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Hidden 10 yrs ago Post by Ostarion
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It is recommended that you have watched Log Horizon's first season or more in order to understand this RP. This is not a requirement though, as I think we might have enough information in this thread to give one a good idea of how this RP will work.

"As of today, Elder Tale stands as the largest and most popular MMO in history. Originally a simple American MMORPG created by Atharva Inc, Elder Tale quickly grew in popularity, and now has a massive playerbase. As the game grew in popularity, more servers were created in order to accommodate players from different regions, making Elder Tale a fully-global MMO. The Japanese server alone has more than 100,000 active players who have created over 1,200,000 unique characters.

However, during the release of Elder Tale’s twelfth expansion pack - Homesteading the Noosphere, several hundred thousand players on every server who were logged in at the time of the update found themselves trapped inside of the game. This event became known as the Apocalypse."


This RP takes place 3 ingame days after the Apocalypse, on the Western European server rather than the Japanese server. As a result, many things have not yet been discovered, such as how to make food with actual taste. It also takes place in a different land than on the Japanese server, with different locations, and different dungeons. Naturally, the guilds will also be different, and this story follows the tale of a single guild’s adventures (and misadventures) in Elder Tale. Because of a lack of information about the European server, this RP will involve some creativity and some worldbuilding. There is also likely going to be a player limit, as this RP will likely be difficult to control if there are too many people.

All in all, this Roleplay will follow an adventurous, player-built story. Sometimes serious, sometimes light-hearted, with a few comedic moments thrown in between.
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Map of Turon, the group of kingdoms and countries that Elder Tale uses



Biome Map of Turon


Accepted Characters

Inull - Scrub Mage
Cider - SilverDawn
Lemonade - McFazzer
Serke__ - Oni_
Laguna Seca - Ramzam
EarlTrevorVI - Lennon79
Ra - Tyrant from the west
Swiftstar - swifttalon
Souless - AliceZaru
Ava - Kilo6
1Charak2 - 1Charak2

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Humans
The most common within the world of Elder Tale, and the most popular race chosen by players. Humans in Elder Tale have balanced stats, are easy for beginners, and have many customization options, making them popular among players in Elder Tale.

Elves
‘A long-lived race that is found among forests and ancient ruins around the world.’

Another popular choice among Elder Tale players, the Elves are well-suited to roles revolving around archery and have a distinct advantage over other races when it comes to the willpower-related stats. Most Elves resemble humans, and can only be differentiated physically by the fact that Elves have long, pointy ears.

Dwarves
A diminutive race with a short, stocky build. Dwarves are exceptional at Fighter classes and smithing and boast high magical resistance along with larger pools of stamina compared to other races. They are easily identifiable due to their height, which tends to range from 100cm to 140cm. This can prove troublesome for people who chose the Dwarf race, as they have to deal with being much shorter than usual.

It should also be noted that female Dwarves tend to look ball-shaped and plump, rather than stocky and muscular.

Half-Alvs
Despite the fact that the Alv race was wiped out by an ancient war, they commonly bred with Humans. As a result, Human families occasionally give birth to Half-Alvs due to Alv genes still being inside of the gene pool. They are strikingly similar to Humans physically, and can only be told apart because of the mysterious emblems found on the tongue of a Half-Alv. Half-Alvs have a high magical affinity.

For some reason, Half-Alvs receive storyline bonuses when doing campaigns or exploring dungeons.

Werecats
One of three types of beast-men races, Werecats are feline in appearance and in characteristics. They have high dexterity and heightened senses. They lack feline tails, but do have cat ears and facial fur. This race is popular amongst cat fans; some going as far as to have Werecat-only guilds, excluding other races.

Wolf Fangs
Another beast-men race. Chosen commonly by dog-loving players, Wolf Fangs are humanoid creatures with thick hair, and wolf-like features. Unlike Werecats, who always resemble humanoid cats, Wolf Fangs normally appear as Human-like in appearance. During combat, they may call upon their wolf characteristics to gain large strength boosts. They also gain golden eyes, wolf ears and a tail.

Fox Tails
The third beast race. Unlike their physically enhanced wolf and feline counterparts, Fox Tails are magically adept. To offset this, all Fox Tails will randomly lose a skill/technique/spell from the main class list when levelling. This feature makes the Fox Tail race slightly less popular among Elder Tale players.

Race of Ritual
Currently the most mysterious playable race. It has immense magical power which can surpass the Fox Tails, and houses a great deal of knowledge. All members of the Race of Ritual have tattoo markings naturally etched into their bodies. These tattoos are dubbed ‘Runes’.

It is rare to see anyone play as the Race of Ritual, as they also have an extremely low health pool.

Alv
The Alv is a race with high intelligence and magical latents. They were well-known as an inventor of magic. Nonetheless, their birth rate was very low, resulting in having a small number of population which invited other races to destroy them.

Other races including Human, Elf, and Dwarf first raided the Alv for their magical knowledge and items, followed by them attacking the Alv themselves using their superior numbers. The Alv subsequently became slaves for trading, and some were violated and gave birth to children which are currently known as the Half-Alv.
Six Scrapped Princesses were parts of this slavery but pampered like gemstones due to their beauty residing in 6 different countries. They were the masterminds behind the war between the three remaining races to avenge the destruction of the Alv, leading to the high number of casualties estimated to be about the current number of the Elder Tale population. When the Six Scrapped Princesses were found out and about to be killed, the first World Fraction occurred, creating demi-humans. Monsters.

