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Gale OverDrive

PostPosted: Mon Aug 13, 2007 6:11 pm


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Disclaimer: I do not own Ragnarok Online and/or the names of characters/some of the ideas presented here. Descriptions of characters and places might have been copy-pasted from the iRO website (I know the Intro is). I know I’m a lazy bum, so BLOW ME. There is no REAL inclusion of Norse Mythology in here, names and references only. This RP is my intellectual property and you must have my permission in order to use the system/story for yours. This RP was adapted from the MassRP in the subforum up on top. It has also been simplified in order to accomodate other people more easily. Ragnarok Online and all characters and symbols are trademarks of Gravity Corp. and Lee Myoungjin. All rights reserved.
 
PostPosted: Mon Aug 13, 2007 8:41 pm


History of Rune-Midgard: Time of Ragnarok


After the long and gruesome war between God, Humans, and Demons...

Scarred during the dangerous moments in battle, and avoiding total destruction altogether, the Humans, God and Demons entered a long truce.

The 1000 years of fragile and forged peace...

In the land of Midgard, the existence of peace eventually led the humans to erase their memories of the scars and hardships of the wars in the past. Not remembering the faults of the past, culture was spreading throughout the land along with selfishness, corruption, and arrogance.

Then one day, strange occurrences started happening, breaking the balance that once existed in Midgard. There came a strange howl from the boundaries that divided the humans, God, and demons; creatures began attacking; increasing earthquakes and hail - and...

The mysterious legend of demons...

As the fragile peace began to fall apart, stories about the parts of Ymir, protecting the peace, began to spread among the adventurers. Forgetting the true nature of it, people set out to seek each of the pieces for their own selfishness, and the wealth that would come with it...

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Gale OverDrive


Gale OverDrive

PostPosted: Mon Aug 13, 2007 8:46 pm


I. Table of Contents:
II. Story
III. Rules, Notes and Warnings to New Players
IV. Profile Creation and the Attribute Percentage System.
V. Character Classes
VI. Cities/Places and Religious Orders.
VII. The Guilds
VIII. Market, Occupations and Economics
IX. Elemental Harmony and Battle Resonance
X. Uhh . . I dunno, but it's reserved anyway.
XI. Profiles?
XII. More Profiles?
XIII. My favorite number.
PostPosted: Tue Aug 14, 2007 8:30 am


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II. Story

Rune-Midgard. The empire ruled by King Tristan III, 36th descendent of the Geoborge family. It spans west side of the Midgard continent. The kingdom believes in Odin, and includes the land south of the Mt. Mjolnir range.

Various cultures have developed over the years with the help of the love of freedom the people have. The annual martial arts festival, held in the honor of their god Odin, is a famous event of Rune-Midgard.

The kingdom is governed under two separate systems. The several different tribal and city nations that were unified are governed by a feudal lord, while the rest of the kingdom is ruled directly by the king.

Recently, word has it that the eastern nation Arnafeltz, who worship the goddess Freyja, is training and gathering a strong army. In response, King Tristan III has encouraged the activities of the Knight and Wizard guilds. The Emperium has appeared in front of many, bewildering King Tristan III, as it is believed to appear only when the leader is going through hardships. He is also anxious about the thought that there may be someone behind all the strange activities. Rune-Midgard has an alliance with the Republic of Schwaltzvalt, a republic whose capital is the city of Juno, and owns Einbroch, the city of steel as well.

The year is 1503 A.R. (After Ragnarok).

Will you accept the call, knowing that this very well could be your last journey? Will you fight for an entire kingdom, with its fate resting on your shoulders? Will you protect the Emperium, the magical crystal that keeps the kingdom's power intact? Only you can decide for yourself.

Get ready, the War is about to begin . . .



III. Rules (totally stolen from KuraiKitty):


1. Pretty redundant, but yes, I have to say it. Please follow all of Gaia and Roleplay Refuge ToS and Rules.
2. Please, please, please try to read everything that I post, even the character skills, because those will be crucial to how this thing will go.
3. I don’t expect as much as KuraiKitty does, but I do expect something more than the average paragraph. This is, after all, a training ground for more literate role playing.
4. I’d like people to be active, because I hate to see RPs die prematurely. If you leave, I’ll personally unleash a plethora of sexually transmitted diseases upon thine loins.
5. NO GODMODDING, AUTOHITTING, AUTODODGES (unless you’re uber, like me), or whatever stuff we don’t like. I swear, don’t make me get out my God-Mod Slayer, the eSword that’s a paradox and an oxymoron within itself.
6. Player killing is not allowed (for now, and for ever), but death is still not an uncommon thing in this RP. Just be sure that at least one of you is a Priest and has Resurrection, or one you has an Yggdrasil Leaf to spare. Kill someone without permission, and I will become a P.K.K.
7. Anyone may take 2 characters at once, and some people, more, but only if thou art capable of handling the stress.
8. If you’ve seen at least up to here, then at the top of your profile (not the title) put either Eternal Sky if you have a guy character or Eternal Snow if it’s a girl chara.
9. Romance is a given, but please, no blatant making out that ends up in H4W7 S3CK5 (no Cyb3r1ng for you, n00b). Keep it to, at most, a PG-16 level.
10. Violence is as violent as it gets. Yes, blood will be spilled, limbs will be hacked off, and people will die a horrible, bloody death, but guess what? You can get resurrected! Just don’t over do it. Same thing goes for swearing. stare
11. No arguments in here, none. If there is ever one, I will solve it if you cannot handle it by yourselves.
12. You can make out of character posts in the RP thread by putting in (( and )) at the beginning and the end, respectively.
13. Enjoy.


Notes and Warnings


Note: This RP was designed to flow easily, if there are questions arising about something, please feel free to PM me.
Note: Please do not be intimidated by the way others roleplay in this RP, we are usually very accepting people and will not care if there is a certain difference between your post length and ours. In fact, most of us will even help you improve if you are up to it.
Note: Players new to this roleplay will start off somewhat weaker, and with less money, than the veterans of the first one, so please don't get mad when someone has different attribute sums.
Warning: Character death is a common thing in this RP, so if you can't stomach your character dying, or at least being very, very close to it, then I suggest getting a supporting role, such as a priest, or an archer.

Gale OverDrive


Gale OverDrive

PostPosted: Tue Aug 14, 2007 10:11 am


IV. Profile Creation


Use this code to create your profile

[b]Gaia name:[/b] Self-explanatory

[b]Character name:[/b] If you have to ask what this is then, get the f*** out, b00n. Don’t take the names of the gods as those are crucial in this RP. I’ll tell you if you have to change your name or not.

[b]Character class, title and build:[/b] Choose one from the 12 presented below, including the class build you wish to have. These are Second-class jobs, if you would like to start as a Beginner class then please refer to the original thread in the War of Emperium subforum. You do not have to put in the class description, but I do ask you to put in your attributes and skills, then maybe make a title for yourself. Your title could stem from your attributes, or be given to you by a guild master and will be further explained later.

[b]Custom Skills:[/b] The only skills in the RP, within your job class, that YOU are allowed to create. You must name them, create their description, describe their effects, etc, etc. BUT if it is too powerful, I will ask you to dumb it down. Also, check to see if other players, or the class builds already have a skill that is similar to yours. Please keep it to maybe about 5-6 skills, maximum.
You are also allowed ONE Legacy skill. A Legacy skill is a last-ditch "Over" skill that you may use in times of mortal peril. These skills are either powerful and dangerous, or incredibly helpful and strengthening. Usually, using one of these skills saps all remaining strength and stamina, and causes the person to collapse into unconsciousness for a while.

[b]Age/Birthdate:[/b] Adventurers are typically anywhere from 18 to 30 years of age, or slightly older. 19-22 is the ‘prime age’ for most young adventurers. Although optional, you can go ahead and use regular months and numbers for the birthdate.

