Not gonna lie, sorta tempted by the Klingon idea just so I can practice my Klingon and call the captain "your mother has a smooth forehead".... and then get thrown out of an airlock.
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 [Option]) 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.)
✧ Rules and Guidelines ✧
Games just wouldn't be games without rules...
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 GM 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 (no more, no less since its rotational) required per week, GM post will be on SUNDAY and THURSDAY (midnight, UTC 10 - Eastern American). Meaning you have 4 days and 3 days to post.
- Failure to post without prior notice is 1 solid warning, since this is a group effort.
- Prior notice MUST be informed 24 hours BEFORE GM post.
- 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. sleep). Worth a warning to violate.
- GM 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.
- 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.
(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. Low chance of stunning target briefly. 10MP. Stunning Punch (1/Universal) - User punches target. Medium 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 damage in addition. 50MP. Sidestep (1/Universal) - User steps aside. Low chance of evasion. 20MP. Tumble (1/Universal) - User immediately tumbles, moving forward a bit. Low 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 with medium 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. 500MP. Flying Kick (10/Universal) - User jumps and kicks target, dealing damage to up to 2 targets. 200MP. Forearm Counter (10/Universal) - User swipes aside a melee attack with their bare arm and strikes enemy. 300MP. 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. High chance of dodging. 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 50% reduced Strength and Intelligence. 300MP. Hamstring (15/Universal) - User attacks the enemy's legs, moderately reducing the target's Agility for a short time. Can only be executed from behind the target. 200 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.
Resolute Smite (Title/Universal) - User slams their shield and weapon together. All hostile units are forced to attack user for 1 attack, Action or Spell. However, User only takes 50% of the damage. Can only be used with 1 shield and 1 weapon. 200MP.
Bash (Item/Universal) - User bashes target with their shield, stunning it and pushing it back a short distance. 50MP.
Rising Strike (1/Swordsman) - User swings upwards, launching light enemies into the air. 50MP. Triple Strike (1/Swordsman) - User jabs out quickly three times, dealing low damage 3 times. 100MP. Lunge (1/Swordsman) - User lunges out with their blade, piercing a single target for moderate damage. 50MP. Double Strike (1/Swordsman) - User's next attack hits twice. 100MP. Wide Swing (1/Swordsman) - User swings their weapon in a wide arc, hitting up to 3 targets for low damage. 100MP. Battle Focus (1/Swordsman) - User's every 10th normal attack crits for double damage. Passive.
Flurry (5/Swordsman) - User slashes and impales with their sword in a flurry of motions, dealing moderate 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 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 damage against a single target. 150MP. Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals moderate damage back. Does not stack with any other damage modifier. Passive. Swordsmanship (5/Swordsman) - User gains increased damage for their normal attacks. Passive. Greater Battle Focus (5/Swordsman) - User's every 5th normal attack crits for double damage. 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 high chance. 200MP. Parry (10/Swordsman) - User parries a 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. 300MP. Whirlwind (10/Swordsman) - User spins with their blade for a few seconds, dealing moderate damage to all nearby targets. 200MP. Sweeping Strike (10/Swordsman) - User targets 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 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. Damage cannot be evaded and automatically crit strikes for 200% damage. 300MP. Blade Step (15/Swordsman) - User dashes between up to 8 targets, dealing low damage. Cannot be interrupted. 200MP. Reflex Strike (15/Swordsman) - User gains a low chance to draw their weapon automatically and block 1 melee attack. Passive. Critical Increase (15/Swordsman) - User's crit strikes deal 300% rather than 200% damage. Passive. Sword Master (15/Swordsman) - User gains increased damage for their normal attacks. Stacks with Swordsmanship and Greater Swordsmanship. Passive.
Knightly Parry - User parries an incoming attack, ranged or melee, nullifying it completely. 300MP. Demotivate - User lets out their harsh voice, reducing targets' damage in nearby area. 300MP. Challenge - User provokes targets in a small area, forcing them to attack the user for a little while. 400MP.
