the inside. This also makes Tor immune to lightning in general.
Weaknesses:
While Tor is known to be quick and agile, this is true when he's only wielding his warhammer and even then it's only for short rapid bursts to finish the job. Once he starts using his shield, his speed is greatly diminished and he relies on its size and durability to protect him. While he does wear light armor plating, his midriff and lower back are greatly exposed as a consequence for mobility, making it a prime target for faster opponents to take advantage of. In addition, despite his immunity to lightning magic, Tor is otherwise weak to magical attacks in general.
His short stature also hinders him from normally reaching high spaces, in which he'd need assistance in order to get to said places.
Items:
Name of Item: Mjölnir The Mighty Rank of Item: Legendary Appearance: (See Tor's Appearance Picture) Description of Item: A mighty magical warhammer forged by two of the best dwarven weapon smithies in the world, said only to be wielded by a member of the Magnusson family. It has the ability to cast thunderous lightning attacks with every swipe and gets more powerful the more lightning it absorbs. Class/Racial Restrictions: Dwarfs Only Downsides of Item: N/A
Name of Item: Svalinn The Stalwart Rank of Item: Legendary Appearance: (See Tor's Appearance Picture) Description of Item: A mighty shield that wields incredible durability. It's been said that only few weapons could penetrate through it. Class/Racial Restrictions: Dwarfs Only Downsides of Item: When wielded, significantly decreases mobility speed due to its size.
Misc Items:
Infinite Backpack
Health Potions
Work Hammer
Compass
Hand-Drawn Map
Journal
Skills:
Name: Conductor Job Class Specialization: Elementalist Effects of Skill: Buffs Tor's lightning attacks considerably. Side Effects of Skill: Weakens magical resistance overall. Must stand in place for several seconds without moving for the skill to succeed. The longer he stands still in said position, the more power he gets. Description of Skill: Tor raises his hammer into the sky, as lightning strikes his hammer. The energy is absorbed into the hammer, making his lightning attacks significantly stronger.
Name: Fortress Job Class Specialization: Shield Bearer Effects of Skill: Buffs Tor's physical and projectile defense, while only increasing magical resistance very slightly. Side Effects of Skill: Weakens speed considerably. Forces Tor to move at nearly to a crawl's pace. Description of Skill: Tor locks his shield in front of him, buffing it's defense and durability significantly.
Name: Thunder Cracker Job Class Specialization: Hammer Master / Elementalist Effects of Skill: Knocks back opponents considerably, whilst inflicting lightning damage. Has a very slight chance to paralyze the opponent. Description of Skill: Tor smashes his hammer into the ground, causing the ground to shake and have lightning bolts explode quickly towards the opponent's location.
Name: Lightning Cyclone Job Class Specialization: Hammer Master / Elementalist Effects of Skill: Can issue combo damage upon each hit, knocking back opponents while inflicting lightning damage. Can knock out weaker opponents cold. Has a very slight chance to paralyze the opponent. Side Effects of Skill: User becomes disoriented for several seconds before recovering. Description of Skill: Tor spins around rapidly while gripping his hammer to become a spinning cyclone, dealing massive damage to anyone who gets in range.
Name: Electrical Sweep Job Class Specialization: Hammer Master / Elementalist Effects of Skill: Knocks opponents back and inflicts lightning damage. Has a very slight chance to paralyze the opponent. Description of Skill: Tor can swipe his hammer to unleash a shockwave of lightning energy towards the opponent.
Name: Discharge Job Class Specialization: Hammer Master / Elementalist Effects of Skill: Knocks opponents back and inflicts lightning damage. Has a significant chance to paralyze the opponent. Description of Skill: Tor leaps into the air and smashes the hammer down into the ground with such force, it unleashes an lightning shockwave that discharges around him.
Name: Lightning Pillar Job Class Specialization: Hammer Master / Elementalist Effects of Skill: Erects a pillar of lightning below, or near, opponent's feet. Has a slight chance to paralyze the opponent. Description of Skill: Tor smashes his hammer down at the ground while looking at the opponent, creating a pillar of lightning down below, or near, the opponent's feet.
Name: Batter Up Job Class Specialization: Hammer Master Effects of Skill: Bounces back any low-mid scaled projectile attack, both physical and magical. Side Effects of Skill: Has a 50/50% chance in being either successful or failure. Failure results in user becoming hit with incoming attack. Cannot deflect curses or those of similar nature. Description of Skill: Tor uses his hammer to deflect most physical/magical projectiles and sends them back towards the opponent, or simply away from him.
Name: Charging Targe Job Class Specialization: Shield Bearer / Warrior Effects of Skill: Knocks back opponent and nearly deflects any incoming physical or magical projectile that strikes the shield. Has the chance to stun opponents upon impact. Side Effects of Skill: Attack can be interrupted if opponent attacks Tor's flank and backside. Description of Skill: Tor charges with his mighty shield in a straight line towards the opponent. It can be used in mid-air and is strong enough to break through stone walls.