[b]Appearance[/b]: See the character archetype images for appearances. You may use the archetypes, or make your own and be creative; just please remember that no Mage wears full plate armor, or that no Thief wields a large axe. Please be descriptive so that people have a nice visualization of what your character looks like. Picture links are allowed ONLY to support your descriptions and must be inserted as a URL [x] link, not an [img] code. Also, no Asian-styled stuff, at least yet.

[b]Guild[/b]: If you’d like to make one, feel free to pm me. If you just want to join one, talk to an existing Guild Leader. Normally, you are already in a professional guild made up of people from your class. This particular ‘Guild’ is a non-professional organization with a purpose and meaning. Player leaders may choose to give titles towards their members, if they wish.

[b]Religion:[/b] You may choose a religion from the list at VI. This will govern all your beliefs and justify your actions for your character. Please choose wisely. If something does not seem logical, like an Acolyte who believes in the Followers of Yggdrasil, please describe and explain the situation.

[b]Bio/Detailed History[/b]: Feel free to explain your character’s roots and beginnings, how they chose their profession, why they wound up here, etc. I want to see more than two paragraphs here, at least.


(You may have noticed that there is nothing in here that says of Personality. I want this RP to evolve and adapt to its players, its players to other players, and vice versa. Sexual Orientation is also included in Personality and as such, players will have to figure out everyone by themselves. And yes, you may act like as if you really are in real life (i.e. crazy, hyper, emo, cool, etc.)

Attribute Percentage System


The Attribute system in the first RP has been simplified to a percentage system in this one. First off, everyone must understand that there are 6 attributes, all other things are derived from these.

Strength – Determines physical strength of a character, their melee damage and the maximum amount of weight they can carry.
Agility – Determines the speed of a character, how quick they can attack repeatedly or initially, and how often they can dodge. This attribute is compared against an enemy’s Dexterity.
Vitality – The defense, endurance and life of a player, how much damage they can take, and how much damage they can reduce. Half of this attribute, +% armor defense (+5% for regular clothing, +10% for light, +15% for medium, +20% for heavy armor), determines your total defense rating.
Intelligence – The magical and mental aspect of a character, how strong magic spells can be, and their overall supply of mental energy, or mana. Mages may limit or control the strength of their spell as well, by not casting at their full intelligence attribute. Half of this attribute constitutes a character's Magic Defense. (+15% if character is either a Mage class or an Acolyte class)
Dexterity – This attribute determines lots of things, firstly, this determines the strength of an arrow from an archer. It also determines the hit accuracy of anything when attacking. For mages, acolytes and magic users, this stat also determines how quickly they can cast their spells. This attribute also lends a tiny bit to a character’s attack speed and block and parrying rates. For blacksmiths and alchemists, this stat determines whether their forging or potion brewing attempts are successful or not. This attribute is compared against an enemy’s Agility, and compared side by side with Vitality when blocking/parrying. Half of this attribute goes to your Forging/Brewing rates, and/or Blocking/Parrying rate.
Luck – Determines your chances chances of a critical strike, or a perfect dodge. For blacksmiths and alchemists, this lends quite a bit to their forging and brewing success rates.

So anyone, regardless of class, starts off with 10% in each attribute. Now once you have chosen your job class, you have 219% (239% for WoE Veterans) to distribute to any attribute as you wish. Note that Agility and Dexterity both assume that you are already equipping a suitable class weapon. The MAXIMUM amount that an attribute may have is 99%. The only way that your attribute could ever exceed 100% is with the special effect of some weapons or armor, or with magical buffs, potions or food, that could raise statistics up. Some weapons and armor will eventually subtract or add to your stats, so what you equip is up to you.

These attribute percentages will determine what you can and cannot do in Midgard. For example, a person with 80% in strength will barely not be able to beat someone with 85% in an arm wrestle. Or, a person with 50% in agility will barely be able catch up to someone with 60% in a race. Or, a mage with 60% in Dexterity will never be able to outcast someone with 80%, unless he/she uses a insta-cast spell against them. Note that 10% in something stands for the normal ability of an average person, i.e. lifting 25-50 lbs., running 4-7 mph., being able do a full day’s work, being able to learn in school.

A character’s Title could be derived from their attributes as well. Example: A Sword Knight with 80% in Strength, 70% in Dexterity, and 99% in Vitality could be called the Unyielding Sword. Example: A Hunter with 99% Dexterity, 90% in Luck, and 60% in Agility, could be called Sure-Shot.
 
PostPosted: Wed Aug 15, 2007 12:02 pm


Character Classes


These are the 12 advanced character classes in the world of Midgard. To the veterans who played this RP before, there will be new things included to replace the old character system. This is to simplify the creation process to any new, prospective players.

Note: Players may continue to use the previous skills from their basic job class. Those skills may be found in here.

Quote:
Knight”A Spirit of Chivalry” (Begins with Knight's armor[see picture for reference], and either a Blade(1h sword), a Slayer(2h sword), a Javelin (1h spear), or a Glaive(2h spear))

Under the instructions of the King, they have devoted to live as a Knight serving the King. They have the ability to move very quickly riding a PecoPeco.

Having greater strength and attack power than a Swordsman, they point their weapons at those who endanger the weak and the King.

The ability to move quickly, combined with a variety of different physical attacks puts fear into all enemies.

Knighted in the Prontera Chivalry, they are the standing army of the King. Knights possess superb offense, and are able party leaders due to their strong charisma and unfaltering charge.

Common skills:
Peco Peco Riding (passive) – More of a license than a skill, this allows enables Knights to mount Peco Pecos, increasing their movement speed by as much as 50%. Knights who use spears as their weapons of choice are given an advantage when mounted, due to the practicality of the weapon with the mount.
Cavalier Mastery (passive) – When mounting a Peco Peco, one must be trained how to fight on top of it. This skill allows Knights to attack regularly, as if they were walking, while mounted on a Peco Peco.

Skills for Sword Knights:
Bowling Bash – A much stronger version of Bash, this skill works best when the Knight is fighting against grouped enemies close together. Utilizing a shocking lightning charge, the Knight imbues his sword with an explosive force, knocking the initial target backwards for a few feet. The knocked-back target inflicts damage to other enemies if they collide during the explosion. Anyone around the Knight is also damage by shocks of lightning.
Counter Attack – If a Knight uses this skill at the right time, hopefully right before they are struck, they automatically parry the blow, and inflict a critical attack back at the opponent. This skill is actually somewhat magical in nature, as it requires the Knight to focus his mind to be able to meet the opponent’s attack with their own. Does not work on ranged attacks.
Two-Hand Quicken – This magic-based skill is only learned by those Knights who utilize two-handed swords. By imbuing their heavy two-handed sword with a little bit of magic, they may lighten it by a substantial amount, making it as if it were a feather. This skill can raise their Agility by as much as 30%, thus making them the fastest attacking Knights. The user glows with a gold aura while using this skill.