This race is extinct, and is not playable.
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Warrior Classes








Weapon-Based Classes








Healer Classes








Mage Classes






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In Elder Tale, you are able to choose both a combat class, and a subclass. There are currently over 90 different kinds of subclasses to choose from. Unlike regular combat classes, a player is able to change their subclass, as long as they are willing to lose all abilities and EXP that came with said class. Subclasses can be organized into three different types: Production, Role-Playing and Titles.

Production Subclasses

Production Subclasses are subclasses which allow players to create and craft items. There are many players who prefer crafting items to aid their comrades over fighting monsters or exploring dungeons. Many guilds dedicate themselves to producing items and are important pillars of Elder Tale's economy. It is fairly easy to learn a production subclass. One just needs to buy an instruction manual from People of the Land and can start accumulating experience points.

After the Homesteading the Noosphere update, items that were unavailable in the game prior to the update can be created by players with appropriate subclasses and with high enough levels.

Artisan
The Artisan subclass enables players to work with precious metals and gems. It is possible to switch to this subclass by purchasing an Artisan handbook from an NPC in one of the town zones.

Artisans are able to create intricate jewelry and other decorative items.

Alchemist
As its name suggests, an alchemist is basically a researcher who studies the magical effects of elements and chemicals upon people and other things. Alchemy is the subject of transforming one element into another, also known as transmutation. One of the most famous of all transmutations is the ability to transform base metals such as lead into gold.

Blacksmith
Blacksmiths can produce items out of metal including armor and weapons. A player can become a blacksmith by purchasing an instruction manual from an NPC in a town zone. Normal blacksmith skills include the forging and shaping of iron and other crude metal alloys, in order to produce swords, shields and other metal weapons and instruments.

Blacksmiths are also the only subclass which allows a player to repair equipment for allies and themselves.

Brewer
As their name implies, a brewer's main occupation is to create alcoholic beverages and seasonings.

Chef
The Chef subclass allows the player to create food by combining ingredients via the in-game command menu. After ten seconds, the desired food item will appear and will look identical to its real-life counterpart.
After creating the food, players can sell it to NPC merchants, who in turn can sell it to other adventurers. Under this system, the food must always be made with the same ingredients, and no matter who cooks it, the food always ends up having the same appearance and taste.

Mechanic
As its name suggests, this subclass deals with the construction and maintenance of machines.
In the medieval world of Elder Tale, a mechanic's skills is limited to relatively simple machines and constructs such as levers, wheels, pulleys and such.

Pharmacist
A Pharmacist is able to create potions from ingredients which can provide different effects to those who drink them. Pharmacists typically create Healing Potions and MP Potions, however, some have taken to creating potions which can temporarily empower a player’s stats.

Tailor
Tailor subclass enables a player to be able to manufacture items out of cloth and leather. The types of items that the player is able to produce varies by their skill level but are known to include armor and aprons

Woodcrafter
The Woodcrafter subclass enables players to create a variety of wood items from raw ingredients.
Role-Playing Subclasses

Instead of creating and crafting items, players may choose role-playing subclasses. Some are known to give additional stats or other benefits, while others are primarily for entertainment value and are considered as a joke or gimmick subclasses.

Accountant
The Accountant subclass grants the player a bonus when conducting business transactions or negotiations with other players and NPCs in the game Elder Tale.

Advertiser
Self-explanatory.

Animal Trainer
The Animal Trainer can tame and domesticate various animals including taking care of them. Certain animals can assist their owners in combat. Domesticated animals act as pets, and can follow the owner around until killed. Animals tamed this way cannot be killed unless they are in combat.

Apprentice
An Apprentice is able to register another player to be his/her teacher. Though unpopular due to it lacking a "unique" skill set, an Apprentice is able to copy the low- and mid-level skills of his/her teachers' subclass and receives experience bonuses making it easy to level. Furthermore, when an Apprentice chooses to switch to another subclass, the skills that he/she learned pertaining to that subclass is carried over along with all the experience gained during the player's time as an Apprentice.

Aristocrat
An aristocrat is basically a member of the nobility and is normally a People of the Land. As such, he or she is a landowner and is either involved in politics, business or the military.

Assistant
Assistant is a subclass meant for immersion, and comes with no benefits.

Berserker
The Berserk subclass is intended for combat, and comes with many combat-oriented abilities and bonuses. In combat, Berserker can attack enemies head-on in a nearly-uncontrollable battle rage, making this subclass good for a purely offensive strategy.

Border Patrol
Border Patrol provides strong defense and offense in combat and takes heavy damage from foes, always holding ground as long as possible until victory or defeat.

Butler
A Butler is another role-playing class, much like the Assistant. The Butler is tasked in serving a master in every need and always loyal to him/her.

Carpenter
A Carpenter is much like a construction class, but much more limited. It allows for the creation of wooden flooring only.

Chindon’Ya
A joke subclass, it provides little benefits to its bearers. In fact, the only skill it provides is the ability to bang on drums really loudly and make a lot of noise while walking.

Cleaner
Unlike the Housekeeper subclass, the cleaner subclass is purely for role-play, and does not provide benefits.