Humanity's View:
Outside the Dwarven Kingdom, Tor is essentially a nobody in the grand scheme of humanity. However, since his race is incredibly rare amongst the humans, he is known to gain some curious eyes on him by the local townsfolk, which usually do not mind his presence since he's more human than monster. Most of his fame came from the people who actually played the game, not from NPCs themselves, as no one else even bats an eye at him for the most part.
Personality:
Tor is an adventurous dwarf, who always puts a jolly attitude wherever he goes. In fact, he's always been curious about the world around him. He has seen many things during his travels from kingdom to kingdom, from peaceful utopias to harsh realities, all of which he keeps archived in his trusty map. He is also one that loves to retain knowledge, usually on the places he goes and of the creatures he encounters on the way, and is very generous when socializing with others, no matter the race. He also has a merry affection for food and alcohol, as well as the decent ability to forge armors of any material he can get his hands on. He also has the constant itch for battle, always wanting to explore a deep, dark, dungeon or to face a champion of a local arena.
Bio:
Erik Fredriksen was born in Stockholm, Sweden and was in his early-thirties when he started playing YGGDRASIL. He was considered to be a well-trended hipster, often wearing flannel and average kahkis, as well as sporting a grey beanie on his head and holding a cup of black coffee in his hand. He even sported a thick beard in which he swore to only cut it once every five years. Prior to picking up the game, he was one of the head programers for a swedish video game company known as IceBerg Studios. The most famous games he helped worked on were often RPG-styled fantasy simulators, which included RuneMiners, The Adventurists and the Hammer Of War series. He also helped with several indie games, such as The Dark Forge and Isle Of Wulves regarding technical issues and coding. Overall, Erik was well-received by the fans and they applaud his hard and honest work, especially in a world where disappointment is considered the norm in many video game companies.
Erik's character, Tor Magnus III, was inspired by many fantasy games and movies he watched as a kid. He played Runescape when he was a young lad and took a liking to the dwarven faction. This was also amplified by his love for the Lord Of The Ring Trilogy. Thus when he discovered that YGGDRASIL had a dwarven faction, he immediately created a dwarven character and joined the dwarven guild "Axe-Force", which concentrated on exploration and adventure. Many players had mentioned how he was a pretty chill guy and how he was quite generous to them. He and his guild often explored the in-game universe and sought out for dungeons and arena matches whenever and wherever they could. One of the arena matches even rewarded him with the powerful legendary warhammer, Mjölnir The Mighty, and the shield, Svallin the Stalwart. These weapons helped him significantly in beating several extremely hard event bosses, only winning just by the hair on his beard. He became a sort of local hero amongst the dwarven race. In addition, he also discovered several ways to break through several portions of the map and access locations where he wasn't really supposed to be.
When the shutdown was announced, Erik said a tearful good-bye to his fellow guild-mates. He had been playing the game for a good six-years by that time and it was hard for him to consider leaving. Yet as he takes one last look at the game world, he suddenly realizes that he couldn't log off. He's stuck in this game. Now alone without his fellow guildmates, Erik embraced his character full-heartedly as he walks by his lonesome, still looking for new lands to explore.
For there is always an adventure upon every corner...
Name: Mark Gestalt Character name: Xavier Falcon Age: 23 Gender: Male Level: 95 Race: Human Class: Martial Lord (10) Monk (10) Striker (5) Mercenary (15)
Personality: To describe Mark in one word, he'd be... Arrogant. He's incredibly sure of himself and his own abilities. He doesn't take orders well from anyone he doesn't believe to be a good leader. This isn't to say he's a "bad" guy, though. He's pretty charismatic, and kind of a funny guy. If he's assigned to a job, he'll do everything he can to get it done. If he's on a team, he'll try his best to work in cohesion.
Background: Mark Gestalt is an up-and-coming stock-broker working in New York City. He came from a very wealthy family, and received the best education money could buy, earning himself a position at a very successful company. He lives in a high-end apartment, and generally lives the good life, playing video games and boxing in his free time.
Then, one day, he'd heard of a new game: YGGDRASIL. Everyone was talking about how great it was, so Mark knew he had to play it and see for himself. After playing for a while, he was sold, and played the game extensively when he wasn't working or exercising.
Mark used his large income to his advantage in-game, buying various Cash Items. Despite the fact that most of the time he purchased vanity and low-level items as to not spoil the fun of actually playing the game, occasionally he couldn't resist buying high-level gear, monsters, and other pay-to-win items.
He'd joined the Ardent Heralds when he was just a beginner. Now that he's a more experienced player, he doesn't really hang around the guildhouse all that much, tending to explore the land. Their kindness may have rubbed off on him, though, seen when he buys an item for a player in need or helps lower-level players on quests.
