Kriegsmesser is a rare choice, having the appearance of a combination between a western longsword and eastern katana.
Short Shots are rare type of arrows fired from rail mounts.
A talisman, common item choice for spell casters.
Eagle's Song Longbow maintains a good balance between range and power.
Lorithian Staff are known to be aligned with Fire Discipline Spells.
A Mythic rarity broadsword that has been enchanted with magic.
Using magical items, such as this Orb, is an important part a Mage's career.
Valuable ingredients can be worth more than most completed items.
Glaive is an uncommon weapon, possessing dual qualities of both a sword and a spear.
Moonlight Blade and Neo Trinity are rare and powerful items.
Bloodfall Spear and leather armor.
Tri-Barrel firearm invented by a Tinker is capable of firing up to 3 times without reloading.
Plate Aberrant nullifies all pain receptors; users must be careful and watch their HP bars.
Various potions may give the Players an edge in a fight.
Wizard's Gauntlet, allows the user to empower their spells.
The common Hill Rabbit doesn't offer much EXP or Renn but is useful when one is hungry.
Hill Boars are one of the first Monsters Players will encounter in Talrae.
Savage Wolves are simple, but threatening creatures.
Scalekin Warriors are found in warm and wet climates.
While often seen as weak and unimpressive, hordes of goblins can prove to be more than a threat.
Goblin Warchief rides atop his wolf-pulled chariot.
Mountain Gorillas are fast and strong but have little Spells or Actions.
Monsters may be humanoid in nature.
Werebeast King serves as a Floor Dungeon Boss.
Creatures such as the Greycoil Serpent require strong teamwork to defeat.
Double Giants are frequently encountered as Players access higher Floors.
Monsters with radical habitats, such as the Greater Sea Fiend, may require a creative approach to defeat.
Frost Drake is an iconic cold-climate Monster.
Black Dragon of Ruin
Monsters capable of using Magic are more common than one might think.
The 9 Legions mobilize for war.
Ahmon the Lord of Secrets, Atkeem the Lord of Strength, Azzahlon the Lord of Truth, Ahrriman the Lord of Silence, Anddraz the Lord of Wisdom - 5 of the 9 Demonic Disciples of Malgoth.
Malgoth the Supreme, Dark Lord Secondus, Liege of Finale, Master of Might and Magic, He Who Commands the 9 Legions, Herald of Worlds
The strange moment before the truth is revealed...
Players despair after Malgoth's announcements.
Specialization of Skills could be useful.
Exploring is half of the fun...
Loot!
A lazy afternoon nap.
Guild uniform for formal occasions.
Loot found in a ruined city.
Guildmasters negotiate last-minute before an Arena War event.
A vacation to Lake Crystal.
A small Guild bar.
A date goes wrong...
Together, and only together, they can survive the death game.
Welcome to Talrae! In the year 2076 Talrae is the newest and most highly anticipated VRMMORPG of the century and has been highly praised from all angles to be the greatest game ever to be made. The game takes place in a vast fantasy setting with a hundred different worlds, all ready to be explored and conquered. Using a technological marvel known as WaveGear Neural Interface Systems, the dream of virtual reality has become true. Connecting directly to the neural interface of the human body, WaveGear is able to project a VR simulation so realistic that it can only be described as a miracle.
On June 17, 2076 the massive single-world server was opened and all 10,000 players logged in. You are the select few from around the world who had the luck and ability to purchase the limited opening copy of the game. However a few hours after the grand opening of the game, all players were instantaneously teleported into the center of the town on the first floor, Genesis. Suddenly in the sky the Great Demon Overlord, Malgoth, final Boss of the entire game, appeared above the massive crowd. The Final Boss then explained that all players who are currently logged in will not be able to log out. Only by reaching the 100th Floor and defeating Malgoth himself, would the players be freed from this virtual online prison. To add, the Overlord explained how the Wave Gear was designed to kill the user’s brain using a burst of microwave upon forceful disconnection from the outside world OR if one dies in-game.
This is no longer a game. This is a fight for survival. All 10,000 players must attempt to conquer the world of Talrae or forever be trapped in this virtual prison where death means the most certain end.
Despite the terrifying aspect of death, players still enjoy their life as they find new friends and purpose in the world of Talrae.
✧ Floors ✧
World of Talrae features countless strange and fantastic worlds, ready to give endless hours of enjoyment to its players.
World of Talrae consists of 100 separate floors. All players start on the first floor, also known as Genesis. The game will only be beaten by reaching and defeating the boss of the 100th floor, also known as Finale. Floors mainly operate as if they are separate universes from other Floors, meaning Floors do not interact with each other. Floors can only be accessed through Portal Gate, which are explained in more detail below.
The first Floor, Genesis, is considered by many to be a work of art.
The final Floor, Finale, as it was seen during the trailers.
✧ Town ✧
The market is a popular place to visit for many players.
One or more towns or cities will exist on every floor with the exception of Genesis where a single, very large city exists. Town on each floor has a corresponding theme with the floor. All towns have the following locations: Town Hall, Restaurants/Taverns/Inns, Blacksmith's, Market/Shops, Residential Area, Portal Gate and Storage House. All cities will have all of the following locations on top of what towns feature: Guild House, Guild Hall, and Arena. Depending on the town, it may have other facilities.
Players can attack each other in towns but will most likely be quickly stopped by the NPC forces. However, if they are added as friends in the menu - details below - they may engage in sparring sessions without any consequences. Players may enact Actions or Spells in towns. It is possible to harm NPCs with them. While Players may interact as normal in towns (eg: deal damage to each other) in-town, a Player's HP can never drop below 1HP and all status effects will automatically be purged after 3 hours.
While entering Towns will guarantee safety from death, it does not mean Health and Mana are automatically replenished. Players will have to find other means to do so, whether it be through potions, healing spells or a trip to the Apothecary's.
Towns are lively places, filled with people and fantastic elements.
Town Locations - Note that these are not what towns and cities will exclusively have. Towns and Cities may feature other facilities unique to them.
Town Hall - The central area of the town where information can be gathered and requested. New quests or missions will regularly appear at this location. Players may also attempt to interact with NPCs in authority position at this location.
Bank - Currency may be exchanged, stored or loaned at this location. Exchange and loan are free. Up to (Player Level)x(1000) loans may be taken out. Loan's interest is (1 Silver)x(Days loaned)x(Amount loaned/1000). If the loan is unpaid by the due date, Player will be blacklisted and may never use the bank for any services unless pardoned by the NPCs. Terms of bank use may be negotiable, depending on Player status and relation to NPCs.
Restaurants/Taverns/Inns - The primary area where players may eat, sleep and rest.
Blacksmith's - Where the town NPC blacksmith resides and works. Players may repair or commission armor, weapon or other gear at this location.
Apothecary's - Town's hospital-equivalent. Players may visit to raise their missing HP here. Costs 2 Coppers for every 100HP healed.
Mana Fountain - Fountain containing refreshing water that restores mana. Water loses its MP restoring effect a few minutes after being removed from the mountain and cannot be stored. Costs 1 Silver per drink that restores 500MP.
Market/Shops - General shopping area. Some town markets will feature items unique to that floor.
Residential Areas - Where NPCs have their homes. On certain towns, players may also buy houses for themselves.
Storage House - Where Players may go to have their belongings stored. Property in storage cannot be stolen or otherwise be tampered with by other players or NPCs. Storages have unlimited amount of space and any items can be stored, with the exception of Monsters or Pets unless they are contained in a totem. Storaging services will cost 1 Silver per day. Storages may be purchased and owned by Players for 1 Mithril.
Portal Gate - A magical portal from which players can teleport between Floors. Portal Gates are most often located inside or hear Town Halls. There will only be 1 Portal Gate per Floor and it is indestructible and will remain even if the Town is destroyed. Players can teleport to any Floor that has been conquered and explored and will appear at that Floor's Portal Gate. Using the Portal Gate does not cost anything or has any penalties. Access to higher Floors will be granted as soon as the Floor Dungeon Boss is defeated.
Guild House - Usually a large mansion commissioned and purchased by a Guild. It is often used as a communal space like a dormitory or a staging ground for Guilds.
Guild Hall - A communal place in the city where members of different Guilds can come together to discuss and debate. It is used when multiple Guilds are planning for a massive raid or mission. Inside is equipped with a large round table and an auditorium.
Arena - A gladiatorial arena that only becomes of use when one Guild challenges another to combat. See Guilds section for details.
Streets of Genesis City.
A Swordsman stands in the way of a monster during an Invasion.
Monsters cannot enter the town's boundaries save those owned by Trainers (player Class) on Floors 1-4.
Starting Floor 5, Monsters may attack the Town from Dungeons and Wild Areas. This is called Invasion. When Invasion occurs, all Players in the vicinity are called to defend the town. While players have a choice in defending the Town, it is in most peoples’ interest to preserve the Town as it serves as a safe point in any Floors. A destroyed town will never be rebuilt. Some Towns will have some self-defensive capabilities. However, most of the time it will not be enough and players will need to aid them. Players may be entitled to rewards after participating in a defense against Invasion. Players may drop beneath 1HP during Invasion event, even when in towns.
Players work together to defend a town.
✧ Currency ✧
Some say that getting paid well after a hard job is the best feeling in the world.
Talrae currency is named Renn and are exclusively coins. They cannot be created, destroyed or otherwise be tampered with using any abilities or spells in-game unless specifically stated.
1 Nickel = 1 Renn 1 Copper = 5 Renn 1 Silver = 25 Renn 1 Gold = 100 Renn 1 Mithril = 1,000 Renn 1 Adamantite = 10,000 Renn 1 Aetherium = 100,000 Renn
Even though coins from different Floors may appear to be shaped differently, all are equally exchangeable and spendable on any Floors. Some towns may have buildings called Banks where Renn can be stored (just like items for storage) or loaned.
Guideline to prices: 1 small pie, 1 mug of ale (simple dinner) would cost about 5-15 Renn, depending on the town and floor level. 1 Renn is approximately equal to $1 USD. Players with good conscience may estimate item prices if its not an important item where GM needs to be involved. Note that technologically it is about the 15th century and therefore, some cheap items in real life may be very expensive in-game (example, paper).
A few coins can go a long way during tight situations...
✧ NPC ✧
A Guildmaster signs a treaty with the ruling NPC of the floor, stating that the Guild will support them during dangerous times in exchange for free smithing service.
Each Floor is inhabited by indigenous NPCs. They can be harmed and even killed. However, such actions may incur the wrath of NPCs and result in the ban of the Player from entering the town or even have NPCs coming after them. The programming technology has been advanced to the point where without identity tags, it is practically impossible to tell NPCs apart from Players. Players may converse, acquire information or even trade items with NPCs. Essentially they behave and act like real people. Rarely NPCs may consist of beings that are non-human such as elves. All NPCs are not hostile towards Players unless given reason to be otherwise.
NPCs will always welcome Player customers...
NPCs are unaware of the fact that they are programs belonging to a game. They are however aware of "other worlds" and "different universes" known to Players as Floors. NPCs may travel to other Floors, although this is very rare. NPCs are the ultimate role-players; no matter how much Players attempt to explain the reality of the game or their origins, NPCs will simply not understand. Destroyed NPCs will not come back to life. However, their roles may be replaced by other NPCs. New NPCs can be generated.
A player attempts to charm a NPC girl.
NPCs can be harmed and destroyed just like Players. However like the Players, they cannot drop below 1HP when inside towns. Naturally, there will be an exception during the Invasion event (visit 'Towns' for more details). During Invasion or outside of Towns, NPCs are highly similar to Players; they possess a set of stats including HP, MP, Attributes, Skills, Spells, Actions and Titles. However, they do not possess Class or Subclass. It is impossible to learn into a Class or Subclass by NPCs, meaning Class-based Skills, Actions and Spells cannot be learned by NPCs. Additionally, NPCs possess no Levels.
Some NPCs may be more powerful than the Players.
NPCs may possess their own unique Titles, Skills, Spells and Actions however. For the purposes of effects of game mechanics, they are treated as a unit, a target and a player, but not belonging to a single Class. For generic area effects that target certain statuses (for instance, if it targets all friendlies), it will depend on the NPC's personal relationship to the user and therefore will be resolved in a case-by-case scenario.
Non-human NPCs may make excellent friends, especially when they are capable of doing things a human might not.
✧ Monsters and Pets ✧
Bone Dragon is a dangerous, high level Monster.
Killing monsters will grant experience, items and/or currency. In certain situations, such as in a Dungeon, the rewards for kills will be calculated at the end, rather than dropping immediately on the spot. All Monsters not tamed by Trainers are naturally hostile towards all Players, although the degree of hostility may vary on a case by case scenario. Monsters can be split broadly into 2 separate categories; intelligent humanoids and non-intelligent. Examples of intelligent humanoids may include demons, goblins, trolls, etc. Non-intelligent Monsters comprise of the rest. An easy way to tell on the spot would be to see if the Monster is capable of speaking any language.
Spell casting Monsters may require a different approach to defeat.
Monsters all have different properties, ranging anywhere from simple Stat differences to different types of Actions / Spells they are able to use. While some Monsters may be intelligent enough to speak, none can be reasoned with or otherwise negotiated by Players. Generally speaking, more intelligent a Monster is, more likely it'll be hostile towards Players. Monsters possess the same set of Stats as Players do, minus Class, Subclass and Skills. However, unlike NPCs they do possess Levels.
Fluffles are cat-like creatures that are popular among Players.
Pets are different from Monsters. Unlike Monsters who can only be owned by Trainers who have tamed them, pets may be bought and used by any and all Players. Some may have unique properties that are highly useful to the Players while others exist solely for the amusement of their owners. Pets can be harmed by both Players and Monsters, although this is not very likely since pets do not attract Monster aggression very much. Pets only have HP, Spells and Actions as stats. Pets only require pet feed in order to survive and will follow the Player anywhere they go.
✧ Dungeons and Wild Areas ✧
An elite goblin general prepares to move out against the players.
Each floor has at least 2 dungeons and one of them will always be the Floor Dungeon - largest and the most dangerous one. Unlocking the Floor Dungeon will allow players to move on to the next Floor. Each dungeon has its unique monsters along with items that are dropped. Each the layout of Dungeons and its’ Monsters are unique from Dungeon to Dungeon. However, each Dungeon always has at least 1 Dungeon Boss.
Multiple Players/parties can enter the same Dungeon at once not interfere with each other. Each player/party then will get their own version of the Dungeon, as if in a parallel world. Floor Dungeons are exception to this however, only 1 version of the Floor Dungeon exists so Players may interact with other non-party members inside the Dungeon. Player/parties can quit their Dungeon run whenever they wish unless in special circumstances.
Although not particularly dangerous, goblins and orcs are often found in large numbers.
Monsters may reside outside town areas that are not dungeons in places called Wild Area. Wild Areas essentially consist of everywhere that's not Town or Dungeon. However, monsters in Wild Areas are typically weaker than dungeon monsters. Monsters in Wild Areas tends not to drop as much items or currency when killed but will grant experience like the dungeon monsters.
Dungeon entrance can be as simple as a set of doors...
✧ Items ✧
Good items will always prove to be reliable, unlike people.
Item can be bought from vendors, traded from other players or found in dangerous locations. They range from simple items that boost stats to complicated ones that grant the one ability to use a certain type of spell. While all players are able to pick up items, certain special items can only be used by a specific Class.
All players are only able to carry items on a realistic portion. For example, a player cannot possibly carry 200 Swords in their inventory. Naturally, players will stronger strength stats will be able to carry more items, although the volume of the items may be limiting. For the sake of convenience, the weight/volume of the items can be approximated with good conscience by the Players.