Courier
As its name suggests, the role of the courier is that of messenger and delivery man. He or she can also be crucial for communication when telepathy is not possible, especially among the People of the Land.

Courtesan
Using its historical connotation rather than its modern suggestion, Elder Tale Courtesans often act as escorts to nobles and are able to influence them politically or even economically.

Dairy Farmer
The Dairy Farmer's main duty is to raise cows and collect milk from them to be made and sold as dairy products, such as whole milk, cheese, yogurts, etc.

Dancer
The Dancer, before the Apocalypse, allowed access to many different dances. After the Apocalypse, this subclass was turned redundant because of the change in controls.

Farmer
The Farmer allows for the creation of farmland, and allows users to grow plants and get more product per harvest.

Fisherman
As the title suggests, a Fisherman's main job is to catch fish for food. Basically he is like the Hunter, but uses a more passive means for catching his prey, such as using fishing rods, lures and nets.

Food Fighter
The Food Fighter allows players to have a grand gourmet’s sense of taste, an iron stomach (which comes with an immunity to poison), and the ability to consume food faster. Food Fighters are also able to taste food created with the in-game menu as if it were real food.

Fortune Teller
The Fortune Teller allows players to “bless” other players with slightly increased experience, drop rate, health regeneration, etc.

Harvester
The Harvester allows players to harvest wild plants and a Farmer’s crops to get more ingredients than the average player.

Herbalist
Herbalists have the ability to make Herbal Remedies from various ingredients.

Hitman
A subclass for those who enjoy hunting. Other Adventurers are able to give you targets to kill. A Hitman is able to tell what city a target is in, but not the exact location. Outside of safe zones, Hitmen gain a considerably accurate pinpoint of a target’s location.

Killing your target earns you rewards, but dying in any way before killing your target makes you lose said target, forcing you to find another hit.

Housekeeper
The Housekeeper subclass enables a player to clean a dwelling with relative ease. They can level by brooming, drying, washing, wiping, or cooking.

Hunter
Hunters hunt down monsters for their ingredients. They have skills to help them doing so, such as tracking scents.

Knight
Someone with the Knight subclass can use any melee weapon and a shield in battle.

Maid
A roleplaying subclass which can learn low level skills from the Chef, Tailor, Farmer, Brewer, Dairy Farmer, Housekeeper and Herbalist subclasses.

Merchant
Merchants receive a price advantage during negotiations and bargaining. They trade and sell valuable items and artifacts for profit.

NEET
A joke subclass. A NEET is unable to learn any skills, or gain any EXP. Their health regenerates astronomically while doing nothing, though.

Pathfinder
Pathfinder lets a character earn more loot when monsters are killed and the ability to detect nearby enemies. Another role of the pathfinder is as a guide to a group, occasionally being able to locate alternate paths on a journey which are safer, or have better loot.

Physician
A Physician can tend to the person's wounds and ailments with his/her medical abilities and expertise.

Poison User
Most poison users use poison on their weapons through various means. Assassins, for example, can coat their kunai with poison so that if he/she is able to cut the target, they are instantly injected with the toxic substance. Poisons come with a variety of effects, ranging from body weakness, paralysis or death.

Scholar
As its title infers, a scholar is basically a researcher and historian. His main duty is to collect data and perform studies on various topics.

Sigilmaker
The Sigilmaker (Sigilmancer in certain servers) allows players to create magical glyphs infusing their own spells into a compressed form. This allows for a weaker, and single-use version of that spell.

Storekeeper
The Storekeeper is in charge of the guild hall's storage room, checking on every available supply for the guild's daily needs.

Swordsmith
The Swordsmith is a derivative of the blacksmith, specializing in creating swords. Because this subclass is difficult to level, there are few high-level Swordsmiths around. As a result, their skills are highly valued.

Tracker
As the name implies, the Tracker subclass gives players additional skills that allows them to track other players or foes, erase their presence or move in the dark. Though these skills are useful, they are seldom used thus the subclass is in the middle in terms of popularity. Skills belonging to this subclass, combined with the Assassin class, allow the user to easily dispatch enemies without them knowing.
Trackers are also useful for Hunter-types to find game or ingredients.

Undead Hunter
The Undead Hunter's role is to hunt down and annihilate the Undead with his/her holy weapons. They gain a damage advantage on vampires.

Vampire
Like in legend, Vampires are weakened in daylight but are given various buffs during nighttime. Although they can still travel in daylight, they tend to avoid it.

War Priest
A player with the War Priest or Holy Warrior subclass can replace some Warrior-class skills with Healing-class skills.
Titles

Titles are a special type of subclass that can only be unlocked by players after completing a specific task or equipment. Some are considered legendary due to the limited amount of players who can acquire them and have already been acquired by famous players since the start of the game. They are known to grant abilities that will benefit players in and out of battle.

Congrats if you actually decided to read all the way down here. Note that you are allowed to create your own subclasses, but it is recommended that you talk to one of the GMs about it before you do.
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Prior to the apocalypse, Adventurers logged onto Elder Tale and played online via PC. However, ever since the Apocalypse, Adventurers now experience the world literally, and can interact with the environment as though they are physically there. One of the main difficulties that Adventurers have encountered was the use of in-game menus during combat -- specifically that accessing these menus is impractical while in the heat of battle, but it has been recently discovered that you are able to create voice shortcuts in order to use your abilities.