When the servers shut down, he was laying in a grassy field far from the guild, admiring the skybox. He closed his eyes for a moment as the servers went offline, but when he opened them again, he was in a different grassy field staring at a different sky.
The Right Arm of Power (Divine): An armor piece taking up Xavier's right arm. It empowers the user's normal arm strength, allowing one to do feats such as lifting boulders, swinging greatswords with ease, or in Xavier's case, punching really hard. When activated, the armor appears to make his arm glow a light gold. In terms of battle, the arm increases damage by 2/3 of the user's base damage. It lasts for 3 minutes and has a 1 minute cooldown. Mark bought the arm in an auction, hoping to find the other 5 pieces and complete the entire set.
Devilish Charm (High-Tier): Xavier's current clothing. Though just appearing to be an ordinary vanity item, the clothes itself have a small amount of armor, the effect of halving all damage received from Damage Over Time, and the side effect of making him look so damn good.
Heightend Reflexes (Passive): Xavier has a better chance to dodge melee attacks.
Hardened Skin (Passive): Xavier takes less damage from non-magic attacks and fire.
Fired up! (Delayed Buff): When Xavier falls below 50% health, his damage and speed are doubled. A visual effect of this is the appearance of steam coming from his body.
If healed above 50% health, the ability is on cooldown for 3 minutes.
Light Dash (Active): Xavier can move from one point to another in the blink of an eye. Can be used in quick succession.
Consecutive Hits (Active): Xavier releases a flurry of punches to any enemies in a cone directly in front of him. Does minor damage over time.
Rockabye (Active): Xavier delivers a well-aimed punch at an opponent that has a 50/50 chance of knocking them out. Can't be done to the same opponent more than once.
Megaton Punch (Active): Xavier's "Ultimate" move. Takes half a minute to charge. Xavier can charge one target and throw a punch with a megaton of force behind it. If he were to whiff the hit, the punch will still displace the air it's aimed at with half the force.
When used in conjunction with the Right Arm, the results could be devastating.
Please, tell me if anything needs to be changed or explained or whatever. I'm still sorta new to this, so sorry if he's a bit OP.
... Or not OP enough, considering his level and backstory... You know what I mean.
Background: Alister Orvheim was created as a Floor Guardian for Ardent Heralds, by the player RisenHerald, to serve and protect the Ardent Heralds under all costs. Alister's primary duty was to defend the guild hall and it's denizens without falter, as well as to protect those adventurers and questing parties who passed through. Alister was also made to serve as a beacon for the new players and those who saught refuge, which is why his appearance in undeniably attractive and comforting and why his smile seems to lift the hearts of all who see it. However this is also do to his design being somewhat selfish of RisenHerald, who wanted to make a likeness of her younger brother who died at the age of five, and this is why Alister acts like a child at times, because while he was programmed and made to be an older representation.. RisenHerald left much of her bother's younger personality in Alister.
Alister's secondary duty was to always care for those in need, but not as a doctor would care for the sick, more so in the way a mother cares for a saddened child. Alister was always the emotional aide, the pep talk, the morale boost, he was the reason people kept on going. If there was ever someone down, or depressed, or generally in any mood other than a good one, Alister came with a spring in his step and that smile to ensure that each and every soul felt like a feather gently wafting on a warm summer's breeze. This is was both an intended result and a side-effect of his creator's original design, as she intended him to be her morale support and emotional aide most of all, but didn't want to be selfish. Ali, the one she often referred to as "brother-like" and treated like a member of her family, was made to be the most upstanding of people possible. It is written in his code, that no price is too much, in the vow of protecting and aiding those who deserve proper help, care, and hope.
Alister would lay down his life in the service of Ardent Heralds, in the name of RisenHerald, in the duty of being a guiding light.
@Kalleth Remove the disarm from the weapon and turn Just desserts into an ac5ivate. I'll let you choose which attack you want to take rather than have every strike be your choice. The helmet buff seems silly considering that ingame you'd know who your party was regardless of seeing their face or not. Might want to cinsider using your General class to give you such a team buff skill.
@Tim gauntlet should only increase damage output by 2/3x and only for a duration before some kind of cooldown is required. Change it and you're accepted.
@ManoftheNorth So far so good. Finish up items/skills and we'll decide.
Personality: Merius tries to keep their personality or their nature somewhat hard to pin down by people who'd try to analyze them; When in combat the Nekomata is cold, analytical, and ruthless, who is used to examining things from afar and evaluating circumstances in order to best take advantage of them, they are even willing to take advantage of lower level players to get ahead or save their own skin at times. Merius also believes that senseless slaughter without reason is counter productive and a waste of time, energy, supplies, it also goes in hand with her belief that wanton destruction without reason is both idiotic and destroys possible look that could be used later down the road.