Skills for Spear Knights:
Spear Mastery (passive) – A trained skill that increases a Knight’s command of his weapon. They are able to control and wield it much better than one without this specialized training. This training increases their damage with spears by 20%.
Spear Stab – A skill used to stab an enemy, and anyone foolish enough to get in between them. This attack knocks back the target a fair distance, in addition to the damage, and is very useful when trying to get out of a group of enemies, or trying to rescue someone. Part of this skill is magical in nature, and so uses mental stamina, as the enemy is thrown back, after they are struck.
Spear Boomerang – The Knight may throw their spear, and it will always come back, as if connected to an invisible string. The range for this attack is quite far, allowing Knights to hit the rear line of the usual contingent of Archers and Mages from a safe-enough distance. Using this skill repeatedly depletes mental stamina because the Knight is forced to aim and focus at a far away enemy.
Pierce – Wield a spear and attack an enemy multiple times, depending on their size. Once for small enemies, twice for medium sized, and thrice for large size enemies. This skill is also quite a bit more accurate than the other spear skills. Using this skill repeatedly depletes mental stamina, as the Knight is forced to focus and aim.
Brandish Spear – A skill useable only while mounted on a Peco Peco. The Knight swings his spear in a wide arc, attacking an entire group of enemies, while simultaneously pushing them backwards. The range of this skill is like this: with the Knight represented as O, and all the enemies that can be hit as X.
X
XXX
XXXX
OXXXX
XXXX
XXX
X


Quote:
Crusader”One preparing for the Holy War . . .” (Begins with Crusader's armor[see picture for reference], and either a Blade(1h sword), a Slayer(2h sword), a Javelin (1h spear), or a Glaive(2h spear))

Trained to prepare for the holy war since childhood, they begin with great powers.

As opposed to other Knights, they have pledged to serve God. Any hardship or pain is considered the way to God and they fight with all strength, even overcoming death.

Never forgetting to praise God, they have the humbleness to turn all his good doings towards God, allowing them to use miraculous powers.

Exceptionally good at using a shield in battle, they have natural talents in defending and use these skills at the battlefront, avoiding crises and moving forward.

The military arm of the Church of Prontera, they are trained there and are subsequently knighted there as well. Crusaders possess superb defense, and coupled with supporting skills, make them also a good choice for a party leader.

Common Skills:
Peco Peco Riding (passive) – Same as Knight.
Cavalier Mastery (passive) – Same as Knight.
Cure – Similar to the Acolyte’s Cure, this minor supportive spell gets rid of the Silence, Blind and Chaos statuses.
Demon Bane (passive) – Similar to the Acolyte’s Demon Bane, this skill grants Crusaders more power when fighting against demon, shadow or undead beings.
Divine Protection (passive) – Identical to the Acolyte’s Divine Protection, this skill reduces the damage Crusaders take from demon, shadow or undead beings.
Faith (passive) – Resulting from their unwavering faith in God, their resolve is much stronger than a regular warrior, and they can last longer on the battlefield. This skill also reduces all Holy damage that they take by half.
Heal – Identical to the Acolyte’s Heal, they are able to heal most wounds and damage comparable to their Intelligence attribute. This spell may also be targeted at Undead type enemies, resulting in damage instead of healing.
Resistant Souls – A supportive skill for party members’ benefit, the Crusader may cast this aura at an ally to make them more resistant by as much as 30% to Undead and Holy type attacks. The Crusader may not cast this on themselves.
Sacrifice – The Crusader and the targets affected must be within a few meters of each other in order to keep this skill working. The Crusader may continually take on all the damage done to 3 targets for a limited time of about 2 minutes. If the Crusader has other buffs casted on him, such as Defending Aura, or Shield Reflect, then the party members under this enchantment shall also recieve those buffs.

Skills for Shielded Crusaders:
Defending Aura – By imbuing their shield with a strong, defensive aura this skill effectively reduces damage from long range attacks by as much as 70%, the only drawback to it is that it reduces the user’s Agility by 30%.
Guard – Sometimes in the heat of battle, Fate intervenes with the outcome. This skill imbues the shield with a somewhat mind of its own, allowing it to automatically, but randomly guard melee attacks for its owner for a short amount of time.
Shield Boomerang – The Crusader may throw his shield like a boomerang at an enemy. The shield inflicts more damage if it has been upgraded or if it is heavier in weight.
Shield Reflect – With the casting of this Holy aura, the enemy recieves a third of the damage he inflicts on the Crusader. This aura lasts for about 5 minutes, but it can mean all the difference in the world.
Smite – This skill strikes an enemy with a shield, knocking them backwards a considerable distance away, and has a low chance of stunning them.

Skills for Spear Crusaders:
Spear Mastery (Passive) – Same as Knight.
Spear Quicken (Two-handed spears ONLY) – Similar to the Knight’s Two-hand Quicken, this skill makes the user glow gold for a short time, making their weapon lighter than usual, increasing their attack speed and Agility by as much as 30%.

Skills for Sword Crusaders:
Holy Cross – By imbuing their sword with holy aura, the Crusader may deal two slashes, one vertical, one horizontal, to strengthen his attack by as much as 5x, and have a chance to blind the enemy.
Grand Cross – By sacrificing a part of their life, the Crusader may summon a large blinding cross to illuminate the ground around him and deal Holy damage 5x, comparable to half his Strength and his full Intelligence attributes, to anything caught within its range.
|___X (Since Gaia wouldn't let me put excess spaces, I had to do it like
|___X this. The X represents the range that can be hit by Grand Cross, O
|__XXX is the user and the lines |||| and underscores __ represent
|XXXOXXX nothing)
|__XXX
|___X
|___X


Quote:
Wizard”The spirit of nature . . .” (Begins with Wizard's robes [see picture for reference, and a Staff(1h rod))

Devoting their life to Magic even more than a Mage, you can find a big aura of magic surrounding their body and seen on nobody else.

With increased intelligence and magic, Wizards have the ability to wipe out an enemy in battle by casting a spell with the power to cause an enormous amount of damage at once. But because so much of their life was devoted to learning and researching magic, they are not as physically fit as some other job classes. Therefore, long marches and battles may be quite overwhelming.

They usually find the enemy's weak point from behind and cause chaos by attacking and surprising the enemy, then they cast a huge spell to demolish all the enemies at once - thus, helping their teammates.

Taught at the highest levels of Geffen Tower, Wizards are some of the most destructive forces in the land. No one else has the power to demolish mass numbers of enemies single-handedly. No one would want to find themselves face to face against a Wizard.

Some of the Wizard’s spells take a while to cast, meaning they must stand still in one spot to be able to concentrate; this makes them vulnerable to distractions and enemy attacks. Other spells do not require such daunting casting times, but still require the Wizard to stand still for a moment to use it.

Spell casting times(reduced by a magic user’s Dexterity): Quick = 1 second, Moderately quick = 1-2 sec., Moderate = 3-4sec., Moderately long = 5-6sec., Long = 6-7 sec., Extra long = 7-8sec.
Notes: Once a Wizard starts casting a spell, the only way the spell may be canceled is if they are attacked by the enemy, otherwise, they must continue casting the spell, whether they want it to continue or not. Magic-users also suffer from after-cast delay, a period in which they cannot cast another spell right after casting one; usually, the stronger the spell, or the longer casting time a spell has, will mean a longer after-cast delay for the caster. Also, all spells will deal damage comparable to the user’s Intelligence attribute.

Fire-type spells:
Fire Pillar – By consuming one Blue Gemstone, Wizards may summon a pillar of fire that burns anything that is caught in it instantaneously. The pillar shoots out flame repeatedly for a short amount of time. The caster may create a maximum of 5 pillars at any given time. A spell with a moderately quick casting time.
Sightrasher – This spell may only be used after casting Sight. This spell projects the fireballs summoned from Sight in 8 directions around the caster. The fireballs will push back any enemies caught by them. A quick and handy spell for surprising enemies.
Meteor Storm – The single widest spell in the world of Midgard, this spell also has the longest casting time out of any of the Wizard’s arsenal. This spells summons 7 large meteors that will fall randomly in a targeted area and each will cause an area of effect damage for itself, therefore potentially expanding the range to maximum, if each of the meteors fall at the edge of the targeted area.

Wind-type spells:
Jupitel Thunder – One of the most useful and strong single-target spells, Jupitel Thunder, or JT as veterans call it, has a moderate casting time. This spell not only damages the enemy with a ball of charged lightning 12 times, but the lightning ball also pushes them back by at least a yard everytime they are hit, making it one of the most useful get-away spells in the Wizard’s arsenal. A spell with a moderate casting time.
Lord of Vermillion – The most powerful area of effect spell in Midgard, this spell summons explosive bolts of destruction to a targeted area, causing blindness to those caught in it, because of the constant light. This spell deals lightning damage for a whopping 10 times per second, for 4 seconds per cast. Also has the second longest casting time of any spell in Midgard.