Another difficulty encountered is the change of perspective. Adventurers now have to fight in first-person view versus the original rotatable camera on a PC monitor. Adventurers now have both visual limitations and blind spots, this is especially true when fighting in dark areas or against large monsters such as Raid Bosses.

In addition, it is also possible to feel pain whenever a player's avatar takes damage. It is commonplace for player avatars to be cut, bruised or even bleed. Wounds like these do go away over time, with the use of healing classes or passive regeneration.

It should also be noted that character's may use their skills anywhere in the game, and fighting outside of towns was a common occurrence before the Apocalypse. Fighting and killing Adventurers is still a feature, but attempting to fight within safe zones will cause the Royal Guard to intervene and kill the instigator.

As with all MMORPGs, it is completely possible for Adventurer's to die when their HP falls to 0. Luckily, a dead Adventurer will resurrect at the cathedral of the last town they had entered. This can prove troublesome if you are travelling to a different town and die before reaching it, as you will find that you are back where you originally began your journey.

Despite this ability of resurrection, dying is not without it's drawbacks. Though no player on the Western Europe is currently aware, dying results in gradual memory loss. However, this is a minor loss, and it would take many, many deaths for this drawback to take a noticeable toll.
The Stat System

Currently in place to balance the combat aspect of the RP is the stat system. Created by three bumheads (You know who you are) with way too much time on their hands, the stat system is what decides the strength of your character. All races start with base stats, and classes take away from, or add to these stats to decide the strength of each of your character's attributes. It should be noted that while the stat system is displaying numbers, the numbers are actually approximations e.g Having a 1 for HP does not mean you have 1 health point. It means your health pool is simply very low. In addition, this stat system does not apply to monsters, as it would be much easier to just treat them as any other enemy in an RP.

Stat List

Level (Lvl)
Technically considered a stat in the sense that it also controls combat. As you level up, your prowess increases. A level 10 Guardian with a very high HP stat would likely have less HP than a level 90 Sorcerer with a very low HP stat due to the level difference. This rule applies to every stat.

Hit Points (HP)
Health. This is the stat which determines how much damage you can take before dying and resurrecting at the cathedral. Hit Points can be replenished through the use of health potions, or healing spells. Hit Points also passively regenerate, albeit slowly.

Mana (MP)
Mana is the resource which every Adventurer must use in order to use spells or abilities. Mana passively regenerates, and can regenerate faster for magic-oriented classes such as the Sorcerer or Enchanter. Most abilities and skills cost mana, and when it runs out, you cannot cast any spells or abilities until it rises again.

Strength (STR)
Strength is the stat which controls how much damage you deal when using weapons which are strength based, such as hammers, greatswords and axes. A higher strength stat increases the damage you deal with such weapons. Strength weapons tend to be slow in comparison to dexterity weapons, but will more often than not hit much harder. Strength weapons also tend to deal blunt damage, or slashing damage.

Dexterity (DEX)
Dexterity controls how much damage you deal to enemies when using weapons which require finesse or skill. Weapons such as spears, rapiers and bows fall under this category. A higher dexterity stat allows you to do more damage when using these types of weapons. Dexterity weapons are considerably faster than strength weapons, but tend to do less damage as a result. Dexterity weapons also tend to do piercing/thrusting damage, and some may also do slashing damage, as many swords can fall under either the strength or dexterity category.

Physical Defence (Physical DEF)
Physical Defence can help make a Adventurer resistant to damage from non-magical weapons.

Magic Defence (Magic DEF)
Magical Defence is similar to Physical Defence, but instead of making a character more resistant to physical damage, it makes Adventurers resistant to anything that isn't physical damage. Be it fire damage or dark damage, Magic Defence provides resistance to it all.

Intelligence (INT)
Intelligence, the stat which determines a Adventurer's magical power. A higher intelligence stat equates to stronger magical damaging abilities. This stat is more oriented to the Magic Classes of Elder Tale.

Willpower (WIL)
Willpower is the stat which decides a Adventurer's healing capabilities. High willpower stats equals a stronger heal. Healer Classes will use this stat the most.

Agility (AGI)
Agility is everything that has to do with movement and evasion. A higher agility stat gives Adventurer's a better chance at counterattacks or evasion, and can help to increase their movement speed.
Racial Stats

Note that these numbers equate to APPROXIMATIONS, as I've stated before:

* = Only achievable with certain class/race combinations

8 - Extremely High*
7 - Very High
6 - High
5 - Above Average
4 - Average
3 - Below Average
2 - Low
1 - Very Low
0 - Extremely Low*
Humans