While among others Merius acts generally friendly and sociable, they put up the act of a bright eyed, happy go lucky, energetic, and cheerful nekomata to fool possible enemies and polite to not generally draw much attention to themselves when having dialog with others. Around friends they only slightly let more and more of their true self around them, slightly worrying about other guild members that are lower level and looking down on others who recklessly move into danger without looking at the other options or possibilities and hates being ignored by people who ask for advice from them.
Bio: Before the Rifle wielding cat Merius, the player behind them was only know as Tatsuo by a handful of other players that knew of them in real life; the ones that really knew of them say that they were an actual sniper for the JSDF, they weren't exactly the best or the worst but fit into a middle group that were better than most others and could hit the smallest targets with their shots and Tatsuo had a likeness of older bolt action rifles that have great range. Once Tatsuo figured out others talked more and more about them they chose to not talk much about themselves as much or at least not talk about themselves as much around people they don't know.
After joining Overzealous' guild and having people at their back during dungeons and giving aid in combat, Merius started feeling the game as boring with the current classes it had the skills it handed out, they even considered dropping the game completely, but when the Valkyrie's Downfall update happened and newer skills arrived into the game. Merius felt a breath of fresh air breathed into the game and noticed the new classes of gunner and rifleman, choosing to change their character completely they underwent the journey to change into into a Nekomata from their former Human class and lost all of their former points going back to zero and dumping them all into the right places to make their character into what they wanted.
Items:
Merius' rifle, a carbine based off the type 30 Arisaka rifle, it holds five shots and like most rifles it holds a single bayonet to double as a lance in close range combat
Named after the former sniper who had a bad habit for not taking care of his bayonet, Ogata's tooth is a bayonet add on to type 30 rifles, due to it's former lack of care it's grown a perma rust poison perk even when polished to shine.
A belt that holds multiple items, such as an ammunition pouch, oil holster for rifle maintenance, Primer pouch, reloading tool, Casings section, Food carrying tin, and bayonet sheathe.
-Head Lamp helmet: A light built into a simple helmet for head protection and some form of style
A great White wolf, formerly a pup before being trained to become a mount and almost a pet, he is summoned when Merius whistles for him.
Skills:
Active-
Debilitating shot: A shot that has the chance to give the enemy bleed or slow to prevent them from feeling and causing great pain.
Repelling Shot: A delivered shot that makes the user take steps back of nearly any distance to gain ground on an opponent
Misery's end: Finishes off targets below 20% in hit points.
True Thrust: A heavy thrust with the bayonet giving the enemy bleed.
Piercing Talon: A piercing jab with the bayonet that ignores armor.
Ricochet: Fire a normal shot that deals 90% damage and then finds another target within 5m. Forks up to 2 times.
First aid: A low healing move that's meant to cure status effects to either allies or self.
Passive-
Agility & Flexability: Being a Nekomata gives Merius bonus evasion and allow her to get back on her feet faster than others if not just land on her hands and feet when falling or jumping, and able to squeeze into smaller places
High ground: In an elevated position, Merius gains a bonus in aim and sniping depending on height of the of high ground
Spotting: Gives allies a boost to their aim and non-range fighting allies better critical chance.
Nine lives: As a Nekomata, Merius can gain back all of her hit points when they drop to zero, but only for that day, it's an ability that can be used once for nine days.
Name: Robert Smith Character name: Archene Age: 25 Gender: Male Level: 100 Race: Human Class: Magician [15] Arcanist [10] Illusionist [10] Elementalist(Fire) [15] Elementalist(Air) [15] Elementalist(Water) [15] Elementalist(Earth) [15] Lord of the Elements [5]
For the most part, Robert is a calm guy, easy-going guy. In game, he hardly got stressed, whether due to playfulness of guildmates, questions of newbies or random PKers. While he enjoys helping people around, throwing magic spells at nowhere is also on his list of enjoyable things, specially because of the visual effects.
Robert is an only son out of the game. He worked with freelance translation after dropping out of college. It paid just enough for him to be able to sustain himself and play Yggdrasil. Regarding real life friends, other than the rare meeting with personal old friends, he met and spoke to them through Yggdrasil more than anything.
He joined Yggdrasil after getting his first pay after dropping out of college, chosing to become a mage due to the novelty of magic, but early on got rather frustrated due to spell costs and cool downs. Chosing to get the illusionist class only for one of its most lovely spells, which allowed him to have his fun with spell casting.
He became a more serious player after one of his RL friends got repeatedly PKed, he grinded as much as he could on his free time and even began spending more money on the game itself just so he could get to the top. By the time he got strong enough to properly avenge his friend and invite them back to the game, even the people who PKed him weren't playing around anymore.
Not long after he heard news of a very newbie friendly guild, he joined with some hassle, but soon, began helping players around the guildhouse. At first just giving buffs his class allowed. Soon enough he got his cape, so he could fight along the newbies.