Blade Dance - User enters a trance and dashes around, striking 5 separate targets for heavy damage. User is immune from Magic during this duration. 500MP. Riposte - User nullifies all incoming non-magic damage for a few seconds. 400MP. Graceful - User's movements become elegant and refined in combat. Increased chance of evasion during evasive Actions. 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. Long Slash (1/Lancer) - User slashes sideways, dealing up to 2 targets moderate damage. 100MP. Pole Spin (1/Lancer) - User spins their polearm, blocking 1 weak projectile attack. 20MP. 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. 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.
Devastating Charge (5/Lancer) - User charges forward, ignoring all movement impairing effects. Deals heavy damage to a target. 200MP. 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. Sweeping Push (5/Lancer) - User spins their polearm around, dealing low damage and pushing all light targets away. 100MP. Piercing Lift (5/Lancer) - User pierces target and lifts it up, dealing moderate 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 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. Arc Swing (10/Lancer) - User swings out their polearm, launching a wide energy strike that hits up to 3 targets. 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 damage and pushing nearby targets away. 200MP. Polearm Mastery (10/Lancer) - User's normal attacks deal additional damage. 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 for a few seconds. 50MP. Thick Skin (1/Marauder) - User gains small 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 damage. 100MP. Double Blow (5/Marauder) - User hits single target twice. 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 damage against target. No cooldown. 75MP. Spinning Slash (5/Marauder) - User spins a few times, dealing moderate damage to all nearby targets. 100MP. Triumphant Roar (5/Marauder) - User lets out a mighty warcry, gaining 200HP immediately. 150MP. Trample (5/Marauder) - User immediately steps down on a target that has been immobilized, dealing heavy damage. 100MP. Vengeful (5/Marauder) - User gains 25% additional Strength for a few seconds after being hit by a melee attack. Passive. Strong Stance (5/Marauder) - User gains 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 small damage reduction 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 damage. Target gains drastically reduced armor for a while. 300MP. Blood Drunk (15/Marauder) - User gains damage amplification on their normal attacks and Actions but takes increased 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 50% more 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) - Each moment user spends aiming increases accuracy by a little bit. Passive.
Lightening Shot (5/Archer) - User immediately reloads an arrow and fires but has a medium chance of missing 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 has increased accuracy. 100MP. Light Feet (5/Archer) - User immediately dashes to a nearby location, having a small chance of dodging an attack. 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 100% more 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 ignores shields and armor. 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 with medium chance of dodging an attack. 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 at half of current accuracy for a few minutes. 200MP. Eye Catcher (15/Archer) - User aims for a weak-point of the target, ignoring shield and having 50% chance to ignore armor with the next shot. 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 low chance to fire off a normal shot 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 damage. 50MP. Pick Pocket (1/Rogue) - User attempts to pick pocket target player. User has small 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, having a small chance of evasion. 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 deals small extra damage whenever they deal damage while being unseen by the target. Passive. Acrobatic (1/Rogue) - User has increased chance of evasion. 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 attack has a chance of dealing double damage. 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 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. A normal attack may be inserted into the middle of this Action. 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) - User gains an increased chance for Pick Pocket to succeed. 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 has increased chance of evasion. 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. Low chance of success. 200MP. Trick Throw (10/Rogue) - User throws 1 throwing weapon at target with high chance of hitting target and ignoring armor and shield. 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 damage and disabling their movement for a few moments. 300MP. Greater Acrobatic (10/Rogue) - User has increased chance of evasion. 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 damage to a target and causes target to take damage over time. If target has already been effected by Exsanguinate, regain full MP cost and extend 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 increased damage with Exotic Weapon Wielding Skill. Passive. Greater Evasion (15/Rogue) - User has increased chance of evasion. Passive.
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, they have a small chance to either recover 100HP or have target nearby friendly gain 50HP. Passive.
Steel Body (5/Paladin) - User takes a firm stance. Next physical damage user takes is reduced. 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 damage in an area around themselves. 100MP. Will Breaker (5/Paladin) - User hits a single target with their weapon, dealing medium 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 small 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 +3 Valor Points. [ Suffer not the witch to live ] - During the effect, User deals increased damage against Spell-using opponents and gains increased Spell resistance. If User slays a Spells-user, User gains +1 Valor Points. [ Abhor the unclean ] - During the effect, User gains increased 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 -1 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 from an enemy. 200MP. Shared Resilience (20/Paladin) - Friendlies near the User gains small 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 small 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 bonus damage. Secondary target behind first target is also takes 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 drastically decreases chances of any melee or range attack hitting the User for a few moments. 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 and Tinkering 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 and deals damage over time afterwards.