HP: 4

MP: 4

STR: 4

DEX: 4

Physical DEF: 4

Magic DEF: 4

INT: 4

WIL: 4

AGI: 3
Elves

HP: 4

MP: 5

STR: 3

DEX: 4

Physical DEF: 3

Magic DEF: 4

INT: 4

WIL: 5

AGI: 3
Wolf Fangs

HP: 4

MP: 3

STR: 5

DEX: 3

Physical DEF: 5

Magic DEF: 3

INT: 3

WIL: 3

AGI: 3
Dwarves

HP: 5

MP: 3

STR: 5

DEX: 2

Physical DEF: 5

Magic DEF: 6

INT: 2

WIL: 4

AGI: 3
Half Alvs

HP: 4

MP: 5

STR: 3

DEX: 3

Physical DEF: 3

Magic DEF: 4

INT: 5

WIL: 5

AGI: 3
Werecats

HP: 4

MP: 4

STR: 3

DEX: 5

Physical DEF: 3

Magic DEF: 3

INT: 4

WIL: 4

AGI: 4
Fox Tails

HP: 3

MP: 5

STR: 3

DEX: 3

Physical DEF: 2

Magic DEF: 4

INT: 5

WIL: 5

AGI: 3
Race of Ritual

HP: 1

MP: 5

STR: 3

DEX: 3

Physical DEF: 2

Magic DEF: 2

INT: 6

WIL: 6

AGI: 3
Class Stat Modifiers

In addition to the race base stats, stats are also altered by your chosen class.

Warrior Modifiers

Guardian

+1 HP
+2 Physical DEF
+1 Magic DEF

-1 INT
-1 WIL

Paladin

+1 HP
+1 MP
+1 Physical DEF
+1 WIL

-1 INT

Monk

+2 HP
+1 STR
+1 AGI

-2 MP
-1 Physical DEF
-1 Magic DEF

Weapon-Based Modifiers

Assassin

+2 DEX
+1 STR
+2 AGI

-1 Physical DEF
-1 Magic DEF
-1 INT
-1 WIL

Swashbuckler

+1 HP
+1 MP
+1 DEX
+2 AGI

-1 INT
-1 WIL

Bard

+1 MP
+1 INT
+1 AGI

-1 WIL
-1 Physical DEF
-1 Magic DEF

Healer Modifiers

Templar

+1 MP
+1 STR
+1 WIL

-1 INT
-1 AGI

Druid

+1 MP
+2 WIL

-1 HP
-1 Physical DEF
-1 Magic DEF

Exorcist

+2 MP
+1 Magic DEF
+1 WIL

-1 Physical DEF
- 1 STR
-1 DEX
-1 AGI

Mage Modifiers

Sorcerer

+2 INT
+2 MP
+1 Magic DEF

-1 HP
-2 STR
-1 DEX
-1 Physical DEF

Summoner

+2 INT
+2 MP
+1 Magic DEF

-1 HP
-2 STR
-2 DEX

Enchanter

+ 2 INT
+ 3 MP

-1 HP
-2 STR
-2 DEX
-1 Physical DEF

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Monsters

Monsters are the creatures that roam the world of Elder Tale. They live almost anywhere and attack those who dare to venture their path. A threat to the People of the Land, monsters are the main enemies of the Adventurers and a source of their income, experience and items. Most monsters leave meat or skin behind, while Raid Boss monsters drop equipment and valuable items. After the Catastrophe, though, Adventurers found that fighting them was much more difficult due to the physical and mental strength required. Monsters had little-to-no intelligence, however, making them easy to outsmart and control. However, it should be noted that monsters are gaining intelligence, beginning to use battle formations and training their members. Raid Bosses also refuse to remain in their respective zones, and will now wander around, and can team up with other Raid Bosses to kill adventurers more efficiently.


Monster Ranks
Monsters are divided into different ranks depending on their difficulty.

Normal Rank
Most monsters belong to this rank. Designed to be easily defeated by Adventurers of the same level with simple skills and store bought equipment, these monsters are perfect for 1-on-1 fights.

Party Rank
Monsters of this rank can be found mostly in dungeons. The Party Rank can be further divided into different ranks. These are Party x2, x3 up to x6. The number represents the Adventurers of the same level needed to fight the monster on equal terms. For instance, a monster with the rank of Party x4 would require four Adventurers of the same level.

Raid Rank
Raid rank monsters can usually be found in the deepest parts of large dungeons and at the end of highly difficult quests. Similar to Party rank monsters, monsters of the Raid rank can be further classified into four: x1 up to x4. A x1 rank needs 24 people in a Full Raid while a x4 rank needs 96 people in a Legion Raid.

Minion Rank
Monsters summoned by other monsters with Summoner techniques belong to the Minion rank. The lowest ranking monsters, monsters of the Minion rank are only two-thirds as strong as Normal monsters.
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People of the Land

People of the Land or ‘Landers’ can be utilized for a number of things including the purchase of food, items, clothing, and can be spoken to for quests. What forms these types of quests take are up to assumption, but escort and monster hunting quests appear to be present.
Following the apocalypse, the number of People of the Land increased by five or ten-fold, but they still remained weak compared to players, and if they chose, players could use their superior strength to take their belongings or their lives. Furthermore, instead of just being seen as NPCs, the People of the Land now have memories, feelings and even their own histories, making them far more human than before.

There are powerful People of the Land like the Royal Guard and the Ancients. Normal People of the Land can also get stronger and level themselves up. However, their rate of improvement is about 1/4 that of Adventurers and the highest level they can achieve is around 60 or so. Even the strongest of People of the Land knights are still no match against a single Level 90 Adventurer. Only by donning the Mobile Armor of the Royal Guard, is a Person of the Land able to defeat most high-leveled Adventurers with ease. However, due to the armor's restrictions of fighting only within a city's borders and its dependence on the city's magic circle, this is a limited advantage at best.