Every now and then, he did some boss hunting, specially the wandering ones. His elementalist classes always gave him some considerable versatility and firepower, but one day he finally got info on a lovely rare class. It wasn't the most powerful even if it had a lot of firepower nor wasn't truly a support class despite having some ability as a support, but it had one thing he couldn't avoid loving. Every single one of their spells were full of flashy visuals, and that was all he could ask.
It took quite a while, some help from the guild and a lot of fight against elemental NPCs, but in the end, he was able to finish the quest that unlocked the class for him. It had all been a fun and long ride.
As time went on though, there were less newbies around to be helped, so he ended up spending more time hunting random mobs or just lazying around with guild members. He even took proper breaks from the game every now and then. On the last week Yggdrasil would remain online, however, he logged back on. He gave all the other members who stayed around hugs, catch up with what he could and stayed there. The least he could do for the guild was stay around until the game ended. That was his plan, and that was what he did... but for some reason, after the moment when the last server should be shut down... he was still there.
Last Staff of Macron - Artifact Item - A staff dropped from a world boss. Passive. Reduces mana cost of spells. Active. Recover 50% of the user's mana, but sets their mana regeneration to 0 for 30 minutes (unremovable debuff that overrides any mana regeneration). (20 hour cooldown) Boss-drop from a wizard who sought eternal life but abhorred necromancy. It may not be wielded by any race that can recover health with negative energy (mostly undead races).
Macron's Will - Artifact Item - A necklace dropped from a world boss. Passive. Increases the wearer mana regeneration considerably. Active. Removes all status effects from its user before recovering 10% of user health and mana. (20 hour cooldown) Boss-drop from a wizard who sought eternal life but abhorred necromancy. It may not be wielded by any race that can recover health with negative energy (mostly undead races).
The Macron set contained a total of five items, including earrings, and 2 rings beyond the staff and the necklace. They mostly alude to Macron's search for immortality and his belief that given enough mana is possible to never die. Before the end of Yggdrasil, he was only able to get one of the items and buy the other. The other pieces either being too expensive for what they do or in the hands of players that were no longer active. The whole set had the effect of restoring health and mana of the wearer to 100% upon death, no death effects applied and a 24 hour cool down while applying a hidden status effect that reduced the wearer's health and mana in 10% per minute.
Eternal Robes - Legendary Item - Immunity to Curses, Resistance to Light, Resistance to Holy Magic, Resistance to Negative Energy (harm, necromantic energy attacks) and Minor Resistance to abnormal status conditions. The item has an incredibly high durability and durability regeneration; although it is not outright indestructible, absurd. It was obtained from a quest where he had to obtain rare drops from high level demons and angels, it was the worst fetch quest ever. It is reflects light in a rainbow-like way. May not be worn by demons or angels.
Elemental Archmage Equipment Set - Legacy Tier - It is a set of robes, pants, sandals, earrings and rings that give a caster mana regeneration, some resistance to magic and minor damage bonus to spell. It is a level 60 craftable set that was relatively common for mages of that level. It needs a caster to have an Elementalist class at level 10 or higher.
Arcane Barrier - Arcanist Sustained Active - A spell that creates a barrier around the caster that deducts 75% of the damage taken from the casters mana instead of health.
Cast Fake - Illusionist Passive - An illusionist may cast a fake version of a known spell that does no damage and has no effect for 5% of the spell's original cost. It has no cooldown or cast time.
Dispel - Arcanist Active - A spell that dispels an effect from a given target. The spell is capable of removing buffs and abnormal effects from a given target, one at the time. Low cooldown and relatively low mana cost.
Elemental Decree - Lord of the Elements Active - A spell that grants Greater Resistence to the the elements of mastered elementalist classes (air, fire, water and earth). It has a considerable duration, short cast time and a relatively small mana cost.
Elemental Rift - Lord of the Elements Active - Summons a mixed army of level 25 Elementals of mastered elements along a number of level 40 Elemental Lords to lead them. They can use spells of their element and are immune to damage of their own element. Elemental Lords are under the caster's control and Elementals obey Elemental Lord's commands. Killing or banishing an Elemental Lord returns elementals of the same element to their plane of origin. The spell has a 24 hour cooldown, a minute of cast time and 30% of his total mana.
Elemental Seal - Lord of the Elements Active - The spell prevents the target from using any elemental spell. It lasts 24 hours and costs a considerable amount of mana to cast.
Elemental Storm - Lord of the Elements Active - The spell is a large AoE with considerable cast time. It creates a magical storm that causes continuously causes damage of the element of each mastered elementalist class to enemies. Though its total damage is incredibly high and it can affect structures, its damage to individual targets isn't high unless someone just stands inside it over the entire duration or has weakness to one of its elements. The cast time is equal to the number elementalist classes in minutes. The spell has a 100 hour cooldown and 60% of his total mana.