✧ Repairing ✧
Items can, and will, break.
Items will require repairing or else eventually they will break. GM will notify the player beforehand; eventually players will get a sense of the integrity of their items. Some items may not be able to be repaired such as Arrows which are consumable items. Players can repair the items themselves or find a NPC. For instance, Cloth Armor can be repaired using Sewing Kit and Sewing Skill. Or a Sword can be repaired by Smithing if the player has access to a Workshop.
General cost of item repairing (if done by NPC) would be 50% of item's cost. If players are doing it themselves, naturally it will be free. However, 50% of the item's ingredients (rounded down) and any required facilities must be available.
✧ Crafting ✧
Forging an item will often be much cheaper than buying one.
Items can be crafted by Players. Players will need sufficient Skill. In order to craft items, Players will require 3 things: Ingredients, Skill and Facility. Smithing Skill generally encompasses just about every item in the game with exceptions such as clothing which will require Sewing Skill. PM the GM regarding whether or not your Skill is sufficient enough for the task at hand. Facility such as Workshops may be needed for more complicated and difficult jobs such as forging weapons. Players may inquire about purchasing or renting facilities from the Town Hall.
✧ Enhancing ✧
A Player succeeds in enhancing an item.
Item enhancement works similarly to crafting or repairing. Same process will happen (ingredient, Skill, facility). However, most enhancements will not require any ingredients, just Skill and facility. Enhancements can happen up to 10 times. When an item has been enhanced, they will get a +1 next to their names. For instance if a Longsword has been enhanced twice, it'd be "Longsword+2".
Enhanced items will have improved general performance and increased durability. However they do NOT improve specific bonuses. For instance, if one enhances a Sword item that grants the wielder +5 Strength, it will still only give +5 Strength. But the damage dealt by the Sword would be increased. When enhanced items are sold to NPCs, they will just turn into normal a un-enhanced items. Enhanced items cannot be bought from NPCs.
Enhancing an item may break it (it is lost permanently). Chances of breaking are 5%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%.
✧ Rarity ✧
Items may be named the same but may have different rarity and therefore property. Items will be classified in this order:
For instance, Longsword (Common) will be less powerful and more easily found than Longsword (Uncommon). Generally speaking, items of 1 higher rarity will cost twice as much. For instance, if a Common item costs 100 Renn, Uncommon version of the item will cost 200. Rare version will cost 400, so on and so forth. The only exceptions are Ultimate and Transcendent rarity items which will have their own unique price-tags.
Additionally, ingredient rarity will be corresponding with the items. For instance, Longsword (Uncommon) will require Iron (Uncommon) rather than Iron (Common).
✧ Named Items ✧
Excalibur is a famous named item.
Named items are unique items in-game that often has a unique lore or storyline behind them. They may not be solely unique (there may be more than 1 of the item) but they are less common than normal items. Players may inquire the GM any time regarding the background lore of any Named items, as the information may be relevant to the gameplay.
A Named item is not necessarily better than a standard high-rarity item. For instance, Lorithian Staff (Rare) does not have higher base stats than Wooden Staff (Mythic). Named items will often possess a special or unique ability but otherwise would not be superior to their normal counterparts.
✧ Player Stats ✧
Stats are essential for combat.
(For the simplicity's sake of this version of the RP and to keep number crunching to a minimum, we'll operate exclusively in narrative way. Meaning, whatever numbers and stats a player possesses will work as a guideline, rather than an equation for the GM's reference when determining the progression of events. Essentially, numbers WILL matter but only for the purpose of people and GM estimating approximating.)
✧ Spells ✧
A Runechanter prepares to cast a spell to aid her allies during combat.
Spells are magic. And usually are only cast by players who practice in the magical discipline such as Mages. All Magic requires speaking words, hand gesture and a Magic Weapon item such as a wand to cast. Casting without any of those will either result in problems. No speaking words or hand gesture will result in the spell being cast unsuccessfully. Casting without a Magic Weapon will hurt the player equal to the amount of Mana spent but the spell will go off successfully. Players may learn new spells most often from NPCs. There are other means to do so as player accesses higher Floors.
Some Spells will have different interactions in more detail. For instance, "Frost Bite" will not effect any arctic-based Monsters such as Frost Drakes. Players will be asked to utilize common sense for most of these situations, however they are encouraged to contact the GM with any questions.
Spells can be learned from NPCs that reside in towns. In every town, a Wizard or Warrior Trainer NPC will be available who will teach the players Spells or Actions if they pay the lesson fee. They will almost always be located in a similar place to the town's blacksmith. The price of lesson is universally as the following:
(Level of Spell or Action X 1 Silver Coin) = Lesson Fee
All Spells and Actions, no matter Class specifications or Levels, can be learned from these NPCs.
✧ Actions ✧
"Accelerate" is a popular Action, as it allows players to increase their movement speed momentarily.
Actions work similarly to spells but are non-magical in nature. It is most often used by Classes that practice physical combat but aren't magical. (Send the Actions you wish to have to the GM, same as above) Actions often are a special and powerful move. For instance, just swinging a sword would not be an Action. However, spinning in a circle https://www.youtube.com/watch?v=8osrPODv0-k rapidly to deal massive damage over time will be an Action. Players may learn new Actions most often from NPCs. There are other means to do so as player accesses higher Floors.
Some Actions will have different interactions in more detail. For instance, "Disarm" cannot be used on a target that is very large such as a troll. Players will be asked to utilize common sense for most of these situations, however they are encouraged to contact the GM with any questions.
Actions can be learned from NPCs that reside in towns. In every town, a Wizard or Warrior Trainer NPC will be available who will teach the players Spells or Actions if they pay the lesson fee. They will almost always be located in a similar place to the town's blacksmith. The price of lesson is universally as the following:
(Level of Spell or Action X 1 Silver Coin) = Lesson Fee
All Spells and Actions, no matter Class specifications or Levels, can be learned from these NPCs.
✧ Skills ✧
Simple skills such as fishing will allow the player become more self-reliant on food, allowing him or her to spend less money in town buying expensive non-perishable rations.
Skills are what the player possesses that represents the player's aptitude at something. It includes simple things such as fishing, crafting, weapons repairing to Sword Wielding, Dagger Wielding and such. It is advised by the game manual for the players to invest in some points into their main weapon Skill at character creation. Every player has Skill 0 to start off with.
Upon gaining experience and leveling up, explained below, the player will receive some points to spend in Skills. Skills can be also be increased by practicing them. For example for Fishing Skill, if a player spends a lot of time fishing, the Skill will increase in points, GM will notify you in such a case.
Skills are meant to be described broadly. For instance, the Art Skill encompass everything from Fine Art to Sculpture and Painting. High Skill naturally means one is more skill-full in that article. There will be times when Players wonder if their Skill level is adequate enough for an action. For instance a player may wish to forge a sword but not know if their Skill Level is high enough to do so. In such a case, PM the GM. For more obvious estimations (A player repairing a simple buckler with Smithing Level 50) players may exercise their own judgement.
Upon reaching Skill 100 in any category, a Player reaches Expert status in that Skill. This grants them access to additional, subcategories of Skill that are more specific. For instance, upon reaching Expert in Art Skill, a Player may gain the ability to put points into "Sculpting", "Fine Arts", etc. Subcategories will not be available to view and only will be revealed once Expert status has been achieved.
✧ Attributes ✧
Training is one way outside of leveling up that can grant additional Attributes.
The following are Attributes. All players have these Stats known as Attributes. Simply put its the base stat chart.
Abbreviated to HP. Health is the player's main indication of your well-being. When it drops to 0, player will die without exception.
Abbreviated to MP. Mana is required for most Actions and Spells.
Abbreviated to STR. Strength represents the player's physical power. It has the following properties:
- Physical attack damage - Action effect - Allow wielding of heavier items such as shields - Natural physical damage resistance - Every 5 Strength grants +1% overnight HP regeneration (20% max)
Abbreviated to AGI. Agility represents the player's physical speed and dexterity. It has the following properties:
- Overall speed of movement - How many moves (normal, Action, Spells) can be executed within a period of time - Physical evasion - Certain items, such as heavy armor, lowers Agility
Abbreviated to INT. Intelligence represents the player's magical affinity. It will primarily determine how powerful the player's spells are. It has the following properties:
Abbreviated to STM. Stamina represents the player's endurance. It is a special Attribute that does NOT require any points, meaning a player can play Talrae with 0 STM with no problem. It has the following properties:
- Reduces cooldown time of Actions and Spells - Every 10 Stamina grants bonus damage to normal attacks - Increases Critical Strike chance
When the player reaches the next level through experience gain, he or she will receive GM's choice amount of points to spend on the Attributes. For putting points into Health and Mana, 1 point will equal to 100. For example, you can choose to spend 4 points to gain 400 Health. Once the points are placed, they may not be taken back. Like points for Skill above, Attribute can also be increased through time spent on training, rather than experience gain.
✧ Titles ✧
A nametag of a player who has not yet earned a Title.
Titles are given out to Players by the game system. Most NPCs (and Players sometimes) afterwards will refer to the title of the player as well as their name. Titles can be achieved by enacting something epic/awesome at the Game Master’s discretion. When a Title is bestowed by the game system it confers a special bonus to the bearer, determined by the nature of the Title and what the epic move was. A player may only wear 1 title at a time. Each Title is unique and will never replicate itself in the game. Example: Kirito from SAO was known as “The Black Swordsman”.
✧ Experience and Level ✧
A player party receives a massive amount of exp after clearing a difficult dungeon.
When players gain enough experience through different events and actions such as clearing dungeons, he or she may be able to level up. Experiences gained will empty out upon leveling up. The experience level up counter is 50% more (rounded up) than the last counter with starting counter being 100. So Level 1 player must gain 100 experience before leveling up. Level 2 player must gain 150. Level 3 player must gain 225. Level 4 player must gain 338. So on and so forth.
Levels serve as a very general and broad indicator for a Player or Monster's approximate power, however it should not be taken as an acute measurement. Level cap of Talrae is equal to (Current Maximum Floor)x5. For instance, if up to Floor 10 has been cleared, all Players in-game may level up to Level 50. Floors 1, 2, 3 are exceptions, as maximum Level for accessing those Floors are fixed at 20.
Two friends train together in a friendly duel.
NOTE It is the PLAYER'S responsibility to keep track of all their stats and numbers for all the stats above. The GM would like to ask the players to remain honest and fair in their recordings. It is also the player's responsibility to remind the GM that he or she have gained enough experience for leveling up.
✧ Guilds ✧
Players relax in a Guild House during their free times, drinking and laughing their sorrows away.
Guilds are formed by a group of people numbering between 5-50. A Guildmaster must draft a treaty and all Guild-members must sign the treaty in order to establish a Guild. The treaty then must be submitted to any Town Hall. All Guild-members immediately share each others' statuses as Friends and a public Guild-house and storage may be purchased. After combating dungeons or other Guilds, general spoils of combat all goes to the Guildmaster. Guildmaster then has the responsibility to distribute the spoils as he/she sees fit.
When a Player joins their Guild, their profile name changes to represent it. An acronym of the Guild will appear before their name-tag, as well as a Guild symbol to represent their allegiance.
Guild-houses may be purchased or built (after the property is purchased) either in Towns or outside of them. Towns will naturally offer more security from Wild Areas Monsters but suffer from limited space and expensive real estate prices. Non-Guild players and NPCs can enter Guild-houses without permission, so it is recommended that the Guild establish some manner of defenses and security. If the Guild-house is located outside of Towns, it may also come under attack from Monsters or other Players. Guild-houses may be moved to other Floors. Details below.
Outcome of this Guild War will be decided in a 1v1 duel, a relatively rare agreement condition.
Guilds can declare war upon other Guilds. This is called Guild War. The opposing Guild may decline this challenge, however in such a case they aren't allowed to declare war for a month and their reputation among the NPC may drop.
Wars are often vicious events, with both pride and money on the line.
In a War event, both Guildmasters sign a war-treaty before submitting to the Town Hall. Guild War takes place in the Arena inside towns. The conditions of the Arena are generated randomly. The two Guilds are given 6 hours to conduct combat within the arena. Guild with the most functioning players in the end wins and the losing Guild must give up 50% of its current Renn and whatever other terms that were signed beforehand to the winning Guild. When fighting a Guild War, players who are reduced to 0HP are not killed. Instead, they are stunned for the rest of the fight. When Guild War ends, they are free to move and function once again and all their previous injuries will be automatically healed.
A Guild is often formed by groups of trusted and close friends who wish to work towards the same goal.
Any player may join a Guild with Guildmaster's approval and at least 60% approval vote from rest of the existing Guild. Similarly, any player may leave the Guild with Guildmaster's approval and at least 60% approval vote. A player without 60% vote or Guildmaster's approval who wishes to leave may choose to Force Quit, in which case the player may immediately quit the Guild at the cost of surrendering 90% of their current Renn to the Guild. Players may also be forcibly kicked out of Guilds if the Guildmaster and 60% of the Guild votes for it. In this case the kicked player does not have to pay the penalty price.
The Guildmaster calls for a meeting with all the senior officers.
While many positions can exist inside of a Guild, only the following positions are accepted by the game system; Guildmaster, Treasurer, Secretary, Architect, Chamberlain. With the exception of Guildmaster (whose position is automatically assigned to the individual who submits the initial papers to the Town Hall - as stated above) all officer positions will be filled by popular vote among the Guild members. Officers may be kicked from their positions in the same manner of how players can be kicked from a Guild.
Guildmaster: Gains the ability to do the followings: - Declare or accept War. - Send Guild-wide private message. - Access Guild communal bank account. - Submit documents to Town Hall.
Secretary: Gains the ability to do the followings: - Send Guild-wide private messages. - Post Guild-specific messages on the Dashboard. - Submit documents to Town Hall.
Treasurer: Gains the ability to do the followings: - Purchase property and/or Guild-houses. - Access Guild communal bank account. - Submit documents to Town Hall.
Architect: Gains the ability to do the followings: - Design, construct and upgrade Guild-house. Must submit designs to the GM prior. - Submit documents to Town Hall.
Chamberlain: Gains the ability to do the followings: - Manage NPCs who are employed or servicing the Guild. - Submit documents to Town Hall.
In addition to these positions, many Guilds choose to have honorary positions inside their Guilds such as First Mate, Second Mate, Strategical Advisor, etc. Guildmaster can choose to inherit his mantle to a fellow Guild member if he wishes. If the Guildmaster is killed or other wise is unable to conduct his or her duty, then the remaining Guild Members may vote for a new Guildmaster, with majority vote winning. Each player may ONLY create 1 Guild during their lifetime. However, they may join as often as possible providing that they only belong to one at a time.
Adventure is more enjoyable when shared.
✧ Player Interactions ✧
Group of immoral players prepare to mug a traveling, lone player.
Players can interact in any and all ways they could in real life. While players are able to kill other players in any place other than in Towns, this brands the killer player's profile with a red tag, indicating their crime. When having committed 3 or more murders, the player's profile tag turns into black and are not allowed to enter Towns and interact with NPCs. For players who PK (player kill) 5 or more times, the NPC authority of the Floor may even put a bounty on the player's head.
When a player is killed, all items he or she is carrying drops on the spot after the body has shattered. Any item owned by a dead player in any other location such as storage, automatically disappears.
Eating food is an important part of maintaining one's health.