Royal Guard
The Royal Guard are powerful entities within the game of Elder Tale that are charged with maintaining security and public order within cities and safe zones. They appear whenever a fight breaks out in these places, and if the players involved don't stand down, they will either be killed or taken away to a jailhouse. Guards are actually special level 100 People of the Land who gain their high levels through their Mobile Armor. The Mobile Armor suit is able to boost a Person of the Land's level up to around 90 - 110, strong enough to defeat most Adventurers with relative ease. The suit can also provide its user with night vision suited for night patrols.
The suit's large size makes it almost impossible to move without the assistance of a large magic circle found underneath player cities; that same magic circle also prevents monsters from entering the city. Due to the fact that it relies heavily on the magic circle for power and movement, the armor is limited to the city's boundaries, and the armor's user cannot fight Adventurers or monsters outside of the city. Any separate "zones", such as guild halls and Inns, are also inaccessible to the Royal Guard because it is not covered by their teleportation system. Furthermore, as the suit is not designed to take damage, it does not boost its user's recovery rate.

The Royal Guard, while in their mobile suits, are capable of teleporting anywhere within Player City walls. However, these suits can only be used within those walls due to the giant magic circle underneath the ground that allow for its movement. All Royal Guards are around level 110 in order to be capable of putting down violent Adventurers. Royal Guards are capable of monitoring the actions of Adventurers and People of the Land, but not their fellow Guards. All Guards' actions are deemed to be enforcement of security, and so any Guard that strays from their normal duty won't be detected. The Royal Guards wields any heavy melee weapons.

They appear as black, armored knights wearing long black capes, wielding either a battle-axe or sword. Some Guards are also seen dual-wielding their weapons. They teleport from a ball of blue light and float in mid air whenever players in cities or safe zones are about to fight. The Mobile Armor donned by the Guard are a legacy of the now-extinct Alvs.

It seemed that the Royal Guard are seemingly the only ones not affected by the Apocalypse, possessing almost no personalities or backgrounds unlike the other Landers. This changes when the Lander removes their armour.

Ancients
Stronger than Adventurers of an equivalent level, most are apart of the Thirteen Chivalric Orders, groups of ancients which oversee the protection of their designated server. The Knights of Alvar, the order designated to the Western European server, has vanished since the Apocalypse. Although this is a secret in which only Lander Nobles are currently aware of.
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Currently the only available guild is Silverfall. More guilds will eventually be added, for story reasons and/or in the event that we decide to open up this RP to a large number of people. For now, it's Silverfall or guildless.


Silverfall


Originally a small - medium sized combat/adventuring guild, Silverfall was founded while Elder Tale was at the peak of it’s popularity, and due to the already large number of guilds in the Western European server, Silverfall remained a small guild. Although this came with the benefit of the guild members knowing each other quite well. Together they had taken on a few dungeons and reaped their rewards, although this was when Elder Tale was still a game. Since the Apocalypse, Silverfall have been attempting to understand and stabilize their current situation, by doing jobs for Lander Nobles and regular People of the Land.
Reforge


Reforge was once an extremely small guild of blacksmiths renowned for their well forged weaponry. Primarily a production-like guild, Reforge had no place in actual combat. Only two members had were logged on during the apocalypse, so Reforge is on the verge of being disbanded.
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Ostarion The Skeleton King

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Ostarion The Skeleton King

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Rules

0.) The decisions of the GMs and Co-GMs are final. Respect them.

1.) General RP rules. (No Godmodding, metagaming etc)

2.) I'm expecting casual standards for this RP. A decently sized paragraph (Five. Lines.) or more per post. If you want to write a page describing the colour of the grass, I won't stop you.

3.) No, you may not go above level 90 in your application. This one is non-negotiable.

4.) Not necessarily a rule, but I suggest that you PM me if you have any questions. There are some things that may not have been clarified as well as they should have been, which may confuse a few people.

5.) Put a 'XYZ' somewhere in your application if you're actually reading this. There aren't any consequences for not doing it, I'm just curious as to whether or not it works.

6.) Even if you do not want to reveal your character's backstory OOC, you are still required to inform me in a PM what you're actually going for.

7.) No Canon characters or guilds.

8.) Yes, NPCs are there for you to control at times. But make an attempt to keep them in character.

9.) If you have ideas for the story, then PM the Co-GMs or myself, we'll take it into consideration.

10.) Have fun. Or don't. Can't really force you to.

11.) I probably should not have saved this for the last rule, but no, you may not have an Overskill/Teaching in your application. That comes much later in the RP. It's like having training wheels with no bike.
(Not sure about that analogy. If it doesn't make sense, pretend it doesn't exist)
Class Notes

Currently, you are will have a maximum of 20 different skills at level 90 - excluding basic attacks, which would simply be hitting an enemy with whatever you're holding.

14 Skills
4 Subclass Skills
2 Necessary Passives

You would gain one ability every five levels, logically. As for what you would have at level one...ignore that. Also, there are currently no racial skills, but it's being worked on. Feel free to PM one of the Co-GMs or I if you wish to brainstorm
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* = Optional Information.

.