Ice/Water-type spells:
Ice wall – Creates a thick wall of ice spikes in front of the caster. The Wizard may create up to a maximum of 3 Ice walls at once, and one wall will vanish either after a certain period of time, or when its durability has passed from constant attacks on it. This is a moderately quick spell to cast.
Frost Nova – Freezes and damages all enemies within a 10 feet radius around the caster. Useful for setting enemies up for a Lord of Vermillion. This spell will hold an enemy encased in ice for about 10 seconds, and all enemies frozen temporarily gain the Water attribute. Has a quick casting time.
Storm Gust – The Wizard summons a howling blizzard upon a small area, striking enemies within its range for a total of ten times, while pushing them around in random directions. Enemies hit thrice within the 10-hit duration of Storm Gust have a chance of freezing. Storm Gust has a moderately long casting time.
Water Ball – The most powerful single-target spell in all of Midgard, it is also perhaps the hardest to use. Firstly, the caster has to be standing in a large enough body of water in order to use this spell. Secondly, it has a moderately long casting time. And finally, this spell has quite a limited range of about 50 meters in front of the caster. This spell, when cast succesfully, will shoot 21 large waterballs at an enemy, effectively damaging them, and stunning them in place if they are charging.

Earth-type spells:
Earth Spike – Summon an earth spike to repeatedly stab a target 5 times from underground. A very surprising spell, and most of the time, enemies are caught unawares. This spell has a quick cast time.
Heaven’s Drive – A multiple version of Earth Spike, this spell summons Earth Spikes in a 5x5 grid under multiple enemies which repeatedly shoots upwards and stabs all enemies on top of them 5 times. This spell has a moderately quick casting time, which makes it one of the Wizard’s most handy spells.
Quagmire – The Wizard may change a small area into a marshland, reducing the movement speed, Agility and Dexterity of anything that walks into the area, by as much as 20% for human allies, and 40% for everyone else. A Wizard may create 3 Quagmires that last for about 3 minutes each. This spell has a moderately quick casting time.


Quote:
Sage”One who pursues eternity . . ." (begins with Sage robes and either a Staff(1h rod), or a Book(1h))

Physically trained as well as in Magic disciplines, they show a great amount of strength even in brute battles.

Wizards' specialties are to cast strong spells freely using the 4 elements. Sages, on the otherhand, rely on knowledge and use various techniques and combinations to get the best out of the elements.

Wizards cast spells with their high level magic while Sages apply the magic to others so that they can support them. Eventually, they develop Enchanted spells that not only support others, but also, because of the nature of these spells, make them the bane of other magic-users.

Note: Almost all of the spells in a Sage’s arsenal are quick-cast spells or faster, depending on the Dexterity of the player. Some spells can be cast so fast that they are considered the masters of insta-casting.

Common Skills:
Cast Cancel – This skill enables Sages to cancel their own spells in midcast, in order to save mental stamina. Unlike Wizards, this skill enables Sages to conserve their mental stamina for more pressing troubles.
Dispell – By fusing a Yellow and Red Gemstone together, the Sage may cancel all magical effects on a target, including buffs and curses. Some skills, such as Two-hand and Spear Quicken, may also be cancelled.
Study(passive) – Because of the time spent with their books, Sages have learned how to utilize them effectively as weapons, enabling them to attack faster and deal more damage with books.
Dragonology(passive) – Due to long term study of the mystical species known as Dragons, Sages are better equipped than others to handle those kind of monsters. Their attacks and spells deal more damage and they recieve less damage from said species.
Free Cast(passive) – This passive skill allows a Sage to walk around while casting their spells, directly opposite than from a Wizard. This allows them to either run away or attack while casting their spells, which makes them a very mobile magic source.
Auto Cast – For a span of 5 minutes, this magical buff will cast random spells for a Sage when they are attacking physically. The spells cast randomly are based on the Mage’s arsenal of single-target spells, which limits it to all the Elemental Bolts, Frost Diver, Fire Ball, Napalm Beat and Soul Strike.
Magic Rod – This skill enables a Sage to absorb the mental stamina used by enemies for their single-target spells. This skill may not be used on ground targeting magic, such as Lord of Vermillion, Meteor Storm, etc. If an enemy casts Spell Breaker, and the Sage counters with Magic Rod, the enemy is knocked back and dealt a small amount of magical backfire damage. This spell is one of the insta-cast spells found in Midgard
Spell Breaker – This spell may cancel another spell being cast by anyone, the Sage who uses this also refreshes their mental stamina by a little bit. One of the insta-cast spells in the world of Midgard.
Earth Spike –Same as Wizards.
Heaven’s Drive –Same as Wizards.

Ground Enchantments: Each cast of these spells requires 1 Yellow gemstone to be used as a catalyst.
Deluge – Cast a small are on the ground that amplifies all Water-type attacks and spells and increase the stamina of all Water-type creatures on it. This skill also enables the use of Water Ball and Aqua Benedicta by ‘using up’ a part of the area enchanted with the spell. The area enchanted glows a bright blue and feels misty when entered.
Volcano – This spell will amplify all Fire-type attacks and spells and increase the stamina of Fire-type creatures on it. This enchantment also prevents the use of Ice Wall on the area. The ground enchanted with this spell glows a fiery red and feels warm when entered.
Whirlwind – This enchantment amplifies all Wind-type attacks and increases the evasion rate of all Wind-attribute creatures on it. The duration of all Fire Walls cast on a Whirlwind is also lengthened by half its original duration. The area enchanted by Whirlwind glows a hazy green and there is a slight encircling breeze in the area when entered.
Magnetic Earth –This spell negates a previous ground targeting spell or enchantment. Also, this enchantment blocks all other ground targeting enchantments from being cast in the affected area. This spell costs one Blue Gemstone, in addition to the required Yellow.

Endow Enchantments:
Blaze – Imbues a weapon with the Fire attribute for about 5 minutes. One cast uses a Red Blood.
Quake – Endows a weapon temporarily with the Earth attribute for 5 minutes. One cast uses a Green Live.
Tornado – Imbues a weapon with the Wind property for 5 minutes. One cast uses up a Wind of Verdure.
Tsunami – Endows a weapon with the Water property for about 5 minutes. One cast uses a Crystal Blue.


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Hunter”A guardian of Nature . . .” (begins with Hunter's gear, a Composite Bow, and 2 quivers of 250 arrows.)

Trained to manipulate bows and arrows, they can hit a target even with his/her eyes closed. With the use of different types of traps, they can interrupt an enemy's path and has the ability to bring chaos upon them.

Their goal is to attack from a distance, but using the Falcon they became friends with while staying in the forest, they are able to rush an enemy as well. The Falcon also has the keenness to keep an eye out for an opportunity to attack.

Trained in the forests near the archer village in Payon, the Hunter is an outstanding job that has the ability to counter and attack in any situation.

Falconry Skills:
Beastbane (passive) – with the aid of their partner Falcon, the Hunter may more effectively combat Brute and Insect type monsters.
Falconry Mastery (passive) – more of a license than a skill, this allows Hunters to rent, or otherwise command a Falcon to do their bidding.
Steel Crow (passive) – a training method for falcons, this skill allows them to do more damage per hit. This skill also raises the attack damage of Blitz Beat.
Detecting – The Hunter may command their Falcon to scout out a small area, detecting all hidden creatures and enemies, if there are any. This skill may also detect set traps from other Hunters.
Blitz Beat – The Falcon may be commanded to attack any enemies in a small area. It then charges towards the targeted area, and attacks anything in its flight path. It swoops low and attacks anything in the area 5 times in quick succession.