Players are also required to eat, drink, breathe and sleep like in real life. When suffocating or starving, player's HP level will drop at alarming levels. In certain Floors with winter themes, it is possible for players to freeze to death. It is highly advised for players to dress right and carry appropriate equipment for the Floor's environment.
All real-life interactions, such as touching, are allowed by game's systems.
The advancement of the VR technology guarantees that any and all interactions with the environment and other beings are as realistic as possible. Texture, temperature... any and all types of feelings will look and feel as real as reality. Most systematic actions that are replicable through real-life actions, such as putting on items, can be done in both ways; meaning a player may choose to physically put on an item like they would realistically or choose to equip from the player 'Menu' itself. Both are accepted by the game system.
A player dies due to fatal damage during combat.
Pain-level setting is situated at 6/10. Meaning, if one were to be hit with an attack, it would hurt approximately a little more than half of how it would realistically feel. When players are damaged, they feel the pain and may drop in HP Attribute but otherwise is not injured. For instance, if a player takes a sword slash to the arm that would realistically have cut off the said arm, he will drop in HP and feel the pain but not actually lose the arm or suffer any malfunctions.
Any other feeling, such as the feelings of touch, smell and sound, will be felt at 10/10 setting.
If a player suffers death, after 1 minute he or she will shatter into a million points of pixel light and disappear forever. Bodies, no matter how intact, cannot be revived or healed once death has occurred. After 1 minute it will shatter no matter what. Same applies for monsters and NPCs.
Even in a video game world where death means a most certain end, some players manage to find joy and happiness they otherwise never would have.
Marriage is a status between two players. The two players upon marriage must sign together at the Town Hall and may open a shared storage and a place of residence. Marriage offers only one advantage in-game; if one of the spouse suffers death, all his or her belongings including Renn and items may be claimed by the surviving spouse. However, there is a Marriage Tax of 1 Gold upon signing in Town Hall. If the couple belongs to the same Guild, they must each be taxed 1 Gold by the Guild in addition to the normal Marriage Tax.
Two players visit the grave of their fallen friend, grieving his loss.
Funeral services may be purchased for any dead player at the Town's Hall for 2 Gold. If the service is purchased, the dead player's body appears in a pre-chosen coffin at the towns hall and any friends or family may visit to watch their loved ones for the last time. It lasts for 2 hours. Funeral service may not be purchased more than once for the same player.
✧ Menu ✧
VRMMORPG has a menu page just like any other games. From here players may access several highly useful tools.
A player changes into more comfortable clothes for the night.
Profile - Equip/De-Equip Items - See Skills - See Attributes - See Titles
Index - See all known Items - See all known Spell - See all known Action - See all known Skill - See all known Monsters - See all known Maps - See all known Guilds
Friends - Add Friend : Search Friend : Track Friend on Map : Open Private Chat with Friend - Guildmates (When Applicable) : Search Guildmate : Track Guildmate on Map : Open Private Chat with Guildmate - Unfriend - Block Profile
Chat - Open Dashboard - Open Newsletter - Chat : Open Chat : Open Group Chat / Add to Chat : Leave Chat
Map - Open Map - Mark Current Location - Turn on/off Friend tracking - Turn on/off Guildmate tracking
A successful party or Guild often feature an array of diverse and colorful Classes.
Classes determine the players role, main weapons, and fighting style. Every player was required to choose a Class upon logging in on the first day. For each Class there are several Subclasses that further specializes the player's identity. The player may choose to not to specialize in a Subclass. Subclasses may be chosen upon reaching Level 15.
When a Subclass is chosen, player will gain access to several branches of Actions and/or Spells specifically available to those who have chosen the Subclass. Player may learn from any and all of the new branches and unlike standard Spells and Actions, there are no Level limitations. However, they must all be learned as a serial progress, meaning one cannot "skip" an Action or a Spell, even by paying a penalty fee like Spells may. Additionally, all Actions and Spells unlocked by Subclass access will have a fixed cost of 400 Renn.
Those who have chosen a Subclass may still learn from their standard Class Actions and Spells, bar some which will only be available to those who remain Subclass-less. Actions and Spells available from Level 15+ will have fixed cost of 380 Renn for those who are without Subclasses. For those with Subclasses, cost will be fixed at 450 Renn.
The following lists Classes and their respective Subclasses.
✧ Swordsman ✧
Simple and powerful, Swordsman is a popular Class.
Swordsman class is specialized by their exclusive use of swords. Often described as "jack of all trades but master of none" they boast a well-balanced form between offensive and defensive abilities and can often fill several different roles in a party.
Strengths: Flexible and balanced, Swordsman are able to deal with many types of enemies and boast both offensive and defensive capabilities.
Weaknesses: The fluid nature of Swordsman often leaves them in situations where their true strength never shines. A Swordsman player may find themselves in cases where numerous other Classes are outperforming them in a particular activity.
Starting Bonus: Swordsman may start with 1 extra Action for free, allowing them to start with 3 Actions + 1 Action.
✧ Subclass - Knight ✧
Knight's armor and armaments give the player a solid balance between defense and offense.
Knights are one of the more durable classes by featuring increased defensive capabilities. Drawing their durability from heavy items such as armor and shields and maintaining the traditional damage output of a Swordsman, Knights are superb at waging wars of attrition.
Strengths: Knights are capable of taking hits that no other Swordsman would be able to, while outputting a respectable amount of damage. In a party without Paladins, Knights can easily slide in the role of the traditional Tank.
Weaknesses: Knights are very reliant on the quality of their weapons and armor in order to fulfill their role, meaning they are often out of money and must live frugally. They are also particularly weak against opponents who have armor reduction or item-breaking abilities.
✧ Subclass - Duelist ✧
Duelists are primarily damage dealers, able to cut through opponents like a true swordsman.
Duelists are skillful fighters who forgo defensive abilities in order to gain the highest Swordsman skills available in the game. They must be skilled and cunning warriors, having a balance of speed, agility and strength. They excel in fighting a single enemy and finishing him quickly. However, they are susceptible hordes of weak enemies and have little to no defensive and magic capabilities.
Strengths: Duelists have very high damage output and have one of the most powerful 1v1 dueling capabilities, using their powerful technique such as disarming strikes.
Weaknesses: Duelist is a typical glass-cannon, having little armor or magical defense. They must rely on allies who can take care of hordes of smaller enemies and make sure they do not get harmed by ranged attacks.
✧ Lancer ✧
Lancer is a deadly foe, able to fend off powerful opponents using their superior reach.
Lancers are featured using spears as their primary weapons. They have the advantage of initiative and range over many other classes but lacks agility. Lancers and both their Subclasses are known for having very high damage on charges but are extremely weak once tarpitted against numerous opponents.
Strengths: Lancers have superior range and initiative, allowing them to dictate their fight as they wish. Their damage output is high but is also optimized towards a defensive combat, keeping their enemies at range while shaving their Health down using quick jabs and strikes.
Weaknesses: Lancers are inflexible and suffer against enemies who use numbers as advantage. They are also weak towards opponents using ranged weapons as their speed is relatively lacking thanks to a top-heavy weapon.
Starting Bonus: Lancers may start with 35 Attributes, rather than 30.
✧ Subclass - Reaper ✧
A skilled Reaper is locked in combat against a Monster that has invaded a Town.
Reapers are a Subclass of Lancers who are known for using large scythes. Contrary to the traditional Lancer, they are effective against large amounts of weak enemies, clearing low level dungeons fastest out of all Classes.
Strengths: Reapers are able to cut through hordes of small minions easily, clearing the path for his or her allies. They are also more durable than other Lancers, due to their ability to defend him or herself using the wide blade of the scythe.
Weaknesses: Reapers wide swings and AOE arc attacks make them dangerous to themselves as well as to any friendlies nearby. A Reaper must always be careful to mind their surroundings in order not to hit the wrong targets.
✧ Subclass - Pikeman ✧
Having range on your side as a melee fighter is a huge advantage.
Pikemen choose to fight using long, heavy polearms, such as large pikes or halberds. They excel in dealing heavy damage to single targets while being relatively durable themselves through the use of heavy armor. If a party is looking for a heavy damage dealer to take down a powerful monster, pikeman would be an excellent addition.
Strengths: Pikeman have long range and powerful strikes, along with a more or less a very well-rounded stat. They are able to keep themselves safe using distance and focus down a target.
Weaknesses: Pikeman are not too nimble or fast, especially when compared to other premier damage Classes such as Swordsman or Rogues. They could be troubled by hordes of weaker enemies or targets with high speed and evasion.
✧ Trainer ✧
A Trainer tames her baby frost drake, it'll become a powerful beast in time.
Trainers are known for specializing in capturing and utilizing monsters from the Talrae world to their causes. They often feature little to no personal offensive and defensive powers but have large amounts of mana and spells that could summon, boost and heal their monsters.
Strengths: Trainers are capable of calling upon numerous different monsters across the world of Talrae, having very good flexibility in terms of options.
Weaknesses: Without the aid of monsters, Trainers are very weak as they are overly reliant on them. In certain situations where they cannot summon and control their monsters, Trainers become vulnerable and weak.
Starting Bonus: Trainers may design their initial level 1 monster that they will possess upon starting the game - consult GM for details. In addition, Trainers may start with Wooden Totem item and all level 1 Trainer spells.
✧ Subclass - Rider ✧
A Rider has successfully tamed an adult frost drake, no easy feat by any measure.
Riders are specialized classes of Trainers who are able to mount and ride their monsters.
Strengths: Riders can find themselves to be mobile and robust during combat, protected by their monsters. They can also become highly useful to a party of people, as they are able to scout ahead using flying monsters or make their monsters pull heavy luggage carts.
Weaknesses: Taming monsters take much energy and time, making it so that Riders often don't have a high number of monsters to summon. They often focus on training and improving a few monsters.
✧ Subclass - Shapeshifter ✧
Transforming into a small animal makes it easier to spy...
Shapeshifters do not summon and control monsters; instead they become the monsters themselves. Being able to shift into any monsters they possess, Shapeshifters can have the unique experience of mixing player-based abilities and monster-based abilities.
Strengths: Being able to turn into numerous monsters, Shapeshifters have strong diversity and flexibility, being able to find an answer to just about any situations.
Weaknesses: Shifting into a monster naturally means gaining the strengths and weaknesses of the monster. It is possible that being a certain type of a monster proves to be a mistake depending on the situation.
✧ Mage ✧
A Mage prepares to unleash the arcane powers of magic.
One of the most diverse class in all of Talrae, Mages forgo the use of conventional weaponry in favor of utilizing magic. They boast the highest Intelligence overall in the entire game with endless mana pools and impressive arsenal of spells. Mages often carry staffs and grimoires as their choices of weapons and while Mages lack Skills such as Strength and Agility, they more than make up for this by using magic to accomplish what no Swordsman or Lancer will ever accomplish. During Guild teamfights or party dungeon clearing sessions, Mages are key to easy victory in many cases. By using their spells, Mages are able to control the flow of battle and aid their allies in areas where they lack. Skillful Mages who has chosen to learn as many spells as possible in favor of having more potent ones are often known as "toolboxes".
Strengths: Mages use magic as their strength and it is very diverse. From Mages who choose to devastate their foes using storms of fire to benevolent ones who choose to heal and protect their allies, a skilled Mage is capable of influencing any situation to their favor.
Weaknesses: Mages often aren't physically robust or durable, making them susceptible to non-magical attacks. Also they tend to get vulnerable against anti-magic abilities and items.
Starting Bonus: Mages may start with extra 300 Mana and get discount on the following items (for first purchase only): Wooden Talisman - 100 Renn
✧ Subclass - Aspect ✧
A Fire Aspect prepares himself for a fight.
Aspects are Mages who chose to specialize in one type of elemental of magic. Whether it be fire, ice, shadows, lightening or water, they have gained a true mastery of their element and is a powerful force to be reckoned with. Other abilities that specializes in one aspect such as Gravity or Magnetic Forces also fall under this category.
Strengths: Aspects are true masters of their elements, able to use it in a hundred creative ways in order to control and command the battlefield.
Weaknesses: Aspects almost always have a most definite counter. Being a master of an element is a weakness that could cripple them, should they encounter an opponent who is able to control a counter element. For instance, a Fire Aspect may have a very difficult time battling an Air or Water Aspect.
✧ Subclass - Battle Mage ✧
A Battle Mage faces off against a Reaper during Arena War.
Battlemage at first glance mixes the Swordsman Class with Mage class. They choose to use their magic to augment their physical abilities, drawing up on quickening magic to increase their agility momentarily or making mana shields that takes heavy toll on their mana pools.
Strengths: Unlike most Mages, Battle Mages are great close-combat warriors, combining traditional might and aid of magic to maximize their utility and prowess in combat. They are able to flexible in-combat, as they are capable of having spikes of extreme speed or durability as the situation evolves.
Weaknesses: Like other Mages, Battle Mages become very weak once their magic is somehow nullified, whether it be an empty mana pool or some other means. However, the critical difference is that they are often seen fighting on the frontline, where the potential danger is the greatest.
✧ Subclass - Runechanter ✧
A Runechanter prepares a powerful incantation.
Runechanter is often known as a “support” class for its passive nature. Instead of dealing damage or crowd-controlling masses of small monsters, Runechanter focuses on augmenting his or her allies and changing the environments. Runechanters most often serve as healers, trap-layers and enchanters in large parties. Their support magic is invaluable when faced in a dangerous situation.
Strengths: A Runechanter's usefulness knows no bounds. Being specialized in defense and support, a Runechanter is welcomed and loved by any player groups, seeking to clear difficult Dungeons.
Weaknesses: Since a Runechanter's primary function is to amplify others' strengths and fill in their weaknesses, a Runechanter alone may find his or herself rather vulnerable.
✧ Subclass - Alchemist ✧
An Alchemist transmutes gold.
Alchemists are Mages who specialize in transmuting materials or even creating things out of nothing. They are the only class able to craft potions in all of Talrae. Despite their seemingly passive nature, Alchemists can be powerful in combat. By turning the opponent’s weapons into brittle glass or even transmuting monsters into harmless pile of leaves, Alchemists are able to make huge contributions to combat.
Strengths: The odd and strange abilities of the Alchemist are often hard to predict and counter. Additionally their potion crafting ability becomes highly useful, as physical forms of potions cannot be nullified by magic-countering items and abilities.
Weaknesses: Alchemists lores and abilities are difficult to learn and master, requiring much resource and time in order to become useful.
✧ Marauder ✧
This Marauder has chosen to wear heavy plate armor and wield a massive broadsword.
Marauders are the most brutal class available in Talrae. Featuring bountiful Health and Strength, Marauders are perfectly suited for taking damage and dealing them back at point-blank range. While they lack magic, they compensate by having some of the highest Strength in the game. A well-equipped Marauder will tank incredible amounts of punishments while dealing heavy-hits that instant-kills weaker monsters. Marauders are also known as the "weapons" class due to the fact that they have some of the widest choice of weaponry including broadswords, maces, hammers and axes.
Strengths: With wide array of weapons of choice along with powerful physical abilities, Marauder is a Class made for players who seek become a true melee warrior.
Weaknesses: Marauders typically do not have any ranged combat capability outside of exceptions such as hatchet throws. They must be able to close the distance with their opponents before they can harm them.
Starting Bonus: Marauders may start with a +3 bonus on 2 Attributes of their choice.
✧ Subclass - Warlord ✧
Warlord leads the charge.
Warlords are often the initiators of engagements, charging first into combat. But contrary to a typical Marauder's image, Warlords are excellent supports. Gaining access to supportive abilities that focus on boosting friendly morale and performance, Warlords are capable of leading the fight from the front.