Fly - Elementalist (Air) Sustained Active - The spell allows the caster to fly for as long as mana is provided. It cannot fly over 60 meters high and cannot go over 20 km/h.
Greater Banish Elemental - Lord of the Elements Active - The spell can banish high level elementals back to their plane of origin. The spell has a 30 minute cooldown.
Greater Elemental Affinity - Lord of the Elements Passive - When taking damage from the element of a maxed elementalist class 50% of the damage is negated and when the source of the damage is the owner of this passive, 100% of the damage is nulled.
Invisibility - Ilusionist Sustained Active - Makes the target invisible for 1 minute. The spell has a 2 minute cooldown.
Mirror Image - Illusionist Active - Creates a copy of the caster. It is destroyed with a single hit and there can only be a single Mirror Image active at the time. It has reduced stats and can only cast illusionist spells. The spell has a 5 minute cooldown.
Phoenix Rite - Lord of the Elements Delayed - After a considerable casting time and very bright light effects, the caster suffers a reduction of 25% in their max health and mana that lasts until death. Upon death, the player is revived with no loss of levels and is immune to abnormal effects for 15 seconds. After death, the spell enters a 20 hours cooldown.
Silent Cast - Arcanist Passive - For an increase cost of mana, may cast a spell silently.
Greater Summon Elemental - Lord of the Elements Active - Summons an elemental of a mastered elementalist class with half of the caster's level. It will obey caster's orders for until dismissed. Only one elemental can be summoned at the time. The spell has 1 hour cooldown starting at the moment the elemental is dimissed or killed. It has a considerable mana cost.
-Earth Element as in spells that are earth/ground based, even if the -exact- damage they deal is blundgeon, piercing or sharp. -Each of his elementalist classes provide him a few damage spells that deal AoE, Single Target and in some cases, DoT damage. magic element. -His arcanist class gives him access to non-elemental magic spells that deal pure magic damage. They are for the most part single target, have no cast time and cost mana relative to their damage. It was the first class he obtained after getting mage to level 15. -Lord of the Elements is a rare class that requires the user to be level 95 and have at least 4 elementalist classes over level 10. Besides Rite of Phoenix which he may activate before wearing a [Cloak of Evening], he has no access to this class while wearing the item.
@Darked13 accepted. Put your cs in the character tab.
@Crusader Lord I'm hesitant to allow a world champion character simply because of how ludicrously strong they seemingly are. The magic purge on your axe is also a bit strong, if only because I can't keep track of whats 9th tier or below every time you're fighting something worth fighting. There is also a matter of just how many job classes you've obtained, with multiple specialties that clash with each other. Weapons master seems like you wouldn't need bow master, shooter or sniper but not both, etc.
I was honestly hoping your character would excel in one direction but have faults in others, but it does honestly seem like you made a character that can take the fight any way you want and not struggle. Defensive magic, dispelling effect, long range sniping and scouting, phys damage buffs and defensive perks, etc. Something has to go.
Personality: A relaxed and casual individual, someone willing to fully indulge their lusts and hedonistic tendencies as they see fit and so please, but who focuses with raw determination thon those things she puts her mind to. She has a photographic memory that has proven well with spell memorization and recalling details about various places and occurrences, though there are some things she wishes she could forget. she can swing either way with good or evil, to her it all depends on the situation and context. She prefers that sort of neutrality, though she easily can go about pursuing her desires and ends without batting an eye. Get her sincerely invested into something, though, and she can become incredibly defensive and ferocious over said person or thing. Yikes.
Background: Mira was a middle-class girl in the USA who had a carefree attitude in regards to what others might think of her, the type of determined person who is difficult to talk down from what they set their mind to doing. Avid member of the swim team from middle through high school, she always kept fit and healthy, but regardless was always a video gamer and anime watcher with a passion personally. In particular, when it came to video games, she took a liking to YGGDRASIL as a teenager. She made a simple Dark Elf, so as compared to other kinds of races in the game she had lower starting stats, but from the start after looking a guides and such she had an idea for what she wanted.
She ground out her character’s levels and equipment and stats over the course of several years to her specifications, sometimes guild-hopping to get supplies and groups to get into raids or fight world bosses/enemies. She became a common face recognized by many guilds when an offensive magic user was needed for events or dungeons or such things. Though in the end, her persistence to build her character paid off. She took an initially arcane path in “Astral Mage”, allowing access to a mix of arcane and divine magic in this very basic job class and use of a tarot deck in certain spells. She then took the next step up, Zodiac Mage, then finally took on the ability to craft golems with her next two class, and with the ability to make golems and draw upon divine magic in some form now she passed the requirements to get the Kabbalahist class which specifically drew upon and manipulated divine power for its use in spells and constructs (albeit only golems).