Traps: All traps require one use of a trap item. Also, all traps are magical in nature, requiring the user to have Intelligence to be effective.
Ankle Snare – This trap snaps an enemy’s ankle and locks them in place for about 25 seconds, allowing for a perfectly placed ranged attack. Even though the enemy is immobilized, they are still able to use skills and attack.
Blast Mine – A trap which unleashes an explosive fire-type blast when an enemy steps on it.
Claymore Trap – A wide-range version of Blast Mine, it’s also a little bit weaker, but does more damage in a grander scale, by doing it to an entire area. The area is flooded with flames, burning anything caught in the trap.
Flasher – This trap will flash a blinding light when stepped on, blinding any enemy stupid enough to keep his eyes looking at its general direction.
Freezer – Set a trap that damages an enemy with ice, and possibly freeze them. The chance of freezing an enemy is dependent on their Magic Defense.
Land Mine – A trap that inflicts Earth-type damage on whoever steps on it, this trap may also stun the enemy for a while.
Sandman – A trap that puts enemies in a small area to sleep once detonated. Enemies asleep will not wake up unless attacked, but will wake up after a while.
Shockwave – Drain enemies mental stamina with this magical trap. This nearly depletes all mental stamina, which makes it useful against enemy magic-users.
Skid – This trap will cause the enemy to slide in the direction it is set. A primitive wooden platform is placed on a launcher, the enemy who steps on it will be ‘thrown’ in the general direction it is facing.
Talkie Box – This trap will show a pre-recorded message to the person who steps on it. Highly useful for secretive communication.
Remove Trap – In order not to waste any expensive Trap items, the Hunter may either remove his own traps safely without detonating it, or remove a detected enemy trap safely without detonation.
Spring Trap – If an enemy is too close a trap, but still isn’t stepping on it, the Hunter may spring his own trap prematurely, using some of his magic power to automatically detonate it from a safe distance.


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Bard(male) and Dancer(female)”The Wind’s Musical Poet . . .” (begins with Bard's clothing, a quiver of 250 arrows and a Mandolin(2h))”Passionatic prima donna . . .” (begins with Dancer's clothing, a quiver of 250 arrows and a Whip(1h))

The one that likes sings when on break, and likes poems has found the job. His singing voice improved and at one point started to have magic in it. When he sings, the fields grow calm and animals gather around and and listen to him sing.
===================================================
With a great sense of rhythm, she is now able to use her body to perform dances that captures everyone's attention. After, the dances began to be enchanted with magic, drawing the hearts of her audience.

But because there wasn't much business, she did small shows on stages and at some bars. One day, a wandering minstrel asks to perform with her. Finding that they make a great combination she leaves for a journey full of adventure on the spot.

From the musical beach town of Comodo, Bards and Dancers make a combination that can make turn the tide of battle on the field. Grabbing the enemies attention and inspiring their allies are their primary focus.

Notes: All songs and dances are magical in nature and therefore are always primarily affected by a character’s Intelligence, and inflict gradual mental fatigue the longer they are performed; but note that some performances are affected by other attributes as well.

Common skills:
Amp – A song/dance cancelling skill, this allows the character to stop mid-performance, allowing them to save mental stamina. Encore cannot be used to repeat Amp.
Encore – Repeat a song or dance, but with the repeat only costing half of the original mental fatigue, making it a little bit easier for the performer
Melody Strike (Bard)/Sling Arrow (Dancer) – Use either a musical instrument or whip to shoot an arrow at an opponent for triple damage.

Songs:
Music Lessons(passive) – Increases the damage done with musical instruments, and improves the effect of Song and Ensemble skills.
Assassin Cross of Sunset – A song that lasts for two minutes, this song improves the attack speed of any within its sound range by as much as 20%, or more, depending on the Agility of the Bard.
Perfect Tablature – A song that lasts for about a minute, this raises the Evasion rate and Perfect Dodge of any who can hear it by as much as 20%, depending on the Agility and Luck of the singer.
Poem of Bragi – A song that lasts for three minutes, this song reduces the Casting time and After-cast delay of all skills and spell to any who can hear it, by as much as 50%, depending also, on the Intelligence of the Bard.
Apple of Idun – A three minute song that raises the stamina of listeners by 25%, and refreshes their stamina by 2% per 3 seconds.
Unbarring Octave – Play a short, dissonance note that may freeze anyone that hears it for about 10 seconds. The success of this skill depends on the caster’s Intelligence.
Unchained Serenade – Plays a song that creates neutral, sound-based, armor-piercing damage to enemies for 30 seconds, inflicting small amounts of damage for 11 times.

Dances:
Dance Lessons(passive) – Increases the damage inflicted with Whip weapons, and increases the effect of Dance skills.
Gypsy’s Kiss – A three minute dance that increases the mental stamina of all that those who see it by as much as 25%. This dance also reduces the mental fatigue taken from spells and skills by as much as half, depending on the Dancer’s Intelligence attribute.
Lady Luck – This 2 minute dance increases the critical hit rate of all those who see it by as much as 20%, depending on the Luck of the Dancer.
Slow Grace – A 3 minute dance that reduces the attack speed and movement rate of all those who see it by as much as 30%, dependent on the Agility of the Dancer.
Focus Ballet – This 60 second dance increases the Accuracy of all those who see it by as much as 30%, dependent upon the Dancer’s Dexterity.
Hip Shaker – A 30 second dance that drains the mental stamina of all those who see it. This dance drains stamina 11 times during the 30 second duration.
Dazzler – This short dance stuns all those who see it for 10 seconds. This success rate depends on the Intelligence of the Dancer.

Ensembles (must be performed with both a Dancer and a Bard):
Acoustic Rhythm – A one minute performance that increases the Fire and Water resistance of those near it by as much as 50%.
Battle Theme – A performance that raises attack power by as much as 25%, and defense as much as 15%, for about 1 minute.
Classical Pluck – All skills and all spells are disabled by this performance for about a minute.
Down Tempo – A performance that reduces the defense of all those who experiences this to absolute 0, for one full minute.
Lullaby – A one minute performance that attempts to put anyone who is caught in it to sleep. The success chance of this performance is dependent on both performers’ Intelligence average.
 

Gale OverDrive


Gale OverDrive

PostPosted: Thu Aug 16, 2007 5:27 pm


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Blacksmith”Power of craftsmanship . . .” (Begins with Blacksmith's clothes, an anvil, a smithing hammer, a small furnace and either a Hammer(1h axe), a Cleaver(2h axe), or a Smasher (1h mace))

The Blacksmith, searching for ores and minerals and carefully refining them to make weapons, has taken completeness as a principle in making these weapons and built a reputation of trust upon it.

Thinking half-quality weapons are useless, he/she turns them into scrap iron on the spot. Such commitment is the main reason others have confidence in his/her work and may be what saved his/her life in battle.

From the merchant town of Alberta, Blacksmiths are well regarded as the forging furnace of Midgard. There are many variations of Blacksmiths, each choosing to specialize in a few weapons. Without them, the armories of the land would be barren and empty.

Common Skills: Note that Blacksmith skills are moderately magical in nature, and therefore require Intelligence for upkeep.
Adrenaline Rush – This buff raises the attacking speed of the Blacksmith with Axe and Mace weapons by as much as 30% for 2 and a half minutes.
Hammer Fall – Summons astral hammers to pound a small targeted area and create a shockwave that stuns any that are hit for 10 seconds.
Hilt Binding(passive) – Increases the Blacksmith’s Strength permanently 15% by binding the hilt of his weapon.
Maximize Power – The Blacksmith may use mental powers to amplify the damage of their weapon, inflicting maximum possible damage (affected by defense) upon an enemy with each hit. Continually utilizing this skill in battle is bound to deplete mental stamina.
Power Thrust – Imbues the Blacksmith’s weapon with magical energy, enabling it to do 20% more damage than usual for 2 minutes. This skill may also destroy the Blacksmith’s weapon.
Skin Tempering(passive) – Increases the Blacksmith’s resistance to fire property by as much as 40%
Weapon Perfection – Imbue the weapons of everyone in the party with magical enhancements, enabling all weapons to always do 100% damage to any size, or type of monster.
Weapon Research(passive) – Due to extensive research of many different types of weapons, the Blacksmith is well equipped to handle them all. This passive skill grants an extra permanent 15% Dexterity.