Strengths: Warlords can exponentially increase the effectiveness of their party by increasing damage and defense of their fellow teammates, all the while maintaining their Marauder-base damage and durability.
Weaknesses: Warlord's deviant focus will mean that a Warlord will never be as tanky or damaging as a pure Marauder. It is important to understand that Warlords will often be an off-tank of a party.
✧ Subclass - Berserker ✧
Berserker goes... berserk.
Berserkers forgo the fancy techniques of a Swordsman or the arcane arts of a Mage in favor of big, powerful Actions and high raw stats. With access to some of the most powerful physical Actions in-game, Berserkers are a force to be reckoned with.
Strengths: Berserker's gain access to significantly more powerful Actions than a normal Marauder does.
Weaknesses: Berserker's often have abilities that are double-edged, such as Actions that may cause damage to themselves as well as the enemy. Overall, Berserkers can be described as 'high risk, high return'.
✧ Archer ✧
An Archer takes aim from a concealed position.
Archers are the epitome of long range combat. Utilizing bows and crossbows, Archers possess some of the highest Agility in the game. However, they are pitifully fragile as they are often clad in paper-thin armor and have little Health. However, when equipped with quality items, Archers become of the most damaging class in the game. For most effectiveness, Archers often seek to join Guilds so they have other classes such as Marauders, Paladins and Knights to benefit from.
Strengths: A dedicated ranged combatants means an Archer is more than likely to be safe in otherwise dangerous situations.
Weaknesses: Archer's weapons are often considered to be expensive, consumables. An Archer must have a high income in order to support his or her combat style of choice.
Starting Bonus: Archers may start with 5 Archery Skill for free.
✧ Subclass - Crossbowman ✧
This player has chosen to wield a rare, double-shot crossbow as her weapon of choice.
Instead of a bow, Crossbowman wields a crossbow as a weapon of choice. Crossbow, while heavier and cumbersome to wield, features a very high accuracy and power compared to an Archer’s bow and arrows. However, crossbows are difficult to reload and maintain, making its rate of fire much lower.
Strengths: Crossbow shots are powerful and penetrating, capable of damaging hardy enemies from a safe distance.
Weaknesses: Crossbows are heavy, cumbersome and unwieldy. Not to mention expensive and hard to maintain.
✧ Subclass - Ranger ✧
Rangers are dressed lightly, placing emphasis on mobility.
Rangers are a mobile Class of Archers, using small, compact bows to practice the tactic of shoot-and-displace. They are nimble and agile, second only to Rogues in practice. The bows used by Rangers, while having shorter range, have a very high power-to-weight ratio.
Strengths: A Ranger is capable of engaging a mobile warfare, practicing the art of "shoot and move". They are able to engage and disengage at their own discretion and are able to dictate the terms of their own combat.
Weaknesses: Rangers must remain light in order to maximize their advantage, meaning they cannot heavy any heavy gear, weapons or armor. This limits them into becoming light skirmishers most of the time and limits their flexibility in a role.
✧ Rogue ✧
Rogues are lithe and agile, able to dodge attacks effortlessly.
Rogues are known as the most untrustworthy class and for a good reason; they specialize in infiltrating, stealing and sabotaging. Against dungeons and monsters, they are invaluable for their ability to scout out monster camps and navigate the most favorable route. Rogues use a myriad of exotic weapons including but not limited to: chains, throwing daggers, short swords, poisoned darts, spikes, throwing stars and smoke pellets.
Strengths: Rogues are elusive evaders, keeping themselves safe through unconventional means. They employ exotic weaponry and skills, allowing them to have the upper hand in situations where a specialist's expertise is needed.
Weaknesses: Rogues are possibly one of the most fragile Classes in the game, due to the fact that they must spend a lot of their points into their unique niches instead of basic Attributes.
Starting Bonus: Rogues may start with additional 1 Gold coin + 2D6 Nickel Renn.
✧ Subclass - Assassin ✧
An Assassin strikes out from the shadows.
Assassins are Rogues who specialize in dealing a killing blow in one strike. They employ deadly weapons such as poisoned blades and are known for slaying even powerful dungeon monsters in a single-hit with the right conditions. While they are superb infiltrators that even skilled Runechanters have a hard time countering, if they fail delivering the killing blow at once or are caught, their low Health and armor often sees them in a very dangerous situation.
Strengths: Assassins have one of the highest burst damage potential in the game, allowing them to remove dangerous elements on a battlefield before they become detrimental. Additionally they are superb infiltrators and spies, able to sneak upon even the most wary opponents.
Weaknesses: Assassins are the epitome of the term "glass cannon", their only true defense being stealth and evasion. Against opponents who can survive their fatal hits and counter-attack, Assassins only choice is to retreat or suffer the consequence.
✧ Subclass - Gambler ✧
A simple deck of cards, once imbued with a Gambler's magic, can become deadly weapons.
The Gambler entrusted their very life to one of the strongest force in the universe, Fate. They use cards and dice as their weapon of choice but unlike Rogues, their damage come mostly from their Spells. They excel at applying status effects on the enemies, while still being able to deal out a respectable amount of damage.
Strengths: Through a combination of careful logic and swinging pure luck, a Gambler may be able to pull off incredible feats such as deleting a powerful enemy monster or predicting the future of what he or she may face.
Weaknesses: As per their nature, Gamblers rely entirely on luck to pull their tricks off. If lady luck decides not to smile on one, that Gambler's day could be ruined spectacularly.
✧ Paladin ✧
A Paladin is a prominent figure on the battlefield, their implacable form is often a symbol of hope for others.
Paladin class is known for their defensive capabilities and little else. While they are able to use a minimal amount of magic as offensive power, they are easily the class with the lowest damage output. However, they more than make up for this by being the single most indestructible class in the game. Paladins are equipped with a set of inter-locking armor plates that are all but impenetrable save the most powerful weapons and powerful magical defenses. Even a skilled Aspect Mage will see his columns of flames or vengeful lightening dissipating against the form of a Paladin.
Strengths: Durability is the single greatest strength of the Paladin. While their lack of offensive powers may make them seem weak in dueling situations, their ability to simply outlast their foes in a battle of attrition is something that should not be underestimated.
Weaknesses: Paladins have abysmal mobility, arguably the worst of all the Classes. They must pick and choose their moments of glory carefully, as a single mistake can result in something they cannot get out of.
Starting Bonus: Paladins may start with additional 200 Health, 200 Mana and Buckler item. Additionally, Paladins may cast Holy Discipline spells without Magic Weapons.
✧ Subclass - Purifier ✧
Despite being a tank, Purifiers are powerful spell casters.
Purifiers are warriors of light... quite literally so. With a focus on offensive magical abilities, Purifiers gain access to a very particular branch of fire-related holy magic not even the most skilled Fire Aspect Mages are capable of imitating.
Strengths: Contrary to the stereotypical Paladin's image, Purifiers can have impressive damage output, able to cleanse their enemies out using powerful spells. Additionally, their spells are often magic-resistant, making them less vulnerable against counter-magic abilities.
Weaknesses: Purifier spells are mana consuming in particular and since most Paladins will choose to boost their stats in other areas such as HP, without careful management Purifiers will run out of mana very quickly.
✧ Subclass - Battle Cleric ✧
Healer and warrior... at once.
Battle Clerics retain their frontline damage absorbing roles but for their secondary purpose are to heal and boost their allies' during combat. They are solid, dependable and welcome in just about any party composition, bringing durability and utility at once.
Strengths: Battle Clerics can hold the frontline while boosting all friendly potentials. They are powerful force multipliers when used correctly, able to fill critical roles of a party.
Weaknesses: Battle Clerics have overall low damage output, as their abilities are focused on survivability and supporting allies.
✧ Tinker ✧
A Tinker goes all out.
Tinkers are the only class who may create and utilize higher-tech weapons in the fantasy setting of Talrae. Often compared to Mages due to their flexibility, Tinkers are a rare sight. Utilizing weapons such as flintlock firearms, steam-powered mechanical arms or belt-fed repeater crossbows, Tinkers' strength depends on his ability to forge and use powerful items.
Strengths: Tinkers have access to rare and powerful items that they themselves can create and repair. They often do not require the services of others to main their gear and has potential to become wealthy through item trading.
Weaknesses: Tinkers are weak against item-breaking abilities and spells, as their entire existence depends on them. Without the aid of their mechanical contraptions, their unimpressive physical abilities and lack of magic will see to it that they become useless.
Starting Bonus: Tinkers may start with additional 500 Renn. This bonus may only be spent on specifically Weapon items purchases. They expire and disappear after CS creation is complete.
✧ Subclass - Mechanic ✧
A Mechanic admires his own work.
Mechanics are known to constructing, improving and maintaining a single piece of machinery that they have created. While this specific machinery differs from Mechanic to Mechanic, they are all impressive creations. Some Mechanics have created steam-tanks capable of transporting an entire hunting party through a hostile dungeon while others have created submarines that allows the passengers to hunt the rarest monsters in the bottom of lakes.
Strengths: A Mechanic's creation is simply a magnificent work capable of accomplishing amazing feats. A Mechanic can become very wealthy by even renting out his creation or selling his or her services to a high-bidder.
Weaknesses: If that singular creation of the Mechanic becomes disabled or destroyed, a Mechanic will more likely than not become nigh useless, at least until they have repaired or recreated their work.
✧ Subclass - Gunslinger ✧
Bullets will always be faster than... well, anything.
Gunslingers forgo their constructive nature in favor of destruction. Specialized in wielding firearms, Gunslingers are powerful ranged fighters to be reckoned with. Gunslingers can come in a variety of forms, whether it be a sniper picking off enemies from afar or gunfighter toting a brace of pistols.
Strengths: Gunslingers are capable of dealing massive damage from distance, using potent gunpowder fed weapons.
Weaknesses: Gunslingers are often forced to give up much of their ability to create and wield variety of items like most Tinkers. Overall, they lack utility and flexibility.
(NOTE - Control+F will be VERY helpful when searching for specific items, spells, etc) (NOTE - It's practically impossible to have every possible choices listed on here. PM the GM if you see something that is missing and I'll add it ASAP.)
✧ List of Items ✧
A party is geared up and ready to roll out.
All items will be listed in the following format: Name (Special note / number of usage if its consumable) (Rarity) (Ingredients for crafting) (Market Price) - Noted Abilities Items generally may be sold to NPCs at markets and such for 90% (rounded up) of their market price.
Items may be color-coded to represent their status in the market. Red: In demand. Items will be bought by NPCs for 100% of the price, will be sold for 200% of the price. Blue: Overstocked. Items will be bought by NPCs for 50% of the price, will be sold for 90% of the price. Orange Highlight: None stocked. Item cannot be bought from NPCs. Neon Blue Highlight: Full stock. Item cannot be sold to NPCs.
In Talrae, starvation may actually ending up killing a player...
All items (unless specified) are suitable for single consumption by 1 person. Some food (such as raw meat like Pork) may require cooking before consumption. For hot/fresh food inquire each time at suitable location (Inn, bar, etc).
"Accelerate" increases the user's movement speed - a simple and useful Action chosen by many physical fighters.
The number next to each Action indicates at which level the Action could be learned at. The term indicates which Class may learn it. Some Actions can be learned universally by ALL Classes in which case it would say "Universal". Actions that are "Passive" do not cost Mana or requires activation; it is activated the entire time. MP is mana cost. Cooldown can be estimated by the player with honesty. Naturally more powerful Actions will have longer Cooldowns. NOTE - There are no level requirements on Subclass Actions. They only require the player to belong to that Subclass.
Dash (1/Universal) - User dashes forward for a short distance. 30MP. Palm Strike (1/Universal) - User strikes out with a palm. 10% chance of stunning target briefly. 10MP. Stunning Punch (1/Universal) - User punches target. 20% chance of stunning target briefly. 30MP. Charge (1/Universal) - User charges shoulder-first, briefly stunning the first target hit. If the user is equipped with a shield, it deals low concussive damage in addition. 50MP. Sidestep (1/Universal) - User steps aside. +5% chance of evasion. 20MP. Tumble (1/Universal) - User immediately tumbles, moving forward a bit. +10% chance of evasion. 50MP. Sprint (1/Universal) - User's running speed increases by a bit for a few minutes. 50MP. Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Accelerate (5/Universal) - User's movement speed increases for a bit. 200MP. Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Relentless (5/Universal) - User removes 1 weak status effect on themselves. 200MP. Boost Self (5/Universal) - User gains +5 Strength, Agility and Intelligence for a while. Can only be used once a day. 200MP. Strong Body (5/Universal) - User gains +10 Strength for a while. Can only be used once a day. 200MP. Quick Reflexes (5/Universal) - User gains +10 Agility for a while. Can only be used once a day. 200MP. Clear Mind (5/Universal) - User gains +10 Intelligence for a while. Can only be used once a day. 200MP. Evade Missile (5/Universal) - User evades incoming ranged attack. +20% Evasion (Projectile) chance. 100MP. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Ki Burst (10/Universal) - User emits a burst of energy, stunning up to 2 nearby targets. 400MP. Flying Kick (10/Universal) - User jumps and kicks target, dealing low damage to up to 2 targets. 200MP. Forearm Counter (10/Universal) - User swipes aside a melee attack with their bare arm with 50% chance and strikes enemy. 200MP. Knee Strike (10/Universal) - User grabs the target and knees them, dealing high damage to single target. 200MP. Greater Accelerate (10/Universal) - User's movement speed greatly increases for a bit. 300MP. Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Surge (15/Universal) - User gains 50% additional Agility in exchange for 25% reduced Strength and Intelligence. 300MP. Hamstring (15/Universal) - User attacks the enemy's legs, reducing the target's Agility by 50% for a short time. Can only be executed from behind the target. 100 MP. Trip (15/Universal) - Upon successfully avoiding an enemy's melee attack, the user automatically uses their weapon to trip the opponent knocking them prone. Passive. Blood Thirst (15/Universal) - User gains 10% of their damage as HP. Does not work with Actions and Spells. Passive. Ultimate Bounty (15/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Bounty Hunter (20/Universal) - User gains 5 times the rolled value of all "Bounty" Actions. Passive.
Rising Strike (1/Swordsman) - User swings upwards, launching light enemies into the air. 50MP. Triple Jab (1/Swordsman) - User jabs out quickly three times, dealing low piercing damage 3 times. 100MP. Lunge (1/Swordsman) - User lunges out with their blade, piercing a single target for moderate piercing damage. 50MP. Double Strike (1/Swordsman) - User's next normal attack hits twice. 100MP. Wide Swing (1/Swordsman) - User swings their weapon in a wide arc, hitting up to 3 targets for low bladed damage. 100MP. Battle Focus (1/Swordsman) - User's every 10th normal attack critically hits automatically. Passive.
Flurry (5/Swordsman) - User slashes with their sword in a flurry of motions, dealing moderate bladed damage. 100MP. Debilitate (5/Swordsman) - User quickly uses the side of the sword to strike the target's legs. Target's movements are impaired for a bit. 150MP. Surge of Blade (5/Swordsman) - User's attack speed increases for a few seconds. 150MP. Decisive Strike (5/Swordsman) - User attacks once for moderate piercing damage. Stuns target. 200MP. Wind Blade (5/Swordsman) - User strikes upwards to launch a target into the air, disabling it for a bit. Deals no damage. 100MP. Strike Down (5/Swordsman) - User raises their sword then strikes down cleanly, dealing high bladed damage against a single target. 150MP. Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals low concussive damage back. Does not stack with any other damage modifier. Passive. Swordsmanship (5/Swordsman) - User gains 3% increased damage for their normal attacks. Passive. Greater Battle Focus (5/Swordsman) - User's every 8th normal attack critically strikes automatically. Can only be learned if Battle Focus has been learned. Replaces Battle Focus Passive. Passive.