This all finally led to collected a set of 10 gold rings, each a rare drop from the members of the world bosses known as the “Ten Great Angels of the Tree of Life” or “Ten Archangels of the Sephira”. This gained her the rare job class “Master of the Sephira”, further boosting her golem-crafting abilities and magical power greatly. In the end, she became a specialist at making golems, as between the rings she acquired and her job classes she could create very strong golems from pretty much anything around her and the channeling of divine power. Further, by having taken a lengthy but seemingly “cheat” route to draw upon divine and arcane power using the stars, and not have to worship gods directly like Clerics, she bears a mixed but useful arsenal of spells from the arcane and divine spell pools.
- The Ten Branches – Artifact – This divine-class set of ten rings, each gained from a different member of the ten angelic world bosses, took years for her to gather. This set upon completion transformed into an “Artifact” set of very high power, with durability that surpasses Divine items.
Each ring simply acts as a conduit for drawing on and manipulating divine energies, both to be used in spells or otherwise to be infused into constructs like golems to empower them. Possession of a few could be seen amongst the best Clerics in the game usually to boost their abilities. However, with all ten present their power is multiplied, and together they also act as a great backup source of magical power for casting magic in general beyond the player’s own MP.
Further, the construction of golems becomes more potent with this set of rings, both far faster and producing stronger ones. As compared to New World methods, she can produce most golems on the spot in a manner that would look like a miracle.
- Hood of The Resilient – Divine – An outfit she bartered and paid for with a sizeable portion of loot, which she wears in her appearance picture. This item grants her an extreme boost to her stamina, as well as grants her poison immunity and immunity to mental effects such as fear or charm. Though as urable as a Divine-class item notmally, it was also enchanted with a high-tier "durability regeneration" enchantment that, even if the item is broken, causes it to regenerate its durability and status back to 100%.
- Tarot of the Stars – Middle – A tarot deck kept in a leather pouch on her side. This conjured item allows for fortune telling and divination without having to cast anything. So long as one has the Astral Mage class they can use this deck. This tarot deck's cards act as a catalyst for a group of her lower-to-mid tier spells. She can conjure a new deck if it is destroyed, since it is just a conjured tool of her trade in the first place.
General Arcane Spells
- Camouflage (Active) - A 1st tier spell that made it more difficult for someone to be detected.
- Magic Arrow (Active) - A 1st tier spell that allows the user to shoot out an arrow made of mana that will pierce a target. Can be used with Triplet Maximize Magic or Boost Magic.
- Shock Wave (Active) – A 2nd tier spell that when activated, emits an invisible shock wave that can even distort the air and can easily crush a full plate armor.
- Silence (Active) – A 2nd tier spell that allows the user to eliminate sounds in an area.
- Fly (Active) - A 3rd tier spell that gives the caster the ability to fly.
- Teleportation (Active) – A 5th tier spell that allows the caster to teleport over a distance.
- Greater Teleportation (Active) - A 7th tier spell that allows instantaneous transition without restriction to distance.
- Gate (Active) - Summons a portal, allowing travel of a large number of people over great distances. It had no limits on distance and a 0% chance of teleport mishaps. It is considered to be the highest tier of teleportation magic.
Its power is seemingly above 7th tier, the limit of her ability to learn arcane spells, though rather than learning it proper (which she can't at all) she acquired the knowledge and use of this spell (which she can still do from magical items) from reading a very rare magic book dropped during an event.
- Chain Dragon Lightning (Active) - A 7th tier spell that shoots dragon-shaped lightning towards the target. Let alone its intended target, it can also strike other enemies nearby. It effectively works great against metal armor.
- Control Weather (Active) - A 6th tier spell that allows the user to manipulate the weather.
General Divine Spells
- Anti-Evil Protection (Active) - A 1st tier spell used to defend against attacks from evil beings.
- Light Healing (Active) - A 1st tier divine spell that heals allies of their wounds with a soothing warm green light.
- Heavy Recover (Active) - A 3rd tier divine spell used for healing the person's wounds as long as the user has sufficient mana provided.
- Heal (Active) - A 6th tier spell that could restore a great deal of health in addition to healing various diseases and other abnormal status conditions.
- Resurrection (Active) - A 7th tier spell used to revive the dead.
- True Resurrection (Active) - A 9th tier spell, which is capable of reviving the dead. It could resurrect low-leveled beings like Neia Baraja without turning them into ashes during the process, but they will still lose some levels along the way
Golem Creation Spells
- Basic Create Golem (Active) – A 2nd tier spell for creating low-tier golems.
- Advanced Create Golem (Active) – A 5th tier spell for creating mid-tier golems.
- Greater Create Golem (Active) – A 7th tier spell that allows for the formation of a high-tier golems.