Smelting Skills: Successes of all skills are dependent on half of Dexterity and a quarter of Luck.
Enchantedstone Craft – Allows the refining of enchanted stones from elemental ores.
Iron Tempering – Allows for the refining of Iron from Iron ores.
Steel Tempering – Allows the Blacksmith to refine Iron into Steel.

Forging Skills: Successes of all forging attempts are dependent on Dexterity and half of Luck. Except for Weapon Repair, Blacksmiths may only specialize in 4 of the 7 forging disciplines. Weapons forged by Blacksmiths are branded with the name of the forger, therefore giving their name to the forged weapon as well: [Blacksmith name]’s [Weapon name]
Weapon Repair – Allows Blacksmiths to repair broken weapons, as long as they have the appropriate material for it. Per level, the items needed are: Iron ore, Iron, Steel, Oridecon. They may also repair broken Armor with this skill, the material needed is always Steel.
Smith Axe – The discipline taken by Blacksmiths who want to forge their own weapons. Allows them to forge Axe type weapons.
Smith Dagger – A discipline usually taken by amateur Smiths, it is because of the sole reason that daggers are somewhat easier to forge than most other weapons.
Smith Knucklebrace – A rare discipline taken by Blacksmiths, it is probably because the market for knucklebraces is very small, considering that there is only one class that can use them.
Smith Mace – Another one of the common forging disciplines, this is because Blacksmiths may also use Maces for themselves. Maces are also slightly easier to forge than Axes.
Smith Spear – A discipline learned by Blacksmiths usually for the Kingdom. Spears are somewhat easy to make, depending on the level of the weapon.
Smith Sword – One of the other common disciplines, this is due to the fact that many classes may use one-handed swords.
Smith Two-handed Sword – More of a money-making discipline, this is because quality two-handed swords are very expensive to make, let alone very hard to forge.


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Alchemist”One who invaded God’s territory . . .” (Begins with Alchemist's clothes, a potion kit, empty bottles, a portable burner and either a Hammer(1h axe), a Cleaver(2h axe), or a Blade(1h sword))

Active in fields of biotechnology and combining and creating mixtures, the Alchemist collects materials and researches constantly in order to create the greatest advantages of bio technology.

Their potions are either destructive or helpful in nature. The potions that an Alchemist makes also have better effects than ones bought in stores.

From the clock city of Al De Baran, Alchemists are a versatile class who can support their teammates with both healing and damaging skills.

Potion Skills:
Potion Research (passive) – Enhances the effect of restorative potions by as much as 50%, this skill also increases the Alchemists’ potion making chance by 20%
Acid Terror – Consume 1 Acid Bottle in order to throw it’s contents to a target in an attack that deals massive damage, has a chance to destroy their armor, and inflict B leeding status.
Aid Potion – Imbue a potion with magical energy, causing to have as much as 50% more effect when used by anyone. The Alchemist may also throw it into the air, if the person is unreachable, and cause it to explode and shower over the target’s head, effectively healing them as if they drank it.
Bomb – Consume one Bottle Grenade to set an area on fire. Enemies are burned with pulses of fire every second. Though this does not push enemies back, there is a chance to destroy the enemy’s weapon.
Potion Creation – Use one Medicinal Bowl, and the required herbs and items to create potions and chemicals. Alchemist must have learned how to create the potions by studying specific books dedicated to potion mastery.
Summon Flora – Consume 1 Plant Bottle per use to summon a variety of plant monsters to help the Alchemist in battle. The Alchemist may summon either: 5 Mandragoras, 4 Hydras, 3 Floras, 2 Parasites, or a single Geographer.
Summon Marine Sphere – Consume 1 Marine Sphere Bottle per use in order to summon up to 3 Marine Spheres maximum. The spheres are stationary but casts Self-Destruct when they are attacked, causing massive damage to anything in it’s blast radius.

Other Skills:
Axe Mastery (passive) – With mastery of the Axe comes more power, this skill effectively increases the Alchemist’s damage with Axe weapons by as much as 20%.
Alchemical Weapon – Consume a Glistening Coat bottle to protect a target’s weapon. This skill counter’s the Rogue’s Divest Weapon skill, and prevents the weapon from breaking for 10 minutes. Someone’s weapon could be destroyed for just about any reason: overpowered attack, over use, age, carelessness, uber powerful skill parried with said weapon, etc.
Biochemical Helm – Same as above, but it protects a target’s headgear from being stripped or destroyed for 10 minutes.
Synthesized Shield – Same as above, but it protects a target’s shield from being stripped or destroyed. There are many skills in Midgard that may possibly destroy someone’s shield.
Synthetic Armor – Same as above, but it protects a target’s armor from being stripped or destroyed. There are few skills in Midgard that may possibly destroy someone’s armor.


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Assassin”The shadow of death . . .” (Begins with Assassin gear, and either a pair of Jur(2h katar), or a pair of Dirks(1h daggers).

Existing in darkness, never entering the world of light, they were always feared by others.

With the ability to secretly enter places and poison an enemy to get rid of them without a trace, they were worthy of being feared.

People refused to open their minds to these Assassins, whose Guild location was even a secret. But if they find the true nature of these Assassins, loyal and trusting those once they are friends, anyone would want to befriend them without hesitation.

From the harsh sands of Morroc come the deadliest class to ever grace the land. Assassins are masters of quick, effective killing, and they will not hesitate to end another person’s life if it means their survival. The Assassin also the only class able to equip two different weapons in each hand, at the cost of their attacking speed.

Assassination Skills:
Cloaking – The evolution of Hiding, this allows the user quicker movement speed of up to 25% when standing next to a wall, or slower movement speed otherwise. This magic-based skill is cancelled when the person attacks or uses skills. Upon the initial strike in cloaking, the assassin automatically does a double critical damage attack. Insect, Demon and certain monsters can detect the Assassin even while Cloaking.
Grimtooth – A magic-based long range skill. This skill may only be used while in Hiding (not Cloaking) status, and the user must have katars equipped. The Assassin may thrust both his katars into the ground while Hiding, causing magical versions of the katars to stab anything in a line, towards a small targeted area. Though this skill depends on mental stamina to cast, its damage depends on Strength.
Katar Mastery (passive) – Training with Katars gives the Assassin an extra 20% in damage when using them.
Right-Hand Mastery (passive) – When equipping two different weapons, the right hand usually only deals 50% of its regular damage, and the left hand only does 30%. With this specialized training granted only to Assassins, that disadvantage is nulled, allowing full 100% damage with the weapon equipped with the right hand, or 80% if they’re left-handed.
Left-Hand Mastery – The left hand usually only does 30% of its regular damage when equipped with two weapons. With this specialized training, that disadvantage is lessened to only 80% of regular damage, or 100% if the person is left-handed.
Sonic Blow – One of the Assassin’s greatest skills, this will inflict 8 consecutive, sonic-speed blows to a target, with each strike changing the direction they are facing, therefore rendering them stunned for a short amount of time. This skill requires mental stamina, as the Assassin attacks at the speed of sound.