Disarm (10/Swordsman) - User with their superior skill utilizes a quick, skillful motion to disarm their foe. Target drops the item with 40% chance. 200MP. Parry (10/Swordsman) - User parries a bladed melee attack, nullifying it. 150MP. Arc Slash (10/Swordsman) - User slashes out with their weapon, causing an energy strike to travel in a linear line. Deals medium bladed damage to all units caught. 300MP. Whirlwind (10/Swordsman) - User spins with their blade for a few seconds, dealing moderate bladed damage to all nearby targets. 200MP. Sweeping Strike (10/Swordsman) - User hits the legs of all targets around themselves, launching them into the air, disabling them for a short while. 200 MP. Greater Swordsmanship (10/Swordsman) - User gains 3% increased damage for their normal attacks. Stacks with Swordsmanship. Passive.
Deadly Quickdraw (15/Swordsman) - User draws our their blade for a quick, powerful strike right out of the sheath. Cancels out all Evasions and deals high bladed damage. 300MP. Blade Step (15/Swordsman) - User dashes between up to 3 targets, dealing low damage. Cannot be interrupted. 200MP. Reflex Strike (15/Swordsman) - User gains a 10% chance to draw their weapon automatically and block 1 piercing melee attack. Passive. Critical Increase (15/Swordsman) - User's critical strikes deal 230% rather than 200% damage. Passive. Prime Swordsmanship (15/Swordsman) - User gains 3% increased damage for their normal attacks. Stacks with Swordsmanship and Greater Swordsmanship. Passive.
Flourish - If the User and another opponent enacts any Actions or moves at the same time, User always counts as having priority, regardless of Agility Attribute difference. Passive. Tendon Cut - User steps behind the target and slashes their legs, dealing low bladed damage and reducing target's Agility by 75%. 300MP. Wrist Slap - Response Action. User quickly jabs out with their weapon, striking the target's hand before they can finish their actions. Target automatically drops the item in hand and takes low bladed damage. 400MP. Withdrawal - After successfully landing a piercing normal attack, User twists the blade upon withdrawal to inflict maximum damage. User's targets take additional (STR)*2.5 damage over the next few moments. Passive. Viper Strike - User steps to the side quickly and stabs unorthodox, evading any 'Shield' items. Deals moderate piercing damage. 300MP. Riposte - User counterattacks target Action, nullifying it completely. User then proceeds to deal low bladed damage against target. 500MP. Honed Basics - User gains +5% Evasion chance. Passive.
Flurry - All Flurry Actions when used, (or when activated for Passives) generate some amount of Combo Points (CP). CP points can only stack to 50 and disappears if not used after 15 minutes. Passive. Sustained Grace - For every turn User deals damage but doesn't take any, User generates +1CP. Passive. Vital Strike - User dashes forward, lunging to strike the target's critical. Target takes high piercing damage and has all healings reduced by 50%. +1CP. 300MP. Burst Blade - User empowers their blade and strikes, dealing high bladed damage in a cone. +1CP. 350MP. Sonic Whirl - User jumps into the air, slashing around them. All units in range takes 2 bladed normal attack damages. +2CP. 300MP. Sliding Strikes - User slides in a linear line, dealing low bladed damage to one opponent on the way. May be recast immediately for up to 3 times before cooldown starts. +1CP each. 200MP. Feint - User immediately cancels an Action they were about to perform. Next normal attack or Action User performs on the same target decreases target's Evasion by 15%. +2CP. 200MP.
Coup de Grace - All Coup de Grace Actions require CP to perform. Coup de Grace cannot be performed back-to-back, as they possess a shared minimum cooldown. Passive. Half-Sword - User deals a single target high damage that counts as Concussive. -3CP. 300MP. Heart Pierce - User deals a single target high piercing damage. Target is stunned. -5CP. 400MP. Guillotine - User jumps into the air to strike down at their target, dealing high bladed damage to a single target. Cannot be Evaded and damage ignores all Resistances from Items. -10CP. 500MP. True Slash - User deals a single target high damage that counts as Universal damage type. -3CP. 400MP. Behead - May only be used on targets that are disabled. User takes a moment to pause then proceeds to attempt to instant-kill the target by beheading them. 1% for instant-kill, 99% chance to deal high Universal damage against single target. -15CP. 600MP. Phantom Strike - User disappears for a split second to reappear behind their target, during which time they are invincible. User then stabs the enemy in the back to deal high piercing damage. Target is slowed for a while afterwards. -5CP. 400MP.
Cleave (1/Lancer) - User slashes out in a cone, dealing low bladed damage to nearby units. 50MP. Iron Pull (1/Lancer) - User pierces target and pulls it in closer, dealing moderate piercing damage. 100MP. Long Slash (1/Lancer) - User slashes sideways, dealing moderate bladed damage to up to 2 targets. 100MP. Pole Spin (1/Lancer) - User spins their polearm, blocking 1 projectile attack with 50% chance. 50MP. Pole Jump (1/Lancer) - User uses their polearm to lift themselves off of the ground and jump forward. +5% Evasion chance and moves forward. 50MP. Flexible (1/Lancer) - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Passive.
Devastating Charge (5/Lancer) - User charges forward, ignoring all movement impairing effects. Deals heavy piercing damage to a target. 200MP. Heavenly Talon Strike (5/Lancer) - User jabs 3 times very quickly, dealing low piercing damage the first 2 times and launching the target into the air with the third strike, disabling it for a bit. 200MP. Sweeping Push (5/Lancer) - User spins their polearm around, dealing low bladed damage and pushing all light targets away. 100MP. Piercing Lift (5/Lancer) - User pierces target and lifts it up, dealing moderate piercing damage and disabling it. 100MP. Strong-Arm Push (5/Lancer) - User pushes a target away using the leverage of their polearm, creating large distance. 100MP. Practiced Steps (5/Lancer) - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive.
Piercing Strike (10/Lancer) - User pierces a single target firmly, dealing heavy piercing damage and stunning it. 200MP. Arc Swing (10/Lancer) - User swings out their polearm, launching a wide energy strike that hits up to 3 targets. Deals moderate bladed damage. 300MP. Shield-Breaker Jab (10/Lancer) - User jabs out strongly, aiming for an equipped item. A defensive item equipped to target has a chance of breaking. 200MP. Greater Sweeping Push (10/Lancer) - User spins their polearm around, dealing medium bladed damage and pushing nearby targets away. 200MP. Polearm Mastery (10/Lancer) - User's normal attacks deal 5% additional damage. Passive.
Fake-Out (15/Lancer) - User immediately steps into a direction then another, gaining +25 AGI on the next Action or Normal attack. 200MP. Falling Comet (15/Lancer) - User jumps into the air, going forward with their polearm pointing downwards. When User lands, all Units nearby are dealt heavy concussive damage and are knocked back. 400MP. Greater Cleave (15/Lancer) - User slashes out in a cone, dealing medium bladed damage to nearby units. 200MP. Counter Swing (15/Lancer) - User parries target melee attack and immediately deals low bladed damage back. Target gains 50% reduced healing. 100MP. Prepared Mindset (15/Lancer) - If the User is disarmed or otherwise drops the weapon, User has 50% chance to immediately pick it back up. Passive.
Halo of Death (Reaper) - User deals damage in a 360 degrees to all targets. 200MP. Reaper's Claw (Reaper) - User sweeps and pulls in a single target closer, dealing heavy damage. 200MP. Razor Spin (Reaper) - User spins their scythe, blocking any type of non-magic damage for a few seconds. 300MP.
Stomp (1/Marauder) - User stomps the ground, briefly stunning all nearby targets. 50MP. Tackle (1/Marauder) - User immediately tackles a nearby target, dealing damage and stunning briefly. User and target both moves forward a bit and user ends up in melee range with target. 50MP. Hammer Down (1/Marauder) - User slams the ground with their weapon, pushing away all light units. 100MP. Mocking Shout (1/Marauder) - User shouts an insult at target, decreasing targets damage by 20% for a few seconds. 50MP. Thick Skin (1/Marauder) - User gains 5% damage reduction for a few seconds after being damaged. Does not stack with itself. Passive.
Decimate (5/Marauder) - User slams down the weapon on top of a foe after a small jump, dealing heavy concussive damage. 100MP. Double Blow (5/Marauder) - User hits single target twice for two low concussive damages. The second strike knocks the target back. 200MP. Combination Hit (5/Marauder) - User may use this Action only after landing another Action. User quickly jabs out with an arm or foot, dealing low piercing damage against target. No cooldown. 75MP. Spinning Slash (5/Marauder) - User spins a few times, dealing moderate bladed damage to all nearby targets. 100MP. Triumphant Roar (5/Marauder) - User lets out a mighty warcry, gaining 300HP immediately. 100MP. Trample (5/Marauder) - User immediately steps down on a target that has been immobilized, dealing heavy concussive damage. 100MP. Fist for a Fist (5/Marauder) - User gains 20% additional Strength for a few seconds after being hit by a melee attack. Passive. Strong Stance (5/Marauder) - User gains 10% resistance against being knocked off their feet. Passive. King Slayer (5/Marauder) - If User kills an opponent that has a higher level than the User, User immediately gains a permanent +2 bonus to the corresponding Weapon Wielding Skill. Passive.
Berserker (10/Marauder) - User becomes immune to all movement-related Spells and Actions for a few minutes, friendly or hostile. 300MP. Reckless Charge (10/Marauder) - User charges towards a target to body-slam them. Target is pushed back and stunned. Cannot be dodged. 200MP. Weapon Toss (10/Marauder) - User throws their weapon at a target. 50% chance of hitting, does not depend on Throwing Skill. Target hit takes high damage. 200MP. Blood Boil (10/Marauder) - User gains 10% increased Agility for a few minutes after using an Action. Passive. Battle Scars (10/Marauder) - User gains additional 4% Natural Resistance when not at maximum HP. Passive.
Undying Rage (15/Marauder) - User becomes immune from all status effects for a while. Cannot use any other Action or Spell during this duration. 400MP. Carve and Split (15/Marauder) - User viciously attacks a target's armor, dealing a small amount of concussive damage. Target's armor item damage reduction is decreased by half. 300MP. Blood Drunk (15/Marauder) - User gains +20% damage on their normal attacks and Actions but takes increased 15% damage for a medium duration. 200MP. Battle Fury (15/Marauder) - All of User's normal attacks deal small area damage. Passive. Marauder's Regeneration (15/Marauder) - User automatically regenerates 10% of damage taken right afterwards. Passive.
Double Shot (1/Archer) - User shoots 2 arrows instead of 1, each arrow may hit different targets. Can only be casted if the user has a loaded bow. Consumes 2 arrows. 50MP. Power Shot (1/Archer) - User pulls back for an extra few seconds and fires a shot that deals medium piercing damage. Can only be casted if the user has a loaded bow. 100MP. Kick Back (1/Archer) - User immediately kicks target to push themselves back, creating large distance. Does not move the target. 50MP. Sharp Eye (1/Archer) - User may choose to automatically hit the target in exchange for 50% less damage. Passive. Focus (1/Archer) - User may spend a moment to aim, gaining +5% to hit. Passive.
Lightening Shot (5/Archer) - User immediately reloads an arrow and fires but has 60% chance of missing the target. 100MP. Quick Load (5/Archer) - User immediately reloads an arrow. 100MP. Respond in Kind (5/Archer) - User shoots an enemy arrow out of the air, nullifying it. Can only be casted if the user has a loaded bow. 200MP. Pause Breath (5/Archer) - User stops breathing to focus. Next shot gains +20% accuracy. 100MP. Light Feet (5/Archer) - User immediately dashes to a nearby location, gaining +5% Evasion chance. Very low cooldown. 100MP. Experienced Hunter (5/Archer) - User gains +D50 EXP if they finished off at least one target by firing an arrow. Passive.
Greater Power Shot (10/Archer) - User pulls back for an extra few seconds and fires a shot that deals high piercing damage. Can only be casted if the user has a loaded bow. 300MP. Triple Shot (10/Archer) - User shoots 3 arrows instead of 1, each arrow may hit different targets. Can only be casted if the user has a loaded bow. Consumes 3 arrows. 200MP. Arrow Stab (10/Archer) - User stabs a target with an arrow. Automatically hits and deals medium piercing damage. Damage cannot be reduced or canceled through items or abilities. Consumes 1 arrow. 150MP. Shoot and Scoot (10/Archer) - User may only cast this Action immediately after casting another Action. User dashes to a target nearby location and gains +15% Evasion chance. 200MP. Confidence (10/Archer) - User gains +10 Bow Wielding Skill for a few minutes after successfully hitting and damaging a target with a normal attack. Passive.
Strafe (15/Archer) - User is able to fire arrows 2 times faster but suffers -50% accuracy penalty for a few minutes. 200MP. Eye Catcher (15/Archer) - User aims for a weak-point of the target. Next normal attack has 50% chance to ignore all items. 300MP. Climb (15/Archer) - User climbs target object no taller than an average tree quickly. 200MP. Zoom Sight (15/Archer) - User is able to physically zoom their vision in 50% when targeting a single opponent. Passive. Counter Shot (15/Archer) - When an opponent within melee range attempts to attack, User has 10% chance to fire off a normal attack that automatically hits. Passive.
Quiet Feet (1/Rogue) - User's footsteps become silent for a few seconds. 50MP. Shuriken Throw (1/Rogue) - User throws 3 shurikens at once. Consumes 3 shurikens. 50MP. Knife Dash (1/Rogue) - Knife user only. User dashes forward slashing a single target, deals moderate piercing damage. 50MP. Pick Pocket (1/Rogue) - User attempts to pick pocket target player. User has a 20% chance to steal 2D6 Nickel coins. Automatically fails if the target has no Renn. 50MP. Rogue's Dash (1/Rogue) - User dashes a short distance, gaining +15% Evasion chance. 50MP. Shadow Bend (1/Rogue) - User blends into the shadows and remains hard to detect as long as they remain still. 100MP. Unseen Threat (1/Rogue) - User gains +10% overall damage bonus whenever they deal damage while being unseen by the target. Passive. Acrobatic (1/Rogue) - User gains +2% Evasion chance. Passive. Listen (1/Rogue) - User's hearing senses increase for a few seconds. 50MP. Lights Out (1/Rogue) - User puts out target light. Only works on small sources such as candles or lanterns. 50MP.
Fatal Strike (5/Rogue) - User's next normal attack will automatically critically strike for 150% bonus damage rather than 200%. 200MP. Camouflage (5/Rogue) - User blends into any dark background and remains hard to detect as long as they remain still. 200MP. Slice and Dice (5/Rogue) - Melee weapon user only. User jabs out quickly several times, dealing moderate bladed damage. 200MP. Cutthroat (5/Rogue) - User grabs target opponent and swings around them to catch their back. 100MP. Dash In, Dash Out (5/Rogue) - User quickly dashes forward and dashes back. 200MP. In For a Penny, In For a Pound of Flesh (5/Rogue) - Whenever user deals a finishing damage on an opponent, user immediately gains D10 Renn. Passive. Kleptomaniac (5/Rogue) - Pick Pocket Action success chance is increased to 35%. Passive. Lady Luck's Grace (5/Rogue) - User may re-roll any dice roll once a day. Second result must be accepted. Passive. Evasion (5/Rogue) - User gains +2% Evasion chance. Passive.