Adventurer CS



In-game Appearance

<Quote goes here>

*Name:
(The name of your character)

Username:
(Your character's username)

*Age:

Race:

Class and Level:

Subclass and Level:

*Guild:

Background:

*Personality:
(This is optional as you may want to keep the personality a secret until the RP begins)
Stats

HP:

MP:

STR:
(Strength. The equivalent of damage for weapons which require strength, such as hammers and greatsword. Higher strength equals more damage when using strength weapons)

DEX:
(Dexterity. The equivalent of damage for weapons which require finesse, such as rapiers or spears. Higher dexterity equals more damage when using dexterity weapons)

Physical DEF:
(Defence against physical damage)

Magic DEF:
(Defence against anything that isn't physical damage)

INT:
(Intelligence. The equivalent of magical power. Higher intelligence equates to more magical power)

WIL:
(Willpower. The equivalent of restorative and healing energies. Higher Willpower means stronger healing and regenerative effects)

AGI:
(Agility. Increases your evasion rate. Higher AGI means a higher dodge chance)

Spell/Skill List:

Equipment:



.

People of the Land CS



In-game appearance

<Quote goes here>

Name:

Age:

Race:

Class and Level:

*Profession:
(Much like a subclass, but more realistic)

Background:
(Your character's background, were they born into a noble family? Were they a peasant? Tell us their story)

*Personality:
Stats

HP:

MP:

STR:
(Strength. The equivalent of damage for weapons which require strength, such as hammers and greatsword. Higher strength equals more damage when using strength weapons)

DEX:
(Dexterity. The equivalent of damage for weapons which require finesse, such as rapiers or spears. Higher dexterity equals more damage when using dexterity weapons)

Physical DEF:
(Defence against physical damage)

Magic DEF:
(Defence against anything that isn't physical damage)

INT:
(Intelligence. The equivalent of magical power. Higher intelligence equates to more magical power)

WIL:
(Willpower. The equivalent of restorative and healing energies. Higher Willpower means stronger healing and regenerative effects)

AGI:
(Agility. Increases your evasion rate. Higher AGI means a higher dodge chance)

Spell/Skill List:

Equipment:



.

NPC CS: Adventurer



In-game appearance

<Quote goes here>

*Name:

Username:

Age:

Race:

Class and Level:

Subclass and Level:

*Guild:

Personality:
Stats

HP:

MP:

STR:
(Strength. The equivalent of damage for weapons which require strength, such as hammers and greatsword. Higher strength equals more damage when using strength weapons)

DEX:
(Dexterity. The equivalent of damage for weapons which require finesse, such as rapiers or spears. Higher dexterity equals more damage when using dexterity weapons)

Physical DEF:
(Defence against physical damage)

Magic DEF:
(Defence against anything that isn't physical damage)

INT:
(Intelligence. The equivalent of magical power. Higher intelligence equates to more magical power)

WIL:
(Willpower. The equivalent of restorative and healing energies. Higher Willpower means stronger healing and regenerative effects)

AGI:
(Agility. Increases your evasion rate. Higher AGI means a higher dodge chance)

Spell/Skill List:

Equipment:


.

NPC CS: People of the Land



In-game appearance

<Quote goes here>

Name:

Age:

Race:

Class and Level:

*Profession:
(Much like a subclass, but more realistic)

Personality:
Stats

HP:

MP:

STR:
(Strength. The equivalent of damage for weapons which require strength, such as hammers and greatsword. Higher strength equals more damage when using strength weapons)

DEX:
(Dexterity. The equivalent of damage for weapons which require finesse, such as rapiers or spears. Higher dexterity equals more damage when using dexterity weapons)

Physical DEF:
(Defence against physical damage)

Magic DEF:
(Defence against anything that isn't physical damage)

INT:
(Intelligence. The equivalent of magical power. Higher intelligence equates to more magical power)

WIL:
(Willpower. The equivalent of restorative and healing energies. Higher Willpower means stronger healing and regenerative effects)

AGI:
(Agility. Increases your evasion rate. Higher AGI means a higher dodge chance)

Spell/Skill List:

Equipment:

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INFORMATION COMING SOON
Hidden 10 yrs ago Post by WanderingSpirit
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This is a serious question... what happens if we have an HP stat of 0 :D? ((Roleplay wise along with stat wise at lets say level 90))
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WanderingSpirit said
This is a serious question... what happens if we have an HP stat of 0 :D? ((Roleplay wise along with stat wise at lets say level 90))


A 0 in HP would most likely be around 4000-6000 HP at level 90.
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welp getting to work on my cs... after school XD
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Its not a game anymore And i don't even want to attempt dying.
*Name:
Nathan Dean (xyz much? XD)
Username:
1Charak2

*Age:
16

Race:
Human

Class and Level:
Assassin Lvl 62

Subclass and Level:
Pharmacist Lvl 42

*Guild: Guildless

Background: Nathan was like the other kids in his class, doing exams hoping for the best when the results came. Cracking up under pressure you knew normal School life. But when he got home. It was hello mum and Straight onto Elder Tale. A game he had Started a month ago and enjoyed playing it Casually it was enjoyable but he was never really extremely into it. so he just choose a class he thought looked and sounded cool which was the Assassin build. After that he decided to go with a small Gimmick idea Be the fastest assassin their ever could be and worked from their going for Speed and Attack over everything else.

