Username Vae'lynne
OOC profession: Desk Jockey; Retail.
Character Role: Support, DPS, Wild Card.
Alignment: -100 (Very Evil)
Appearance:
Race: Shadowstalker, an evolved variant of the Shadow Demon that has taken on a physical form after absorbing a massive amount of Negative Energy in a forbidden ritual.
Classes
-Monster Classes:
10 Imp
10 Shadow Demon
10 Shadow Mephit
5 Shadowstalker.
-Job Classes:
15 Stalker
15 Illusionist
10 Mindspy
10 Assassin
10 Shadowdancer
5 Ebonmancer
-Class type level:
55 Martial / 45 Arcane
Attributes:
HP, 50
MP, 65
Physical Attack, 45
Physical Defense, 55
Agility, 100
Magic Attack, 100
Magic Defense, 55
Resist, 45
Special 85
Abilities:
Stalker:
Sneak Attack - Deal additional to unaware, flanked, or helpless targets.
Illusionist:
Specialist - Able to cast exclusively Illusion School spells, but all spells can be cast Still or Silent at no additional cost.
Mindspy:
Deep Telepathy - Capacity to initiate mental contact with creatures within speaking distance. Creatures more than 40 levels below the Mindspy can not detect the intrusion without being delibrately informed by them.
Assassin
Death Attack - Deal crippling damage to unaware, flanked, or helpless targets. Crippled targets suffer a penalty to their Physical or Magic Defenses, further applications do not stack.
Hide in Plain Sight - May make use of stealth without cover.
Shadowdancer:
Shadowstep - May move a set distance between shadows per day.
Greater Evasion - When the Shadowdancer fails to evade an attack, it becomes a Grazing Hit and deals reduced damage equal the Shadowdancer's Physical or Magic Defense, depending on the source of the damage.
Ebonmancer:
Shadowcasting - Able to cast spells from within shadows. Shadow Sub-School spells are treated as having been modified by Quicken Spell when hiding within a shadow.
-Spells/Martial Arts:
Illusion School Spells - Spells that manipulate sound, light, and minds to create facsimilies and alter perceptions.
Shadow Subschool - Spells that manipulate shadow to imitate a limited selection of spells from other schools. All Shadow spells are subject to disbelief checks to negate the intended effect.
Summon Shadow - Once per day, the user may animate a target's shadow as a temporary cohort. The shadow possesses all its source's physical and magical abilities, but only at 75% potency. Additionally, the shadow fades after 24 hours.
Skills: Stealth, Listen, Spot, Disguise
Equipment:
The Unliving Pharaoh's Set: He who enters his tomb ~beware~
Shawl of Faded Glory - 5 times a day, may reflect a Physical Attack or Magical Attack for 50% damage.
Embalmed Footwraps - May gain 10% MP regeneration for every 5% percent of Max HP spent for 5 minutes.
Tattered Tabard - Contributes 45% of the wearer's Magical Defense to Physical Defense or vice versa. 30 minute cooldown between activations.
Bloodied Armwraps - May deal touch attack that drains the target's HP per second of contact. Half of the damage is returned to the wearer as health. May not exceed own Max HP.
Full Set Bonus: Fear-based spells are treated as if enhanced with Extend Spell.
In-Game Backstory:
For many players, the feeling of completing a set is a hard-fought payoff.
One set of raid gear was infamous for being impossible to complete: the Unliving Pharaoh's Set. Each piece had a pitiable chance of dropping and some players even claimed the odds went down if you had a piece in your inventory or bank. The "Pharaoh's Curse" became something of a joke on the forums referring to those players consumed by their attempts to farm it. Entire raids would devolve into feeding frenzies when the boss fight against the Unliving Godking Asra concluded.
Vae'lynne's player earned numerous death threats and bounties from various guilds and independent players as he gamed the system. On the rare runs where a piece of the Unliving Pharaoh's set dropped, he'd use Illusion magic to alter other players' perceptions regarding whether or not they had aquired a given piece. Often, select players with high Magic Defense would resist and ruin the scam, but even more rarely than a drop, he'd get away clean. The first three times took hundreds of runs to pull off, and by then, Vae'lynne's player had become known for his unabashedly two-faced way of partying and no respectable raid guilds, or even up and coming ones, wanted him in their roster. Then came Ainz Ooal Gown.
The guild encouraged players to pursue their monstrous characters which, ironically enough, did much to pacify many of the impulses that drove such uncouth ninja looting.
The guild became a good place to go for raiders with spare time and good gear. With a reliable party and the promise to divide the loot by majority vote with no hard feelings, Asra Runs could be performed with more regularity and reliability, so it was a mathematical certainty that eventually the Unliving Pharoah's set would drop the final piece. The most hated Illusionist in Yggdrasil would become the first player to complete the set after nearly three years of runs since the raid's inception.
Since his moment of triumph, Vae'lynne's player had fallen into the habit of logging on every now and then when they felt nostalgic. His build, made with the intention of swindling the parts of his coveted set, was suddenly busy and awkward to use solo. When the new dungeon came out, he was ready to get back into the flow of his exotic build.
Then the game glitched, or something.