Keen Instinct (10/Rogue) - User takes a second to listen and look around to sense any potential dangers. Low chance of discovering hidden dangers. 200MP. Lock Pick (10/Rogue) - User attempts to pick target lock with 10% success chance. 200MP. Trick Throw (10/Rogue) - User throws 1 throwing weapon at target, with 70% chance to ignore all items and abilities. 150MP. Sneak (10/Rogue) - User becomes hard to detect for a few moments. 150MP. Crippling Strike (10/Rogue) - User slashes at target's legs, dealing moderate bladed damage and disabling their movement for a few moments. 300MP. Greater Acrobatic (10/Rogue) - User gains +2% Evasion chance. Passive.
Coup De Grace (15/Rogue) - Can only be used on targets that have been disabled, stunned or rooted. User immediately teleports next to the target to deliver a fatal strike. 1% chance to instant-kill target, 99% chance to deal 1/3rd of target's current HP. 400MP. Exsanguinate (15/Rogue) - Melee weapon Users only. User deals low bladed damage to a target and causes target to take medium damage over time. If target has already been effected by Exsanguinate, regain full MP cost and refresh duration. 200MP. Two Birds, One Knife (15/Rogue) - User throws a ranged weapon at 2 targets, both are automatically hit. 100MP. Affinity to Exotic Weapons (15/Rogue) - User gains +20% Exotic Weapon Wielding Skill. Passive. Greater Evasion (15/Rogue) - User gains +2% Evasion chance. Passive.
- The first 2 Actions/Spells of Gambler tree are automatically learned without lesson fees. - User's Gambler Skill (every 10) amplifies SPELLs by 1%.
Sleigh of Hand - All of User's throwing attacks have a fixed accuracy of 70%. Units being targeted by User will have 5% fixed Evasion chance, even for Units with lower Evasion than 5%. These values cannot be modified through any means. Passive. Tools of the Trade - Cards may be used as throwing weapons for Gamblers. If so, their usual "Card Magic" abilities do not get activated. Passive. Angles - User's throwing attacks and ranged spells are hidden behind clever body positioning and shrewd misdirection before being unleashed. If the User and another opponent enacts any Actions, Spells or moves at the same time, User always counts as having priority, regardless of Agility Attribute difference. Passive. Cut - User's next throwing attack happens quickly, dealing 50% additional damage. 300MP. Dealer's Hand - User gains +20 Agility and +20 Stamina. Passive. Lucky Strike - User gains 1 Fortune Stack for every 3 successful, consecutive throwing attacks. Passive. Explosive Deal - User performs 5 throwing attacks in a quick succession. 300MP.
Card Magic - "Cards" Discipline counts as a Spell rather than Action tree. User's cards count as magic weapons and gains several special properties. When new decks are broken, either for Spells or as throwing weapons, a new deck cannot be broken into until the current deck is depleted. Passive. Card Properties - Cards
Dice Magic - "Dice" Discipline counts as a Spell rather than Action tree. User's dice count as magic weapons and gains several special properties. Dice may be reused and are never consumed, although appropriate number of dice must be possessed in order to attempt a Spell. Passive. Exploding Numbers - User throws 2D6 and deals damage equal to the percentage of the target's maximum HP. This damage cannot be mitigated by any Resistances. 300MP. Adding Numbers - User throws 2D6. Target friendly's next normal attack is amplified by the result's percentage. 300MP. Roll the Bones - Whenever a friendly gains Renn, User may roll 2D6. 1-4 halves the sum, 5-8 does nothing, 9-12 doubles the sum. 200MP. Sic Bo - Once a day, User may roll 3D6 instead of 2D6 and pick 2 dice among them. Passive. Reroll - Rerolls target dice roll. Second roll must be accepted. 300MP. Cheating Dice - User manipulates 1D6, changing the result to their desired one. User gains 1 Misfortune Stack. 400MP. Snakes and Ladders - When rolling 2D6, if the User rolls snake eyes, User's spell is immediately canceled (no chance for rerolls, including Fortune Stack) and user gains 1 Misfortune stack. If the User rolls 12, spell's mana cost is immediately refunded and User gains 1 Fortune stack. Passive.
Coin Magic - "Coin" Discipline counts as a Spell rather than Action tree. User's coins count as magic weapons and gains several special properties. Whenever coins are utilized for purposes of casting spells within this discipline, they are consumed. If the User attempts to cast spells without possessing the coins, spell fails and User takes 500 unmitigated damage. Passive. Luck be a Lady Tonight - Whenever User casts a Spell from Card/Coin/Dice Spell Discipline with chance for success, User generates either Fortune or Misfortune stack. Stacks will never empty out until used. If User fails, they gain a Fortune stack. If User succeeds, they gain a Misfortune stack. User may consume 1 Fortune stack in order to reattempt (occurs before the Spell is resolved). If User is successful the first time and possesses Misfortune stack, User must reattempt the chance. Misfortune may be canceled out by 1 Fortune stack. Passive. Coin Flip - User flips a Copper coin after calling heads or tails. If the User is correct, User's next ability is amplified by 50%. 100MP. Bet - Whenever User casts a Spell from Card/Coin/Dice Spell Discipline, User may bet up to Level*Copper coins. Winning pays out double. Player may only bet once a day. Passive. Fool’s Gold - When User loses a "Bet", User does not have to pay loss cost. However, User gains D3 Misfortune Stacks. 100MP. Double Flips - User flips 2 coins, calling doubles or odds. If the User wins, User's next ability is amplified by 100%. 300MP. Wicked Fortunes - User's Fortune and Misfortune stacks are exchanged. 500MP.
Shield Raise (1/Paladin) - Shield User only. User raises a shield, reducing incoming ranged attack damage for a bit. 50MP. Provoke (1/Paladin) - User slams their weapon against their shield or armor, grabbing all attention in nearby area for a few seconds. 50MP. Valor (1/Paladin) - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100MP. Lead (1/Paladin) - Whenever user is the first to take damage among friendlies, user has a small chance to recover 50HP and 50MP. Refreshes every hour. Passive. Inspiring Presence (1/Paladin) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive.
Steel Body (5/Paladin) - User takes a firm stance. Player's natural 10% reduction is increased to 15% for the next attack. 150MP. Castling (5/Paladin) - User grabs a nearby friendly and pulls them aside and replaces their spot. 100MP. Act of Righteousness (5/Paladin) - User slams their weapon onto the ground, dealing moderate concussive damage in an area around themselves. 100MP. Will Breaker (5/Paladin) - User hits a single target with their weapon, dealing medium concussive damage and stunning it. 100MP. Living Wall (5/Paladin) - User steps infront of the target. Next attack by the target is automatically redirected to the user. 100MP. For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Shield Bash (10/Paladin) - User bashes a target with their shield, stunning it heavily. 300MP. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive. Detect Danger (10/Paladin) - User has a low chance of sensing next incoming attack towards a nearby friendly. Passive. Greater Lead (10/Paladin) - Whenever User is the first to take damage among friendlies, user has a 10% chance to recover 200HP and 200MP. Refreshes every hour. Passive. Resolve (10/Paladin) - User feels less physical pain when hit. Passive.
Oath (15/Paladin) - Every day, User may choose and swear an oath. User gains effects of the chosen oath until midnight. Oath may only be used once a day. Oaths may generate Valor Points (VPs), a unique point resource. Some Oaths may require User to spend VPs to activate. 0MP. [ Uphold thy honor, at all cost ] - User gains +2 Valor Points. [ Accept any challenge, no matter the odds ] - During the effect, User must fight against a target that has higher level than the User does. If User wins, User gains +4 Valor Points. [ Suffer not the witch to live ] - During the effect, User deals 10% increased damage against Spell-using opponents and gains 10% Spell resistance. If User slays a Spells-user, User gains +1 Valor Points. [ Abhor the unclean ] - During the effect, User gains +20% damage when using Paladin Actions. Costs -1 Valor Points. [ For Justice and light ] - During the effect, Spells from Holy Discipline cost 50% less MP. Costs -10 Valor Points.
Oath: [ Be shield to others ] (20/Paladin) - During the effect, 50% of damage dealt to user's nearest friendly is instead dealt to user. Costs -2 Valor Points. Divine Shield (20/Paladin) - The paladin send a prayer out to the heavens and is shrouded in protective light, protecting him completely against the next attack. It is removed upon taking any amount of damage. 200MP. Shared Resilience (20/Paladin) - Friendlies near the User gains +5% damage reduction. Passive.
Tinker (1/Tinker) - User crafts an item that exists in the game. Any items may be attempted even without facilities but all ingredients must be present. Chances of successes increases with facilities and Smithing/Tinkering Skill. 300MP. Shot Bounce (1/Tinker) - User's ranged attack bounces to a secondary target, dealing 50% damage. 100MP. Quick Draw (1/Tinker) - User immediately pulls out a secondary weapon without delay. 50MP. Auto-Load (1/Tinker) - User's weapon becomes automatically reloaded. Only works on single-shot weapons. 200MP. Tinkering About (1/Tinker) - User tinkers with an item, small chance of repairing it. Cannot be used on heavily damaged items. 50MP. Break Item (1/Tinker) - User immediately breaks target item they own. 50% of components are recovered. 100MP. Curiosity over Money (1/Tinker) - Whenever user is given Renn by GM, user may choose to give up 25% of it to gain 1 point in Tinkering Skill. Passive. Keen Eye (1/Tinker) - User may take extra time with their aim, giving a ranged attack +10% chance for critical strike. Passive.
Invent (5/Tinker) - User designs and invents an item. User will design every aspect of this item, including any potential unique Actions (up to 1) that may be learned and used. Final design must be consulted with the GM for approval. Item is not crafted upon using this Action. Items designed with Invent may only be crafted using Tinker Action. 600MP. Temporary Fix (5/Tinker) - User immediately repairs a broken item, however it becomes broken again after next usage. 100MP. Point-Blank Shot (5/Tinker) - User fires a ranged attack within a melee range. In addition to taking damage as normal, target is knocked back and stunned. 200MP. Armourer (5/Tinker) - User's armor gains extra resistance against item damage. Passive. Artificer (5/Tinker) - User's weapons gains extra resistance against item damage. Passive.
Upgrade 1 (10/Tinker) - User may enact the following: design 1 additional Actions related to their Invention and increase stat bonus of their Invention. Consumable spell. 1000MP. Repair Item (10/Tinker) - User repairs target item. 300MP. Penetrating Shot (10/Tinker) - Next ranged weapon User fires penetrates target, dealing moderate piercing damage. Secondary target behind first target takes low piercing damage. 300MP. Gung-Ho (10/Tinker) - User temporarily is able to wield 2 ranged weapons at once. 300MP. Mind in the Machine (10/Tinker) - Every time user crafts or repairs an item, user has a small chance of gaining 1 point in Tinkering Skill. Passive.
Upgrade 2 (15/Tinker) - User may enact the following: design 1 additional Actions related to their Invention and increase stat bonus of their Invention. Consumable spell. 1500MP. Smoke Screen (15/Tinker) - User immediately discharges their firearm with very low chance of hitting target. User is immediately covered in thick smoke that gives User +25% Evasion chance. 200MP. Enhance Item 1 (15/Tinker) - User makes target un-enhanced item become enhanced +1 with 0% chance for failure. Requires tools and workshop. 300MP. Weapons or Tools (15/Tinker) - User is able to use tools as melee weapons. Damage and accuracy does not depend on a Weapon Wielding Skill but on Smithing Skill. Passive. Increased Durability (15/Tinker) - All items equipped on user becomes more durable. Passive.
✧ List of Spells ✧
In the hands of a powerful Mage with high Intelligence, even a low level Spell such as "Finger Lightening" can prove to be highly destructive.
Magic follows disciplines. They are split into two major categories; Fundamental Disciplines and Structural Disciplines. Fundamental Disciplines include Fire, Water, Ice, Air, Earth, Electricity, Light, Darkness, Mind and Body. Rest are Structural Disciplines. Depending on Class, a player may be able to learn and cast spells from certain disciplines.
Mage: Mages may learn from Pure Magic Discipline and up to 2 Fundamental Disciplines of their choice. Trainer: Trainers may learn from Training and 1 Fundamental Discipline of their choice. Paladin: Paladins may learn from Holy and 1 Fundamental Discipline of their choice. Mage, Trainer and Paladin players may learn from Fundamental Disciplines that are not their starting choices but at 2 times the regular lesson fee. Non-Magic Class players may learn the Fundamental Disciplines but at 10 times the regular lesson fee.
Disciplines progress down a line, with each level having a different spell that could be unlocked. For instance, at level 2 of Fire Discipline, Fire Strike could be learned. This progression does NOT mean they have to be learned in such order. However if a level is skipped, the next lesson fee costs double. For instance, if a player wished to learn “Fire Strike (2)” before learning “Fire Burst (1)”, the lesson would cost 4 Silver rather than 2.
All Fire Discipline spells that deal damage, unless specified, lights targets on fire. Blazed targets take (INT)*3 damage over a short period.
Fire Burst (1) - User makes target catch on fire, dealing low damage. 50MP. Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP. Inner Fire (3) - If the user’s body temperature would drop too low, this passive will activate to keep the user warm for 1 hour. Can only occur once a day. Passive. Fireball (4) - User shoots out a fireball that can change direction, deals moderate damage. 100MP. Fire Wall (5) - User creates a wall of fire, dealing moderate damage to any who walk through it. 200MP. Lust for Fire (6) - User gains 10% chance to recover 200MP when they successfully light an opponent on fire. Passive Flaming Arrow (7) - User shoots out a flaming shot, shaped like an arrow, through a target to deal high damage. All target behind the initial target are also hit, taking low damage. 200MP. Increase Firepower (8) - Next Fire Discipline Spell User casts deals 150% damage. 100MP. Affinity to the Flames (9) - User takes -20% damage from fire-related attacks. Passive. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Flame Breath (11) - User breaths out a cone of fire in front of them, dealing moderate damage. 300MP. Pyromaniac (12) - Whenever a user's Fire Discipline spell deals damage equal to or greater than 30% of target's HP, user's cooldowns are reset and MP cost is refunded. Passive. Greater Fireball (13) - User shoots out a fireball that can change direction, dealing moderate damage. 300MP. Combustion (14) - User makes target burst into flames, dealing high damage. 300MP. Control the Flames (15) - User makes target heat-based Spell deal -25% damage. 200MP.
All Water Discipline spell affects are amplified by 10% if the User drank water right before casting them.
Create Water (1) - User makes target common object, no bigger than the user, into clean water. 50MP. Aqua Shot (2) - User Shoots out a mass of dense water at a target for moderate damage. 100MP. Aquatic Affinity (3) - User gains 3% of maximum HP whenever they drink water. Passive. Water Whip (4) - User slashes out with a whip of water, dealing moderate damage to up to 2 targets. 150MP. Aqua Pillar (5) - User creates a pillar of water at target location that lasts a minute. Opponents within the pillar take moderate damage over time. 200MP. Attuned to the Aquatic (6) - User gains +20 Intelligence when near a water source (such as well, pond, lake, etc). Passive. Create Mist (7) - User creates a thick blanket of vapors that hinders vision. 200MP. Greater Aqua Shot (8) - User Shoots out a mass of dense water at a target for high damage. 250MP. Create Healing Water (9) - User turns target clean water, approximately a bottle's worth, into healing water that heals 10% of maximum HP and 5% of maximum MP when drunk. 300MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Greater Create Water (11) - User makes target common object into clean water. 100MP. Dry Touch (12) - Users hands are able to slowly suck fluid out of any target they touch. Passive. Aquatic Mana Transfer (13) - User sucks up a small amount of water to regain MP. MP regained depends on quality and amount of water consumed. 100MP. Boil Water (14) - User boils target water in a container. 100MP. Steam Vent (15) - User emits a cone of hot steam, dealing moderate damage time. 300MP.