Then The apocalypse happened and well Nathan well now called Charak was basically who he always wanted to be. but he also gained a fear of death. so much so even the mention of it seems to shake him. Because anyone can hide behind a mask he is very distrustful and always will be because of the fact when he first played he got scammed out of his exp pots. but neither the less it didn't faze him that much until the apocalypse happened now people could be really really cruel...

*Personality: To be revealed...

Stats

HP: 4

MP: 4

STR: 5

DEX: 6

Physical DEF: 3

Magic DEF: 3

INT: 3

WIL: 3

AGI: 5

Spell/Skill List: (Lvl 62 = 12 (right?) skills)
Main class Skills
Deadly dance Cool-down: 0.5 second's Cast-time: 0.9 (this reduce's by 0.1 for each stack max 8) (stack breaks if Skill is not used again within 10 second's or a different skill is used)
Deals minor Damage but increases with each stack for a fast paced flurry of hit's

Accel Fang Cooldown: 0.4 Second's Cast-time 0.3 Second's (Increase Speed by 10% Stacks up to 5 times up to 50 percent Stack breaks if Skill is not used again within 6 Seconds or A Different skill is used)
Deals Mediocre damage But Gives a speed bonus

Assassinate Cool-down 24 Hours Cast-time: 1 second (maximum damage 10,000)
If performed on those 10 levels below the user. It usually Results in a instant death.

Sweeper Cool-down 5 second's Cast-time 2 second's (Enemies that are on low hp or on a Considerably lower level are Instant killed its what makes the assassin The assassin.)
(Charak always favored this skill because well who wouldn't) Inflicts a Coup de grace with minimal movement.

Paralyzing Blow Cool down 3 minutes Cast time 1 second Active: 1 Minute (When the attack is inflicted while paralyzing blow is active The damage is increased and their is a chanced to Paralyze the enemy)
sustainable damage Plus the chance to paralyze

Hide - Walk Cooldown 0.1 (albeit a high mp cost) Cast time 0.4 (Runs into the blind spot of the enemy, a skill that raises the hit and critical rate of the next attack. Although it is useful, constant rapid use will leave one with no Mp)
Its a useful maneuver when used in conjunction with Stealth blade

Shake off Cooldown 12 hours Cast time 0.5 Throws something at the ground creating a smokescreen Blocking the line of sight To negate Hate for the Duration. can use movement skills while the Smokescreen is active
-'dammit i Forgot to run' - Charaks first time using it

Gust step Cooldown 6 minutes Cast time 0.1 second's Runs through with terrific momentum like a sudden gust, a skill that moves a small distance in a high speed dash that is almost instantaneous. When the skill is triggered you disappear, leaving behind an afterimage and instantly appear at the destination. While it only travels a short distance, it allows you to move fast while ignoring possible interference from the enemy, giving you the ability to attack from the back or sides of the enemy before they make a move, on the other hand it can also coax and attack from an enemy while you instantly withdraw, it can be used in a lot of various tactics during melee. This skill demonstrates its powers in PvP, and Assassin's who mainly use this in PvE are made fun of when they don't use it properly.
(By far The best move ever...)

Peek a boo Cool-down 5 minutes cast-time 0.5 (hidden status is removed on attack) Allow one to hide From the Enemy increase hate decrease and Gaining bonus to skills that require you to sneak up on the enemy like stealth blade
Im not Camping- Charak shouting at a party when he uses this when they accuse him of such.

Stealth Blade Cooldown : 2 second's Cast-time 1 second (it Deals more Damage if used from behind)
Deals mediocre damage from the front But deals more if attacking the enemies back

Subclass skill's
Basic Potion Making
Allows The User To create Basic Teir one potions Such as Weak healing and Weak Mana Potions With a 60% success chance with raw ingrediets

Efficient Recipe
Increases the Success chance by 15 percent
Equipment:
Occultus mucro lethalis (Translates to the Hidden Fatal Blade)
A rare Dagger Dropped Exclusive by only one type of Party Monster The Fatal Blade-master which is a random spawning boss that spawn in a random location for a hour every day before despawning. Even then The Dagger is a rare drop as your more likely to get its sword. The blade can be hidden to give the false appearance that the User is unarmed or just carrying a single dagger...
The Blade appears as a Armband while not active (appears if the User is hit or if the User uses a Skill)
Increases AGI and Dex by 1

Smithed Dagger
A Dagger Forged by one of Charaks old friend's Who wasn't online during the Apolcalypse The Dagger is by no means the best but is very reliable
Increases Damage by .25 %

Apprentice Potion Gloves
Items given as a quest reward to thoses that create their first potion's in the Pharmacist sub class
Increases Chance of Success by 10% while creating potions

Skeletons Cloth Cloak
A item From a Dungeon Chest. It is a lightweight Cloak (short trimmed) that has been known to increase the wearer's speed albeit by a small margin
Increases AGI by 1

Standard pants
Starter item. Bad things happen when you go without pants.
Does nothing
Hidden 10 yrs ago Post by WanderingSpirit
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Time for the Ultra Mana heavy Encanter >:D
Hidden 10 yrs ago Post by The Red Seelie
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The Red Seelie Eliminate the Impossible / What remains is Truth

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how does the equipment thing work... just curious
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swifttalon

Member Seen 8 yrs ago

I would assume that it's the weapons and armor that the character has. Based off the NPCs, the effects would be listed as well.
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