Poison Skills:
Enchant Poison – The Assassin may coat their weapon(s) with a thin layer of poison for a short amount of time, effectively damaging enemies more with each strike. The nature of each poison is dependent on the Assassin who uses them.
Poison React – Because their bodies are so used to poisons, they have built up an auto-immune defense against them. Any poison attack done against them is absorbed by their body, and then used as a sort of adrenaline boost in order to deal up to 6 quick, consecutive counter attacks upon the assailant.
Venom Dust – Consume 1 Red Gemstone in order to contaminate a small area with a poisonous fog that inflicts poison upon enemies who tread through it.
Venom Splasher – When the enemy’s life is nearing its end, the Assassin may use this skill to effectively finish them off. The Assassin may imbue a Red Gemstone with magical poison, and set it as a time bomb inside the enemy’s body. When the bomb goes off, the enemy explodes with massive poisoning and blast damage. Anyone near the enemy at that moment is also caught in the blast radius and may be poisoned as well from the poison splatter.



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Rogue”The Night’s Fallen Angel . . .” (Begins with Rogue's gear, and either a Dagger(1h) or a Composite Bow with a quiver of 250 arrows.)

Enhancing their skills learned from the days as a neighborhood ruffian, everybody avoids their eyes.

As a ruffian would be, they can take off an opponent's armor and take the weapon before the opponent even has the chance to notice, and is excellent with a dagger.

Also, while attacking, they are able use various other skills automatically. When the opponent is strong, they become sneaky. When the opponent is weak, they becomes peculiarly strong and have many other strange characteristics.

Others cannot understand and some watch with fright, but in reality, if a Rogue gets mad, nothing in sight can be considered safe.

Also from the harsh deserts of Morroc, the Rogues are great asset to have both in and out of the battlefield. With their superb stealing abilities, they can make life easier for those faced against strong opponents. In addition to mastery with daggers, knives and swords, Rogues are also trained in the use of bows and arrows.

Dagger Skills:
Sword Mastery (passive) – As with the Swordsman’s training, this passive skill grants 20% increased damage when fighting with either one-handed swords, daggers or knives.
Back Stab – Strikes a target directly in the back with an attack that cannot be avoided, dealing massive damage with the essence of surprise. This skill is useable only when the Rogue is in Hiding status, and cancels it when attacking.
Raid – A skill only useable during the Hiding status, the Rogue may attck the area around them, cancelling their Hide, but inflicting massive damage to all caught in their encircling slash. This attack may also cause either Blindness or Stun to enemies that are hit. This skill is magical in nature, requiring mental stamina to perform.
Snatch – The Rogue may strike an unsuspecting target, then instantly teleport both them and the enemy, to a random area nearby. This allows for isolation from enemy groups or for mano-a-mano duels without distractions.

Bow Skills:
Vulture’s Eye (passive) – Similar to the Archer’s Vulture’s Eye, this specialized training grants Rogues an accurate extended range of fire for their bows.
Double Strafe – Also similar to the Archer’s Double Strafe, the Rogue may inflict damage twice with one arrow. This skill is magic-based and requires mental stamina to perform.
Remove Trap – A skill learned purely from the Hunters who use them, the Rogue may safely disarm a detected trap and gain a trap item in the process.

Ruffian Skills:
Gank(passive) – The Rogue may automatically steal items from an enemy while attacking. This is purely instinct and subconscious movement.
Mug – Extorts a small amount of zeny from enemies while attacking them.
Haggle(passive) – Lets the Rogue buy things from shops at a 25% reduction in price.
Slyness (passive) – One of the most mysterious passive, magical skills in Midgard. When two or more Rogues sit right next to each other, it seems as if they disappear from the sight of enemies completely. The only exceptions to this rule are Insect, Demon, and certain types of monsters.
Stalk (passive) – Allows the Rogue to move at their 50% movement speed in Hiding status.
Intimidate – Allows the Rogue to copy the last spell or skill used on them. Be wary that copying a skill/spell also necessitates the requirements for that skill/spell such as Gemstones or weapons, or even the required mental stamina.
Divest Armor/Shield/Weapon/Helm – The Rogue may strip an opponent of one of their belongings at a 15% chance of success, plus half their Dexterity raiting. A success in this skill means that the enemy loses advantages of that certain piece of equipment (no shield equals no block, no weapon means they have to attack bare-handed). These individuals skills are countered by the Alchemist’s individual coating skills. This skill is magical in nature and requires mental stamina because this requires the Rogue to somehow ‘steal’ the enemy’s equipment even though they are using it.


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Priest”Believe in God . . .” (Begins with Priest's robes, and either a Book(1h), a Staff(1h rod), or a Flail(1h mace))

While serving God and witnessing the miracles, the Priest is the only one that decides to join the world of adventure following the voice of God.

They help the group by casting supportive spells, and with a well-trained spirit, helps members of the group Heal. Also, they have exceptional fighting skills against Undead monsters and by purifying their souls, returns them to the ground.

If you happen to join parties with a strong Priest, you will be able to receive help from their supportive skills that also possess the ability to attack enemies.

From the Holy Church of Prontera, Priests are a mainstay of any battle, healing, and supporting their allies with holy spells and buffs. Note that all Priest spells have casting times similar to those of the Wizards. If you need a reference to casting times, please scroll up to the Wizard’s section of the class profiles. Also, all Priest spells are magic based, requiring them to have great amounts of mental stamina to be able to support their allies.

Recovery Spells:
Improved SP Recovery (passive) – Because of their trained mental faculties, Priests recover faster from mental fatigue of using spells, allowing them to cast more spells after recovering for a short amount of time.
Magnificat – This spell doubles the mental restoration rate of all party members in the area when this spell is cast. This spell has a moderate casting time.
Ressurectio – Revives a fallen character, consuming one Blue Gemstone as a catalyst, and large amounts of mental energy. This spell has a long cast time, and can be cancelled if they are distracted by an attack.
Sanctuary – Consume one Blue Gemstone to cast a holy area on the ground that will provide up to 26 healing pulses to all who step in it. Inversely, Undead and Demon Monsters who step into it are damaged by the healing pulses. This spell has a moderately long casting time, but is uninteruptible, except by spell breaking.
Slow Poison – This spell effectively reduces the effect of poisons on a target’s body, allowing them to function normally for about 15 minutes. The target is still not rid of the poison and must drink an antidote to be completely cured.
Status Recovery – This spell cures most unusual status problems, such as Frozen, Undead, Stone Curse, or Stun. When targeted on an undead monster, this spell Blinds them effectively.

Support Spells:
Aspersio – Endow a weapon with the Holy property for 3 minutes. This spell uses up one Holy Water bottle.
Benedictio Sanctissimi Sacramenti – This extremely hard to use spell requires that there be at least 2 more members of the party who are of the Holy Order(Priests, Acolytes, Monks). This spell endows all party members’ armor in an area with the Holy Property, making them more resistant to Undead and Demonic attacks. Inversely, Undead and Demon monsters who enter the blessed area are struck with Holy damage.
Gloria – A spell with a quick cast time, this enchantment gives all members of the party in the area increased 40% Luck for an effective 30 seconds. Has a moderately quick cast time.
Impositio Manus – Blesses a target’s weapon to make it effectively do about 40% more damage for one minute. Has a moderately quick cast time.
Kyrie Eleison – Cast a Holy barrier upon a target which prevents damage until it is dispersed. The barrier may be dispersed in three ways: either the time limit of 2 minutes is up, they are attacked more than ten times, or the barrier’s maximum stamina, which equal to stamina of the person protected by it, is exhausted. This has a moderate casting time.
Lex Aeterna – Cast a holy status upon an enemy that makes the next spell, skill or attack do double damage to them. Quick-cast spell.
Lex Divina – Silence an enemy, preventing their use of spells or skills for about 3 minutes, or until recovered by someone else. Quick-cast spell.
Safety Wall – Similar to the Mage’s Safety Wall, the Priest may consume one Blue Gemstone to create a narrow pillar of pink protective light. The pillar itself is very narrow and only enough to fit one person inside it. Safety Walls last for 5 minutes, or until they have taken their maximum of 11 attack blocks. Has a moderately quick cast time.
Suffragium – This spell reduces the cast time of another person’s spell by as much as 50%. This spell is a quick cast spell and may be cast again after 2 seconds. Cannot be cast on the Priest themselves, but can be cast on another Priest.