All Ice Discipline spells gain 20% mana cost reduction if the user is casting them in a cold environment.
Frostbite (1) - User shoots out a magic beam that slows target's movement briefly and deal low damage. 50MP. Icicle Shot (2) - User shoots an icicle at target, dealing moderate damage and slowing target. 100MP. Cold Touch (3) - User’s hands will emit a chilling energy that will freeze any objects they touch if they hold onto it long enough. Freezing time is proportionate to Intelligence Attribute stat. User may toggle this ability whenever they wish. Passive. Ice Lance (4) - Ice grows out from User's hand, dealing moderate damage and slowing target. 100MP. Emit Cold Air (5) - User emits cold wave of air, chilling all nearby targets. Targets are slowed and takes low amount of damage. 200MP. Cold Skin (6) - User gains 10% damage reduction against heat-based attacks. Passive. Ice Create: Lesser Armor (7) - User envelopes self in a sheet of ice, gaining 2% overall damage reduction. 150MP. Frozen Wall (8) - User creates a small wall of ice. 200MP. Frost Breath (9) - User exhales a freezing breath which freezes up to 3 nearby targets for a few moments, disabling them. 300MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Ice Create: Frosted Weapon (11) - User enchants target melee weapon with ice, extending its range. Any units hit by the melee weapon are slowed. 200MP. Cold Affinity (12) - User gains 10% damage reduction against cold-based attacks. Passive. Icy Shackles (13) - User makes ice grow out from the ground to bind 1 target to the ground. Target is rooted in place. 200MP. Ice Spikes (14) - User shoots out several projectiles, dealing moderate damage to up to 3 targets. 300MP. Empower Cold (15) - User's next Ice Discipline spell's effects are doubled. 200MP.
All Air Discipline spells will regenerate mana equal to 2% of maximum mana when cast.
Wind Push (1) - User makes the air push forward. 50MP. Wind Blade (2) - User summons a razor wind to slash a target, dealing moderate damage. 100MP. Crisis Air Bubble(3) - If the user is in an environment that doesn’t allow them to breath (for instance, underwater), an emergency pocket of air around the user will form that’ll allow the user to breath for 1 minute. Passive. Still Air (4) - User makes it so that the air becomes completely still around them for a minute. 100MP. Lift (5) - User lifts target off of the ground, throwing them into the air. Target is briefly disabled and takes moderate damage upon impact. 200MP. Gentle Fall (6) - If the user falls from a high place that would cause damage, instead they are floated down gently starting approximately 10 meters off of the ground. Passive. Strong Push (7) - User pushes a single target far away. 100MP. Air Jump (8) - User lifts themselves into the air. 200MP. Airspeed (9) - User's running speed increases slightly. Passive. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Wind Deflect (11) - User deflects target ranged attack using a strong air current. 200MP. Affinity To Air (12) - User takes -50% damage from falling. Passive. Air Cannon (13) - User shoots a dense mass of air at a location, dealing moderate damage in the area. 250MP. Jet Stream (14) - Target's movement speed increases greatly as a strong jet of air pushes them. 200MP. Flight (15) - User levitates into the air to fly. 100MP / 1 Min.
All Earth Discipline spells will regenerate health equal to 1% of maximum health when cast.
Rock Throw (1) - User telekinetically throws a small rock at target, dealing moderate damage. 50MP. Seismic Toss (2) - User bounces the earth underneath target’s feet, bouncing them towards target direction. Target takes small impact damage. 100MP. Steadfast (3) - User becomes more resistant against moves that may knock them back, for as long as both feet are touching the ground. Passive. Break Earth (4) - User breaks and softens the ground, any opponents on it will sink into the ground and have reduced movement speeds. 100MP. Create Dirt Wall (5) - User creates a wall of dirt that lasts for a few minutes. 200MP. Detect Seismic Echoes (6) - User gains the ability to detect tremors in the ground. User will be able to tell if any large group of people or large creates are moving nearby. Passive. Spray Dirt (7) - User sprays dirt in up to 3 targets' faces, blinding them temporarily and dealing low damage. 150MP. Earth Armor (8) - User covers their body with earth, gaining 5% damage reduction against physical attacks. 200MP. Plant Feet (9) - User sinks into the ground up to their knees, becoming highly resistant to knock-back effects. 100MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. (11) - (12) - (13) - (14) - (15) -
All Electricity Discipline spells will increase the user’s movement speed by a bit when cast.
Finger Lightning (1) - User shoots out a small lightning from the tip of a finger, dealing low damage. 50MP. Lightning Shot (2) - User shoots out a bolt of lightning, dealing moderate damage. 100MP. Energize (3) - If the user casts an Electricity Discipline spell when they have maximum mana, the spell replicates to an additional target. Passive. Plasma Burst (4) - User bursts out electric energy, damaging all opponents nearby. 100MP. Shock (5) - User zaps target, dealing high damage. 250MP. Overload (6) - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive. Chain Lightning (7) - User shoots out multiple lightning from their hands, dealing moderate damage to up to 5 targets. 400MP. Lightning Bolt (8) - - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP. Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Fuse Energy (11) - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP. Defensive Field (12) - Whenever user is hit by a melee attack, user has a 10% chance to auto-cast Lightening Shot for free against the attacker. Passive. Recharge (13) - User cancels the spell they are about to cast, refunding 150% of the MP cost. 50MP. Lightening Field (14) - User creates a dome of electric field around them, dealing moderate damage to all targets inside and slowing their movements. 300MP. Power Storage (15) - User's MP pool is increased by +600MP. Passive.
All Light Discipline spells will give +2 Intelligence to the user for a few minutes when cast. Can stack.
Flash of Light (1) - User emits a flash of bright light, blinding nearby targets briefly. 50MP. Piercing Light (2) - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 100MP. Luminous (3) - User’s body will glow for a few seconds after casting any spells from Light Discipline, dealing low damage against nearby opponents. Passive. Flash and Awe (4) - User creates a strong burst of light that stuns all nearby targets. 100MP. Photon Acceleration (5) - User’s body becomes immaterial and gains massive movement speed for a minute. User becomes immune to physical damage but cannot cast any Spell/Action or attack any target during the duration. 200MP. Optical Mastery (6) - User gains better eyesight during daytime, when the sun is present. They approximately gain 3 times clearer vision. Passive. Radiate (7) - User's body glows with bright light, hindering the visions of all opponents. 200MP. Light-Speed Escape (8) - User's body automatically moves a medium distance away at the speed of light when they fall below 10% of maximum HP. Passive. Laser (9) - User shoots a beam of powerful light that deals high damage in a straight line. 300MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Light Burst (11) - User explodes a ball of light in front of them, dealing moderate area damage around them. 300MP. Affinity to Light (12) - User's Light Discipline spells deal additional 5% damage when the sun is visible. Passive. Greater Piercing Light (13) - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 150MP. Redeeming Glow (14) - User glows in soft light for a few moments, restoring 500MP. 100MP. Beam Shot (15) - User shoots out a beam of light at a single target, immediately draining 30% of target's current HP. 500MP.
All Darkness Discipline spells will deal 5% additional damage when cast during night.
Nether Pull (1) - Target is pulled towards the User by shadow energy. 100MP. Nether Push (2) - Target is pushed away from the User by shadow energy. 100MP. Hidden in the Shadows (3) - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, grating +5% Evasion chance. Passive. Darken Vision (4) - User disrupts target’s vision with darkness. Affected unit's targets gain 3% Evasion chance. 100MP. Shadow Raze (5) - User razes an area in front of them with shadow energy, dealing moderate damage. 200MP. Attuned to the Night (6) - User slowly regenerates mana during nighttime. 50 mana per hour. Passive. Shadow Bind (7) - User holds down target's shadow, freezing target in position for a while. 200MP. Silent Night (8) - User silences target so that they may not cast any spells for a while. Can only be cast during nighttime. 300MP. Night Vision (9) - User gains near-perfect night vision. Passive. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Greater Shadow Raze (11) - User razes an area in front of them with shadow energy, dealing moderate damage. 300MP. Affinity to Darkness (12) - User's Darkness Discipline spells gain +5% damage. Passive. Blur of Night (13) - User gains 3% Evasion chance at night. Passive. Fade into Shadows (14) - User disintegrates into a shadow to teleport to a location. New location must be connected by shadows. 250MP. Midnight's Eyes (15) - User blocks out vision completely for a single target for a moderate duration. 300MP.
Intimidate (1) - User intimidates nearby opponents, reducing Natural Resistance by 3%. 100MP. Telekinetic Move (2) - User moves target in target direction. If the target is a friendly, they move twice the distance. 100MP. Mind Shock (3) - Any opponents affected by Mind Discipline spells have a 5% chance to be stunned in addition to other affects. Passive. Disrupt Missile (4) - User attempts to disrupt target ranged attack, its accuracy is reduced by 5%. 100MP. Empower Mind (5) - User regenerates 300 MP in target. If the target is at maximum MP, target's maximum MP increases by 300 briefly. 200MP. Mind’s Eye(6) - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive. Instill Lethargy (7) - User makes up to 3 targets feel lethargic. 200MP. Telekinetic Pull (8) - User pulls target closer a great distance. 300MP. Telekinetic Push (9) - User pushes target away a great distance. 300MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Boost Courage (11) - User makes nearby friendlies feel empowered, raising their Natural Resistance to 15%. 500MP. Greater Mind Shock (12) - Any opponents affected by Mind Discipline spells have a 10% chance to be stunned in addition to other affects. Replaces Mind Shock. Passive. Mind's Shield (13) - User gains resistance against mind-related affects. Passive Instill Horror (14) - User makes up to 3 targets feel unspeakable horror. 400MP. Telekinesis (15) - User makes target object move in a desired manner. 250MP.
Strengthen (1) - Target gains +5 Strength for a few seconds. 50MP. Healing Beam (2) - User emits a healing beam of light to a target, healing low amount. 100MP. Attuned to One’s Body (3) - User gains 100HP whenever they cast a spell from the Body Discipline. Passive. Enfeeble (4) - User saps strength from target. Target loses -5 Strength for a few seconds. 100MP. Restore Vitality (5) - User heals all nearby allies for a low amount. 250MP. Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive. Quicken (7) - Target gains +10 Agility for a few seconds. 200MP. Sap Energy (8) - Target loses -10 Agility for a few seconds. 200MP. Greater Healing Beam (9) - User emits a healing beam of light to a target, healing moderately. 300MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Greater Strengthen (11) - Target gains +15 Strength for a few seconds. 200MP. Improved Healing (12) - User's healing spells are increased by 10%. Passive. Instill Tenacity (13) - Target's Natural Resistance is increased by 2%. 150MP. Ability Drain (14) - User makes target lose -15 Strength and -15 Agility. 300MP. Coalescence Beam (15) - User fires a beam of light, dealing moderate damage to enemies but moderately healing friendlies. 300MP.
Chakra Magic (1) - User restores 150MP in target. 0MP. Cleanse Magic (2) - Remove one negative status caused by magic from target ally or self. 100MP. Mana Payback (3) - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive. Weaken Magic (4) - User makes target spell deal 10% less damage. 150MP. Combine Disciplines (5) - If the user has access to 2 or more Fundamental Disciplines, user may cast this spell to create a new one. Pick 2 or more Fundamental spells and fabricate a spell that is appropriate and send it to the GM for approval. User may keep only 1 spell created through "Combine Discipline" at any point. 200MP. Arcane Resistance (6) - User and any friendlies within a short distance gain 5% spell resistance. Passive. Blue Potion Affinity (7) - Next time User drinks Blue Potion, the effect is doubled. 100MP. Mana Drain (8) - User makes target immediately lose 200MP. 300MP. Copy Magic (9) - User may copy and cast target spell if the spell level is lower than User. 400MP. Spell Essence Collector (10) - User gains 150MP whenever any nearby friendlies cast a Spell. Passive. Greater Chakra Magic (11) - User restores 300MP in target. 0MP. Double Casting (12) - User may cast 2 spells at the same time, provided they are level 11 or lower Pure Magic Discipline spells. Passive. Cancel Magic (13) - User counters one spell lower than Level 13. 300MP. Boost Intel (14) - User gains +15 INT. Passive. Restore (15) - User restores MP to the maximum in 1 target. 800MP.
Aggravate (1) - User makes a single target attack the caster for a few seconds. 50MP. Bless (2) - User blesses target, increasing their Natural Resistance by 5%. 100MP. Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. Magic Shield(4) - User gains a magical shield that reduces the next physical damage by 20%. 150MP. Even the Odds (5) - User deals magical damage to a single target equal to user's currently missing health. 300MP. Fortress of Wood (6) - User's Natural Resistance is increased to 11% permanently. Passive. Holy Fury (7) - User gains +10 Strength and +10 Agility for a few moments. 200MP. Emit Purity (8) - User glows with silvery light for a few moments, dealing low damage and slowing down all nearby targets. 300MP. Bless Weapon (9) - User enhances their main weapon, making it deal low spell damage for the next 3 normal attacks in additional to normal damages. 200MP. Radiating Challenge (10) - User declares target an opponent. The target may only directly attack the User until one or the other is dead. 500MP. Greater Bless (11) - User blesses target, increasing their Natural Resistance by 5%. 200MP. Fortress of Stone (12) - User's Natural Resistance is increased to 12% permanently. Passive. Mass Aggravate (13) - User makes all opponents nearby attack the user for a few seconds. 250MP. Repel the Enemy (14) - User lets out a burst of energy, pushing all opponents away. 200MP. Holy Miracles (15) - User's Holy Discipline spells have 5% chance to cost 0MP instead. Passive.
Training Discipline works slightly differently than others. Rather than having a progression of spells every level, each level may have multiple spells that could be learned or none at all.
Tame (1) - User attempts to Tame target Monster. User can only target non-Intelligent Monsters. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP. Summon (1) - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP. Unsummon (1) - User unsummons a tamed Monster. 50MP. Release (1) - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP. Heal Monster (1) - User heals target Monster for a small amount. 50MP. Partners (1) - User's starting tamed monster will always have 60% (rounded up) of User's Attributes and 30% (rounded up) of User's Skill points. Passive.
Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP.
Increase Monster Cap 2 (5) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 400MP. Increase Monster Summoning Cap 1 (5) - User is allowed to summon 2 Monsters simultaneously. Passive. Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (Level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute and Skill points. Attribute gained equals to 100% and Skill gained equals to 25% of Player's gain. 300MP. Restore Monster Mana (5) - User restores mana in target Monster. 100MP.
Increase Monster Cap 3 (8) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 600MP. Increase Monster Summoning Cap 2 (8) - User is allowed to summon 3 Monsters simultaneously. Passive.
Increase Monster Cap 4 (10) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 800MP. Increase Monster Summoning Cap 3 (10) - User is allowed to summon 4 Monsters simultaneously. Passive. Train Monster 1 (10) - Target Permanent Monster learns a new Action or Spell. Consumable spell. 500MP. Greater Heal Monster (10) - User heals target Monster for a large amount. 300MP. Greater Restore Monster Mana (10) - User restores mana in target Monster for a large amount. 300MP.
Train Monster 2 (12) - Target Permanent Monster learns a new Action or Spell. Consumable spell. 500MP.