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. Deals moderate damage to any who walk through it. 200MP. Lust for Fire (6) - User has a small chance to recover MP 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. All target behind the initial target are also hit. 200MP. Increase Firepower (8) - Next Fire Discipline Spell User casts has increased damage. 100MP. Affinity to the Flames (9) - User takes less 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 50% 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, deals moderate damage. 200MP. Combustion (14) - User makes target burst into flames, dealing high damage. 200MP. Control the Flames (15) - User makes target heat-based Spell have smaller effect. 200MP.
All Water Discipline spells are amplified 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 a small amount of HP whenever they drink water. Passive. Water Whip (4) - User slashes out with a whip of water, dealing damage to up to 2 targets. 100MP. Aqua Pillar (5) - User creates a pillar of water at target location that lasts a minute. Opponents within the pillar take damage over time. 200MP. Attuned to the Aquatic (6) - User gains +10 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. 300MP. Create Healing Water (9) - User turns target clean water, approximately a bottle's worth, into healing water that heals 10% of maximum HP 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 over 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 deals 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 disable or enable this ability whenever they wish. Passive. Ice Lance (4) - Ice grows out from User's hand and deals damage. Target is slowed. 100MP. Emit Cold Air (5) - User emits cold wave of air, chilling all nearby targets. Targets are slowed and takes small amount of damage. 200MP. Cold Skin (6) - User gains damage reduction against heat-based attacks. Passive. Ice Create: Shield (7) - User creates a temporary item named "Ice Shield". Item functions identically to Shield (Round) (Common) but automatically breaks after 0.5 hours. 100MP. Frozen Wall (8) - User creates a small wall of ice. 300MP. 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: Sword (11) - User creates a temporary item named "Ice Sword". Item functions identically to Longsword (Common) but automatically breaks after 0.5 hours. 100MP. Cold Affinity (12) - User takes less damage from 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. 200MP. Ice Spikes (14) - User shoots out several projectiles, dealing moderate damage to up to 3 targets. 300MP. True Frost (15) - User's next Ice Discipline spell's effects are doubled. 200MP.
All Air Discipline spells will regenerate small amount of 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 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. 200MP. 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. 300MP. Affinity To All Winds (12) - User takes less damage from cold environments with strong winds. Passive. Air Cannon (13) - User shoots a dense mass of air at a location, dealing moderate damage in the area. 200MP. 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 heal the user by a little bit 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 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. 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. (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 damage. 200MP. 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. 300MP. Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt small 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 additional damage. 200MP. Defensive Field (12) - Whenever user is hit by a melee attack, user has a low 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. 0MP. 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 damage. 100MP. Luminous (3) - User’s body will glow for a few seconds after casting any spells from Light Discipline, dealing low damage against 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. Friendlies however are not effected. 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 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 high area damage around them. 300MP. Affinity to Light (12) - User's Light Discipline spells deal additional 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 damage. 200MP. 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. 300MP.
All Darkness Discipline spells will deal 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, making them harder to see and hit. Passive. Darken Vision (4) - User disrupts target’s vision with darkness. Increases the target’s chance of missing attacks. 100MP. Shadow Raze (5) - User razes an area in front of them with shadow energy, dealing 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 damage. 300MP. Affinity to Darkness (12) - User's Darkness Discipline spells deal additional damage. Passive. Blur of Night (13) - User becomes more difficult hit with melee attacks at night. Passive. Fade into Shadows (14) - User disintegrates into a shadow to teleport to a location. New location must be connected by shadows. 100MP. 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 armor and magic resist. 50MP. 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 small chance to be stunned in addition to other affects. Passive. Disrupt Missile (4) - User attempts to disrupt target ranged attack. It'll have a moderate chance to miss. 200MP. Empower Mind (5) - User regenerates 300 MP in target. If the target is at maximum MP, target gains +300MP for a few minutes. 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. 300MP. 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. (11) - (12) - (13) - (14) - (15) -
Strengthen (1) - Target gains +5 Strength for a few seconds. 50MP. Healing Beam (2) - User emits a healing beam of light to a target. 100MP. Attuned to One’s Body (3) - User gains 50HP 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 moderate amount. 200MP. 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. 300MP. Greater Healing Beam (9) - User emits a healing beam of light to a target. 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 will heal for additional HP. Passive. Instill Tenacity (13) - Target takes less damage for the next attack hit. 100MP. Ability Drain (14) - User makes target lose -10 Strength and -10 Agility. 300MP. Coalescence Beam (15) - User fires a beam of light for a few minutes. Beam will damage enemies but heal friendlies. 400MP.