- Sephiroth: Initialize Perfect Golem Formation (Active) - A golem-specialized super-tier (11th tier) spell, with which one could craft the “ultimate golem”, aka a giant, primordial sort of golden wielding immense power. The sheer amount of time needed to get all the quantity/quality of materials needed to be assembled to make this particular golem it would be ridiculous and frankly beyond inefficient in an active battle situation. Much less when it comes to the short-term. To make this golem, it is a long-term project and not a fast thing to do.
Though upon taking the time to get the right things, and assembling said materials into a single location, the user simply casts this spell to form the golem on the spot, one of immense power under their control.
- Divine Edict: Strengthen Golems (Active) – A 8th tier divine spell that enhances any type of golem, both in durability and its abilities, by 150% for 30 seconds. Used on high-tier golems, this can be devastating. Can be cast with Widen Magic to affect a number of golems. However, once used it takes 30 minutes to recharge.
Golem Summon Spells
- Basic Summon Golems (Active) – A 4th tier spell that summons a force of 10 low-tier golems.
- Advanced Summon Golems (Active) – A 6th tier spell that summons a force of 5 mid-tier golems.
- Greater Summon Golems (Active) – An 8th tier spell that summons a horde of mid-tier golems.
- Master Summon Golems (Active) - A 9th tier spell to summon two high-tier golems.
- Zodiac: Leo - Creates a mid-tier magical barrier emblazoned with a lion on it. The user determines the shape of the barrier.
- Zodiac: Scorpio - Unleashes a stream of lethal poisonous gas in the chosen direction or at the chosen target. Good in single battles or battles against multiple enemies. Not so good for fights alongside allies with little to no poison resistance.
- Zodiac: Sagittarius - The only high-tier Zodiac spell, that is learned at the final level of a Zodiac Scion, it has the same effects as the spell "Greater Magic Seal", aka: "This spell releases three magic circles, each firing 30 shots of white arrows of light, for a combined volley of 90 shots." It can be used with Triplet/Triple Maximize Magic, and similar applicable modifiers on top of this.
- Zodiac: Aries - The user gains "Charisma (Genius)" for 5 minutes, granting them notable persuasive power imbued into their words.
- Zodiac: Virgo - Purges poison/venom from the target with divine power, but also other impurities/debuffs present on/within the target such as curses and diseases. However, the side effects of this spell "purging" rather than "curing/removing" the targeted effects there is some recoil damage applied to the target as a result. Should the target possess too many or overly strong "impurities" when this spell is used on them, this spell could actually kill them as a result. Recommended use is alongside healing magic with severe cases this spell is used on.
- Tarot: The Lovers (Active) – Utilizes her “Lovers” tarot card as a catalyst. Induces a charm effect on the selected target to make them strongly mentally and physically attracted to a selected individual. Up to two targets in total can be affected at a single time by this, though their target of affection can be each other or another individual altogether. Good for sowing chaos.
- Tarot: The Judgement (Active) – Utilizes the “Jugement” tarot card as a catalyst. It unleashes an attack that does 25% damage against those with good karma, but against those with negative karma it does 200% damage. Only useful against evil beings, essentially.
- Tarot: The Devil (Active) – Utilizes the “Devil” tarot card as a catalyst. It summons a temporary scrying orb in which the user can scry about people whose names they know, as well as observe locations remotely in general.
- Tarot: The Tower (Active) – Utilizes the “Tower” tarot card as a catalyst. When used, it causes a localized AoE earthquake around the user that reaches about 50 meters in all direction from the user that lasts for 2 minutes.
- Tarot: The Sun (Active) - Utilizes the "Sun" tarot card as a catalyst. When used, it grants the user enhanced perception, allowing them to see through illusions and utilize a form of x-ray vision to see through objects and things like fog for 30 seconds.
- Tarot: Strength (Active) - Utilizes the "Strength" tarot card as a catalyst. When used, the target of this spell (which cannot be the user) receives moderate enhancements to their strength, durability, and defenses/resistance. However, the cost is that they are afflicted with animal-like instincts, the kind of primal things the likes of a "fight or flight" response or similar "carnal" desires can be defined under. The effects last only 2 minutes.
- Tarot: The Magician (Active) - Utilizes the "Magician" tarot card as a catalyst. Upon activation, this spell can release an elemental spell up to 6th tier (at most) in power as an attack at their target(s). The user can mentally choose the intended rank and element of the spell when casting.
- She also has the use of “Widen Magic”, “Maximize Magic” up to the triplet form, and “Silent Magic” among other spell modifiers magic casters can have –
- The reason she has a roster of some arcane spells is due to her first two classes, which opened up the acquisition of some arcane spells up to 7th tier later on as she leveled and accessed higher tiers –
- Similarly, she possess some healing spells and Resurrection from having to learn divine magic as part of her retinue of abilities, though does not have further Cleric-like abilities -