OOC profession: Desk Jockey; Retail.
Character Role: Support, DPS, Wild Card.
Alignment: -100 (Very Evil)
Appearance:
Race: Shadowstalker, an evolved variant of the Shadow Demon that has taken on a physical form after absorbing a massive amount of Negative Energy in a forbidden ritual.
Classes
-Monster Classes:
10 Imp
10 Shadow Demon
10 Shadow Mephit
5 Shadowstalker.
-Job Classes:
15 Stalker
15 Illusionist
10 Mindspy
10 Assassin
10 Shadowdancer
5 Ebonmancer
-Class type level:
55 Martial / 45 Arcane
Attributes:
HP, 50
MP, 65
Physical Attack, 45
Physical Defense, 55
Agility, 100
Magic Attack, 100
Magic Defense, 55
Resist, 45
Special 85
Abilities:
Stalker:
Sneak Attack - Deal additional to unaware, flanked, or helpless targets.
Illusionist:
Specialist - Able to cast exclusively Illusion School spells, but all spells can be cast Still or Silent at no additional cost.
Mindspy:
Deep Telepathy - Capacity to initiate mental contact with creatures within speaking distance. Creatures more than 40 levels below the Mindspy can not detect the intrusion without being delibrately informed by them.
Assassin
Death Attack - Deal crippling damage to unaware, flanked, or helpless targets. Crippled targets suffer a penalty to their Physical or Magic Defenses, further applications do not stack.
Hide in Plain Sight - May make use of stealth without cover.
Shadowdancer:
Shadowstep - May move a set distance between shadows per day.
Greater Evasion - When the Shadowdancer fails to evade an attack, it becomes a Grazing Hit and deals reduced damage equal the Shadowdancer's Physical or Magic Defense, depending on the source of the damage.
Ebonmancer:
Shadowcasting - Able to cast spells from within shadows. Shadow Sub-School spells are treated as having been modified by Quicken Spell when hiding within a shadow.
-Spells/Martial Arts:
Illusion School Spells - Spells that manipulate sound, light, and minds to create facsimilies and alter perceptions.
Shadow Subschool - Spells that manipulate shadow to imitate a limited selection of spells from other schools. All Shadow spells are subject to disbelief checks to negate the intended effect.
Summon Shadow - Once per day, the user may animate a target's shadow as a temporary cohort. The shadow possesses all its source's physical and magical abilities, but only at 75% potency. Additionally, the shadow fades after 24 hours.
Skills: Stealth, Listen, Spot, Disguise
Equipment:
The Unliving Pharaoh's Set: He who enters his tomb ~beware~
Shawl of Faded Glory - 5 times a day, may reflect a Physical Attack or Magical Attack for 50% damage.
Embalmed Footwraps - May gain 10% MP regeneration for every 5% percent of Max HP spent for 5 minutes.
Tattered Tabard - Contributes 45% of the wearer's Magical Defense to Physical Defense or vice versa. 30 minute cooldown between activations.
Bloodied Armwraps - May deal touch attack that drains the target's HP per second of contact. Half of the damage is returned to the wearer as health. May not exceed own Max HP.
Full Set Bonus: Fear-based spells are treated as if enhanced with Extend Spell.
In-Game Backstory:
For many players, the feeling of completing a set is a hard-fought payoff.
One set of raid gear was infamous for being impossible to complete: the Unliving Pharaoh's Set. Each piece had a pitiable chance of dropping and some players even claimed the odds went down if you had a piece in your inventory or bank. The "Pharaoh's Curse" became something of a joke on the forums referring to those players consumed by their attempts to farm it. Entire raids would devolve into feeding frenzies when the boss fight against the Unliving Godking Asra concluded.
Vae'lynne's player earned numerous death threats and bounties from various guilds and independent players as he gamed the system. On the rare runs where a piece of the Unliving Pharaoh's set dropped, he'd use Illusion magic to alter other players' perceptions regarding whether or not they had aquired a given piece. Often, select players with high Magic Defense would resist and ruin the scam, but even more rarely than a drop, he'd get away clean. The first three times took hundreds of runs to pull off, and by then, Vae'lynne's player had become known for his unabashedly two-faced way of partying and no respectable raid guilds, or even up and coming ones, wanted him in their roster. Then came Ainz Ooal Gown.
The guild encouraged players to pursue their monstrous characters which, ironically enough, did much to pacify many of the impulses that drove such uncouth ninja looting.
The guild became a good place to go for raiders with spare time and good gear. With a reliable party and the promise to divide the loot by majority vote with no hard feelings, Asra Runs could be performed with more regularity and reliability, so it was a mathematical certainty that eventually the Unliving Pharoah's set would drop the final piece. The most hated Illusionist in Yggdrasil would become the first player to complete the set after nearly three years of runs since the raid's inception.
Since his moment of triumph, Vae'lynne's player had fallen into the habit of logging on every now and then when they felt nostalgic. His build, made with the intention of swindling the parts of his coveted set, was suddenly busy and awkward to use solo. When the new dungeon came out, he was ready to get back into the flow of his exotic build.
Then the game glitched, or something.