Chakra Magic (1) - User restores small amount of mana 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 small chance of recovering 50% of spent mana. Passive. Weaken Magic (4) - User makes target magical attack deal less damage. 100MP. 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 small magic damage reduction. Passive. Blue Potion Affinity (7) - Next time User drinks Blue Potion, the effect is doubled. 200MP. 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 100MP whenever any nearby friendlies cast a Spell. Passive. Greater Chakra Magic (11) - User restores mana 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. 200MP. Boost Intel (14) - User gains +15 INT permanently. Passive. Restore (15) - User restores either HP or MP to the maximum in 1 target.
Aggravate (1) - User makes a single target attack the caster for a few seconds. 50MP. Bless (2) - User blesses target, granting damage reduction. 100MP. Vengeful Smite (3) - User has a low chance to deal magic 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. 100MP. Even the Odds (5) - User deals magical damage to a single target equal to user's currently missing health. 200MP. Fortress of Wood (6) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. 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 damage and slowing down all nearby targets. 300MP. Bless Weapon (9) - User enhances their main weapon, making it deal additional magic damage for the next 3 normal attacks. 300MP. 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, granting damage reduction. 200MP. Fortress of Stone (12) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Mass Aggravate (13) - User makes all opponents nearby attack the user for a few seconds. 200MP. 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 a low 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.
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 points. Attribute gained equals to 50% (rounded up) 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.
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, the choice may never be taken back. In return, the player receives access to the Subclass exclusve skills/actions/spells/etc. The player may still level up and acquire additional Actions/Spells exclusive to their main Class. However, some specific Actions/Spells may be more accessible to those who have not chosen a Subclass.
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 match 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 situations where numerous other Classes are outperforming them in a particular activity.
Starting Bonus: Swordsman may start with 1 extra Action, 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 most 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 ✧
A Duelist goes toe to toe against a powerful monster.
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 relatively 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 extremely 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 very 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 - Halbaldier ✧
A Halbaldier's weapon can take many size and forms, allowing the player to have maximum customization options.
Halbaldier chooses to fight using a large pike, halberd or any other exotic pole-arm instead of the traditional spear. They often feature heavy armor and even longer range than other Lancers. On the downside, they usually possess even less agility than normal Lancers and cannot clear dungeons fast alone.
Strengths: Halbaldier may choose from numerous different exotic pole-arms, allowing them to develope their specialty uniquely. They often feature a very long range and highly destructive power.
Weaknesses: Halbaldiers often choose to rely on their top-heavy pole-arms and armor, making them slow and cumbersome against fast and agile opponents. A smart Halbaldier is always with a trusted party of other players to cover their backs.
✧ 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 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.
✧ 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 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 battle axe.
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.
Marauders have no Subclass as their main Class has a lot of room for customization.
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.
✧ 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 extremely mobile, 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 is 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.
Paladins have no Subclass as their main Class has a lot of room for customization.
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.
✧ 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.
World of Talrae awaits to be explored and conquered by eager players...
✧ Talrae ✧
Adventure Awaits...
Welcome to Talrae! In the year 2076 Talrae is the newest and most highly anticipated VRMMORPG of the century and has been highly praised by several game critics as one of the best games ever to be made! The game takes place in a fantasy setting with various different monsters and creatures of every type along with just about every type of scenery to go along with them. Using a technological marvel known as Wave Gear, the players’ body’s neural centers are directly linked into the game, allowing them to experience a virtual reality game as if it was real life.