Increase Monster Cap 5 (15) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 1,000MP. Resurrect Monster (15) - User brings target dead monster back to life with 50% HP and MP. Works only before models shatter into light. 1,000MP. Full Heal Monster (10) - User heals target Monster to 100% of maximum HP. 500MP. Full Restore Monster Mana (10) - User restores mana in target Monster to 100% of maximum MP. 500MP.
WIP
Midnight - Target of the spell is marked by the caster as 'Moon', creating a small zone around them. A larger zone is created around them that rains 'stars' down on the field dealing low damage but slowing movement speed if struck. Eclipse - A dazzling flash of bright light followed by complete darkness is triggered in front of the caster. Enemies caught in a cone from the initial cast point are briefly disorientated (movement/attack slow). Enemies in melee range are blinded along with the disorient. Orions belt - A constellation is laid out on the ground consisting of 3 'stars' connected by a shimmering line. Enemies that step upon the line suffer movement speed penalties, touching a 'star' of the constellation triggers a burst of damage. Suns blessing - Warmth of the sun fills the targeted player with power, increasing damage and attack speed for a short time. Red moons curse - Targeted enemy player is marked with a 'red moon' above their head, decreasing their attack power and casting speed for a short time. Gravitation - Targeted played becomes marked as 'planet' for 5 seconds. During that time they suffer heavy movement speed penalty, but pull enemies towards them irresistably. Moonlight - Minor healing spell, granting targeted player a portion of their missing spell back on the initial cast and another smaller portion as a heal-over-time.
✧ Monster Guide ✧
Creatures of all types inhabit the world of Talrae. Some wondrous...
... others monstrous. No matter what, adventure is guaranteed.
Appearance: (ONLY ACCEPTING weaboo ANIMU PICS /:< - post pic on top or write description here - Appearance will be that of the real-life of the player like in SAO) Name: (In-game / Real Life [Optional]) Title: (None yet) Gender: Age: (Most likely between late teen and mid twenties, considering price and genre of the game.) Race: Human (I know I featured some pics above that showed non-humans but this is human only...) Background: (Before being imprisoned in Talrae. Optional.)
Class: (Choose from Class section above) Subclass: (None. Choose later in-game)
(30 points to spend)(Consult post above for details) Health: Mana: Strength: Agility: Intelligence:
Level: 1 Renn: (1 Gold + 4 Silver + 20 Copper) + 2D6 Nickel [2D6 means random number between 2-12. Roll 2, 6-sided dice or some other equivalent.] Experience: 0
Skills: (30 points to spend - Consult the "List of Skills" above. If you would like to suggest a Skill not listed, PM me)
Spells: (Only applicable to Mage, Trainer and Paladin Classes. Consult Magic above. Corresponding Level 1 Spells are learned automatically and without cost.)
Actions: (For non Mage and Trainer Classes, choose up to 3 Actions to start with.)
Items: (You need to buy this using the starting Renn stated above. Consult the "List of Items" above. If there are items you'd like to see on that list, PM me. All players start with a set of cheap clothes and shoes for free.)
✧ Character Creation - S2 Edition ✧
Boost to Level 14
+ 90 Attributes + 70 Skills + 5,000 Renn
Choose 2 of the followings: - +1 Level - +2,500 Renn - 5 free Spells/Actions (regardless of Level) - +30 Attributes and +20 Skills - +D30 Attributes, +D20 Skills and +1,000 Renn
Choose 1 of the followings: - Title (created and bestowed by TM), 2 free Spells/Actions - Unique item (created and bestowed by TM), 1 free Spells/Actions - +3,000 Renn
1. The usual. No God-Modding, no rudeness, the basics. 2. 1 character per player. 3. Minimum 2 posts per week, although more is recommended. This will be calculated Sunday-to-Sunday. 4. 2 warning system. For instance, failing to post twice a week without letting GM know prior would be a warning. 2 warning and TM will consider kicking. 5. As a proof of having read these rules and HELP ME PLEASE making general contribution towards this rp (I will REALLY appreciate it!!!) go and find at least 5 anime-fantasy pics and send it to the GM(me). Anything from people to scenery will be accepted, I will prefer actual screenshots of anime or manga but illustrations will also be accepted. 6. You must join and communicate on Discord.
Cycling Combat Post: For important combat, it shall operate based on cycling turns. Essentially, everyone will post once before anyone can post again.
Combat Posting: You will need to post 2 important things during combat; Stat bar and summary of actions. Check link above for example.
NPC Pilot: Unless its important NPCs or you feel like letting GM do the work, feel free to create and pilot NPCs that interact with your character. Otherwise GM will be happy to create and pilot them for you.
Autopilot: If you have to be away or can't post 2 times a week, let GM know and he will autopilot your character for you.
Post Summary: For all your posts (both in and out of combat) MUST have a summary section at the bottom. For combat posting this would include all the moves you have done this turn. For non-combat, this would include all the things you have done since your last post.
- 2 posts required per week, GM post will be on SUNDAY and THURSDAY (midnight, UTC 10 - Eastern American). Meaning you have 4 days (Thurs to Sun) and 3 days to post (Sun to Thurs).
- Failure to post without prior notice is 1 solid warning, since this is a group effort.
- 2 post minimum per week. I will overlook 1 post a week if its a good post and/or if you have a decent reason (eg. away in IC). Worth a warning to violate.
- TM timeskip post will be SUNDAY, WEDNESDAY and FRIDAY for Morning, Noon and Night. Basically you DO NOT have to post for every time, just do a hider post per usual for times not covered previously. In a nutshell, 1 week IRL = 1 day in-game. TM reserves the rights to skip more into the future as he sees fit.
- ANY AND ALL back-and-forth communication between 2 players MUST be done on Discord and then posted as combined post.
Follow the rules and respect others, and others will respect you.
✧ Combat Post Stats ✧
Health: Current/Maximum Mana: Current/Maximum
Strength: Current + Buff/Nerf Agility: Current + Buff/Nerf Intelligence: Current + Buff/Nerf
- Easiest if you write it like this for instance: 10 + 5(Boost Self) = 15
Skill 1: Current + Buff/Nerf Skill 2: Current + Buff/Nerf
Slender with an ample bosom, Cecilia stands proudly at 5’10, her very countenance exuding the sense of someone who’s accustomed to being noticed. Her pearly complexion and vibrant amber eyes can frame her appearance as either cute or mature depending on her expression, and her hair, a pale lilac that turns silver in the right lighting, is left long enough to trail down to her waist. If Talrae was still a game, such a vibrant appearance could perhaps be overlooked, but now that they’ve fallen into a virtual reality composed largely of men who could afford the absolutely stupid price that the Talrae pre-orders went for, Cecilia’s appearance really draws more attention than she wished it did.
Background
Claire Silverstein was born into privilege as the daughter of the CEO of a pharmaceutical company with ties all over Europe. As far as the opportunities available to her were, she was largely free to make any of her desires manifest. Her parents spoiled her, after all, and while her childhood was spent in the olden countryside, where she could turn her fantasies of being a princess into reality, Claire quickly learned that if ‘objects’ could be obtained whenever she wanted, then the only thing that was valuable in the world were ‘skills’. At first, she learned ballet and piano and painting, skills to fuel her elementary school fantasies. Then she really got into dystopian YA novels and picked up a bunch of martial arts, while her parents found her a personal trainer who knew how to handle younger people. Junior high pulled her into the world of competitive team sports for a short stint, before the majority of her friends drifted into more artsy stuff instead, Claire following them into the glitz and glamor of the drama club. A ‘She Slays Dragons’ production later, and the young girl was hooked on musicals. It was as if everything was lining up for her, from her childish fantasies of being a princess to her late-elementary years of being enamored with badass choreography to her core desire for something beautiful, something tragic.
Her mother introduced a couple of her showbiz friends to her, and it was with their tales of the glittering stars of Broadway that convinced Claire she simply had to move to America. And of course, who were her parents to simply deny such a request? A few days of paperwork and a farewell party later, and she flew off to a private school in North America with a prestigious arts program, ready to stretch her wings for the next three years and see how far she could fly.
It turned out, she could only fly as far as she worked to. A half-hearted interest wasn’t enough. A half-baked passion wasn’t enough. So many things weren’t enough, and her passion began to burn like an obsession, Claire turning to as many outlets as possible for practice, some of them more ridiculous than the others. She was in her school’s drama program, got into a neighboring university’s Arthurian Society to try out medieval re-enactment, busked outside subways as a cover artist, joined a group of girls in her school in the creation of short films on a Youtube channel, made her own channel where she used the new Virtual Youtuber fad to create an excess of ten different personas, and did the same sort of acting in survival simulation games. Claire’s constant theatrics became her eccentricities, and she wore masks as easily as other girls her age switched to new outfits.
Somewhere along the way, her online circle of friends surpassed the amount of people she knew in real life, and when one group had managed to all snag a copy of the world’s first VRMMO, Claire hit them up, deciding to up her fantastical, dramatic shenanigans even further. Her school was setting up a modern dramatic production, after all, so some high-fantasy thing would be a good way of making sure there was some balance in her life. It didn’t take too long to convince her father to purchase one of the scalped pre-orders on E-bay for an exorbitant (but still insignificant) price, and on the launch day, the wannabe-actress found herself amazed at the virtualized fantasy before her.
Until the sky turned red and those bastards locked her in there.
Then she found herself worked up into a homicidal rage instead.
She didn’t have time to waste here, not while her body wasted in reality.
Optical Mastery (6) User gains better eyesight during daytime, when the sun is present. They approximately gain 3 times clearer vision. Passive. Light-speed Escape (8) User's body automatically moves a medium distance away at the speed of light when they fall below 10% of maximum HP. Passive. Redeeming Glow (14) User glows in soft light for a few moments, restoring 500MP. 100MP.
Sprint (1/Universal) User's running speed increases by a bit for a few minutes. 50MP. Charge (1/Universal) User charges shoulder-first, briefly stunning the first target hit. If the user is equipped with a shield, it deals low damage in addition. 50MP. Sidestep (1/Universal) User steps aside. Low chance of evasion. 20MP. Accelerate (5/Universal) User's movement speed increases for a bit. 200MP. Relentless (5/Universal) User removes 1 weak status effect on themselves. 200MP. Quick Reflexes (5/Universal) User gains +10 Agility for a while. Can only be used once a day. 200MP. Evade Missile (5/Universal) User evades incoming ranged attack with medium chance. 100MP. Greater Accelerate (10/Universal) User's movement speed greatly increases for a bit. 300MP. Greater Dash (10/Universal) User dashes to a close location incredibly quickly. High chance of dodging. 150MP. Bounty (1/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Cleave (1/Lancer) User slashes out in a cone, dealing damage to nearby units infront. 50MP. Iron Pull (1/Lancer) User pierces target and pulls it in closer, dealing moderate damage. 100MP. Flexible (1/Lancer) Whenever an opponent misses a melee attack against the user, user may immediately move backwards or counterattack to deal low damage. Passive. Pole Jump (1/Lancer) User uses their polearm to lift themselves off of the ground and jump forward. Small chance of evasion and moves forward. 50MP. Devastating Charge (5/Lancer) User charges forward, ignoring all movement impairing effects. Deals heavy damage to a target. 200MP. Piercing Lift (5/Lancer) User pierces target and lifts it up, dealing moderate damage and disabling it. 100MP. Heavenly Talon Strike (5/Lancer) User jabs 3 times very quickly, dealing low damage the first 2 times and launching the target into the air with the third strike, disabling it for a bit. 200MP. Practiced Steps (5/Lancer) User gains a low chance to evade melee attacks if the target is holding a short-ranged melee weapon. Passive. Piercing Strike (10/Lancer) User pierces a single target firmly, dealing heavy damage and stunning it. 200MP. Shield-Breaker Jab (10/Lancer) User jabs out strongly, aiming for an equipped item. A defensive item equipped to target has a chance of breaking. 200MP. Polearm Mastery (10/Lancer) User's normal attacks deal additional damage. Passive.
Equipment Zenon Spear (Uncommon)-10% MP Cost for Lancer Actions Cutthroat Gloves (Uncommon)+5 AGI Light’s Bane Cloak (Uncommon)Increase Hiding Chance Leather Armor (Uncommon) Fancy Clothes (Uncommon) Skirmisher’s Buckler (Uncommon)+5 AGI Power Treads (Uncommon)+5 STR Ring of Protection (Uncommon)Small Damage Reduction Teleport Ring (Common)Teleport small distance, once per day. Jewelry x2 (Common)
Adventuring Gear Tent (Uncommon) Sleeping Bag (Uncommon) Backpack (Common) Sewing Kit (Uncommon) Waterskin (Common) Rope (Uncommon) Flintstone (Common) Charcoal (Common) First Aid (Common) Pots and Pans (Common) Hatchet (Common) Shovel (Common) Small Knife (Common)
Consumables Observer Wardx1When placed, allows User to telepathically see the area. Lasts 1 hour. Greater Red Potionx3Replenishes 50% of maximum HP. Greater Blue Potionx3Replenishes 50% of maximum MP. Green Potionx5Gives +10 Strength for 1 day. Cannot be stacked. Yellow Potionx5Gives +10 Agility for 1 day. Cannot be stacked. Potion of Mightx1All damage dealt is increased by 30 for one day.
Food Fruit Preservex5 Dried Biscuitx5 Nuts and Seeds x5 Dried Fruitx5 Salted Fishx5 Milkx5 Waterx10
The Foglands are a series of Islands who's climate tends to be a tropical paradise. Just as days may turn to night so too does the weather here change from the tropic beauty to horrendous downpours with crackling lightning. The main island houses the town of Reliquia on its northern shores and is divided only by a river delta whose waters spread throughout the island and that the natives use for fishing. It is said that the main island is divided into three areas; the first is the outer rim of the island, a vast white sand beach touching elegant sea foam green waters and vibrant lush greenery, this area is known as Tutum and houses many of the herbivorous wild life. Further in you have the second area known as Caute. The lush greenery that was found in Tutum now becomes a forest though still fairly spread out and easily managed through, Caute houses the Omnivorous creatures of The Foglands. Finally there is the islands center Periculum. This area is a dense forest whose canopy yields medium amounts of lighting throughout. It is said that in some sections of Periculum one can smell the scent of death and decay and often times corpses of fell beast lie there, this is where the carnivores live.
Dungeon: There are two dungeons located in The Foglands. One is "Hell's Lid" located on the northern most island which is also the second largest island, and the other is located on the southern most point of the main island and is Known as "Sea Glass Cove." Hell's Lid is a massive volcanic cavern system on the island of Mons Igneus. The island's nature and seclusion has caused the monsters there to mutate from the ones found on the main island and have special properties to them. The cave system is full of areas to explore but around every corner may lurk grave danger as aggressive monsters inhabit the inside and attack all who enter.
Sea Glass Cove is an underwater system that was formed beneath the island. It is comprised entirely of sea glass and thus one can view the aquatic life in the ocean through the walls and floors of the dungeon. Though vast and breath taking this dungeon is not without its dangers and is only ventured by the bravest of warrior natives when precious stones and other items are needed.
A new area means new gathering nodes! A variety of new leathers, fish, plants, minerals, ores and more are scattered throught out the islands and can be utilized towards crafting better weapons, clothing, and jewelry.
New materials can also be used for new food recipes as well as colors and dyes for painting and clothing. Help the locals with their missions to attain Renn, new items and weapons as well as new friends. Brave the wilds and tame new monsters like you've never seen! Any creature here is sure to be a great new companion for trainers.