On June 17, 2076 the servers were opened to the world-wide public and all 10,000 players logged in. 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 Demon King 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 the Demon King himself, would the players be freed from this virtual online prison. To add, the Demon King 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, many players still enjoy their life as they find new friends and purpose in the world of Talrae
✧ Setting ✧
World of Talrae features countless strange and fantastic worlds, ready to give endless hours of enjoyment to its players.
✧ Floors ✧
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. Each Floor is approximately 4000 miles^2 (approx size of Hawaii Big Island for real world comparison). 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.
✧ 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. Players may never drop below 1HP while inside towns.
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 a day, for up to 15 days. If the loan is unpaid by the due date, Player will be blacklisted and may never use the bank for any services. 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 10 Renn for every 10% of max HP.
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 25 Renn per drink that restores 20% of max MP.
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. Storaging services will cost money naturally.
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.
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 regenerate. 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 can be harmed normally, even in Towns, during an Invasion event.
✧ 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 players. Rarely NPCs may consist of beings that are non-human such as elves. Either way, all NPCs are not hostile towards players unless given reason to be otherwise. 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.
A player attempts to charm a NPC girl.
NPCs cannot be harmed in Towns, the same way a Player cannot be harmed in a Town. However, 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.
✧ Monsters and Pets ✧
Bone Dragon is a dangerous, high level Monster.
Killing monsters will grant experience, items or currency. All Monsters not Tamed 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.
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.
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 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 3 dungeons and one of them is the Floor Dungeon - largest and the most dangerous one. Unlocking the Floor Dungeon will allow players to move on to the next Floor. Each dungeons 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. 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. Wile 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 items or currency when killed but will grant experience like the dungeon monsters.
✧ Items ✧
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 25% of item's cost. If players are doing it themselves, naturally it will be free. However, facilities or tools may be required.
✧ Crafting ✧
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 ✧
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 6 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. Enhanced items when sold to NPCs, will just turn into normal a un-enhanced item. Enhanced items cannot be bought from NPCs.
However, enhancing an item may break it (it is lost). Chances of breaking are 1%, 5%, 10%, 15%, 20%, 25%.
✧ 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 Transcendant 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 ✧
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.
✧ Currency ✧
Some say that getting paid well after a hard job is the best feeling in the world.
Currency in Talrae is called Renn. They take the forms of coins. Each player will generate the following amount of Renn at character creation: Generate starting 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.]
1 nickel coin = 1 Renn 1 copper coin = 5 Renn 1 silver coin = 25 Renn 1 gold coin = 100 Renn 1 mithril coin = 1,000 Renn 1 adamantium coin = 10,000 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).
✧ Player Stats ✧
A player wielding a sword faces off against an undead opponent.
(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. Naturally in-game GM will provide the players with Stats of Monsters they may be facing, which once again is just an approximation.)
✧ 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. (Send the spells you wish you have to the GM, similarly to items. GM will discuss and balance it with you before allowing you to possess it.) 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(Game Master’s choice) points to spend in Skills (can be spread out between whatever Skills as you see fit). 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.
✧ 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. Up to 5% of maximum HP can be naturally regenerated overnight with rest, although there are numerous other methods for healing in-game.
Abbreviated to MP. Mana is required for most Actions and Spells. Up to 10% of maximum Mana can be naturally regenerated overnight with rest, although there are numerous other methods for regenerating Mana in-game.
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
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 extremely epic/awesome at the Game Master’s discretion. When a Title is bestowed by the game system (therefore Game Master) 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 ✧
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. There is no level cap in Talrae.
Two friends train together.
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 5-100. 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 nametag, 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.
A Duelist belonging to "Imperial Saints" Guild attacks a Mage of the "White Templars" Guild during Arena War.
Guilds can declare war upon other Guilds. This is called War. The opposing Guild may decline this challenge, however in such a case they aren't allowed to declare war for a month.
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. 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 War, players who are reduced to 0HP are not killed. Instead, they are stunned for the rest of the fight. When 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 feeling of being pushed or touched, 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 100 Renn upon signing in Town Hall. If the couple belongs to the same Guild, they must each be taxed 100 Renn 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 200 Renn. 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