Exorcism spells:
Mace Mastery – The Priest is trained in the use of various maces, as they are the weapons that tend to be the most merciful out of any. They are able to squeeze out 20% more damage from their maces.
Turn Undead – This spell will deal massive holy damage to a targeted undead monster. Also, it can instantly kill an Undead monster by a random chance. This is a quick-cast spell.
Magnus Exorcismus – Undeniably the best spell against Undead, Demon and Shadow type enemies, this spell also has one of the longest casting times, requiring 7 seconds of full concentration. The Priest must consume 1 Blue Gemstone in order to summon divine light upon a large area. The ground glows with blinding light, and Undead, Demon or Shadow type enemies are damaged by a pulse of Holy-type attack dealing massive damage every 3 seconds, for a grand total of 15 pulses. Also, the monsters that are in the area during the duration of the spell have their defense cut in half. The mental strength required for this spell is taxing.


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Monk”Lonely Ascetic . . .” (Begins with Monk robes, and either a Flail(1h mace), or a Waghnak(1h knuckle))

It is said that the faith of the acolyte is not only for the mind, but the path one walks must also be for the body.

It takes more than just the mind, but it also takes confidence, and the time and effort, along with self discliple to be able to change jobs.

For the faith, one must be good until they achieve a disciplined body. Until then, it will take much time and effort. Others have come to fear and respect those who are called Monks.

With combo and separate attacks, the mysterious power of one must not only be faithfully strong, but also have great strength and tough blows.

From St. Capitolina’s Abbey, Monks are one of the deadliest reckoning forces in all of Midgard. A few Monks can take out an entire group with their bare fists, maybe an entire army if they had knucklebraces; and no one wants to be alone, face to face, against a Monk . . . Even though they wear virtually no armor, their attacks come so fast and hard that the enemy is down before they can even strike.

Physical Skills:
Flee (passive) – This training allows the Monk to dodge attacks about 20% more often than the regular person.
Iron Fists (passive) – Trained to use only their hands when fighting, this skill grants Monks 30% more damage when fighting with knucklebraces, or with their bare fists.
Raging Trifecta Blow (passive) – The Monk may do an attack consisting of 3 simultaneous punches, multiplying his damage instantly.
Quadruple Blow Combo – Only useable after Raging Trifecta Blow, the Monk may use a little bit of mental strength to push his physical strength and speed farther, dealing 4 consecutive blows, immediately after the initial 3.
Raging Combo Finish – Using one spirit sphere and mental power to push the limit even more, the Monk may tack on this final thrust to the end of Quadruple Blow Combo, dealing great damage and pushing the enemy five meters backwards. The accumulation of the full combo causes this strike to create a small sonic boom pulse around the area upon impact.
Body Relocation – The Monk may use up 1 spirit sphere in order push his body to the limits of speed, enabling him to instantly relocate to a targeted spot, as long as there are no physical, tangible obstacles (magic does not count) in between him and the desired spot.
Asura Strike – The most powerful single-target skill in all of Rune-Midgard, it requires the user to be in Spirit Explosion status, have five spirit spheres, and use up all of their remaining mental strength and stamina, usually causing the user to fall into unconsciousness soon after. This skill inflicts a massive, extra 1000%, neutral property damage, ignores the target’s size, evasion rate and defense, and is uninterruptible. The user may also combo this skill instead to the end of Raging Combo Finish, only requiring this skill to have 4 spirit spheres available. After the use of this skill, the Monk loses his Explosion status and may not automatically regain mental strength for five minutes (though they may use potions and items to refresh their minds). This skill is also known as many names throughout the land: Extremity Fist and Guillotine Fist are all the same names for Asura Strike.

Mental Skills:
Spiritual Cadence (passive) – Because Monks are taught balance, they are able to refresh their bodies and minds faster than most people, even under great strain. Spiritual Cadence refreshes their being even during Explosion status, but not during the delay of Asura strike.
Summon Spirit Sphere – The Monk may summon a small floating ball of mental energy to use for his various other skills. He may summon up to 5 Spirit spheres and they hover above him, wherever he goes, encircling over his head. These spheres last forever until used, and contrary to popular belief, this spell is not an insta-cast, it takes a couple of seconds to call each sphere.
Absorb Spirit Spheres – In times of mental fatigue, the Monk may reabsorb their summoned spirit spheres in order to refresh their minds. Each spirit sphere grants a small bit of mental stamina back to the Monk. As an offensive skill, Monks may use this skill on other Monks to render them unable to use skills.
Mental Strength – The Monk may absorb all 5 spirit spheres, giving him unparalleled physical and magical defense for 5 minutes, at the cost of his attacking and movement speed. All physical and magical attacks done on him are reduced by as much as 90% for three minutes.
Spirit Explosion – The Monk absorbs five spirit spheres to release their hidden energy and manifest it as physical strength. This gives their Critical Hit rate chance a 30% boost, raises their Strength and Agility by 10%, as well as allows them to use Asura Strike. The downside is that they may not regain mental strength regularly, only through the Spiritual Cadence skill. A person will know if the Monk is in Explosion status due to their bright red aura, and their body crackling with pure visible energy.
Occult Impaction – Use one spirit sphere to break through a target’s armor and deal damage. The more armor and defense a target has, the more damage this skill does.
Finger Offensive – The Monk may throw up to five spirit spheres at a distant target, causing damage per sphere. This spell is uninterruptible and has a 1 second cast time per sphere thrown. Note that throwing spheres one by one will not be as strong as if a Monk threw all the spheres at the same time.
Blade Stop – The Monk may use one spirit sphere to block and hold an attack done by the enemy. When this is successful, both the target and the Monk are unable to move for 3 minutes, allowing others to attack the target. The Monk may use some of his skills, such as Finger Offensive, or Occult Impaction during the time they are frozen.
 
PostPosted: Sun Aug 19, 2007 1:38 am


VI. Cities and Places and Religious Orders:


Cities and places will be given a map as the RP moves from place to place.
Click the name link for a visual map taken from the online game.
Here is what the entire world should look like when laid out perfectly. [x]

~Prontera - Where everyone starts from. This is the capital city of the Kingdom of Rune-Midgard. A bustling stone metropolis that resembles a 17th century stronghold. The lands to the south are grassy plains. To the east is a slightly more dense plain that ends out into a sea. The west is a grassy plain with a river that runs right through it. The north lands are the start of a cliff, with a pond in the middle. Prontera is surrounded by relatively weak monsters.
~Izlude – The satellite city of Prontera, this is where Swordsmen are usually recruited; this city also serves as a port to the sea. To the north of Izlude is the east field of Prontera, and to the west are Prontera’s south plains.
~Geffen – The city of Mages, it looks like a farm town village with an incredibly tall tower. Situated on top of a cliff, the only way to reach it is to cross the bridges that connect to it on the north, east and west sides of the city. The bridges are swarmed with insect and amphibian monsters. To the south of Geffen (unpassable from Geffen) is a dangerous sea at the cliff's drop, said to hide the ancient city of Geffenia.
~Payon – The Village of Archers, it is literally surrounded by a dense, thriving magical forest for miles and miles around. The only way to reach the forests is to cross the fiery deserts of Morroc.
~Juno
~St. Capitolina’s Abbey – The training ground for Monks and Champions, it is secluded in the most northwestern part of Prontera’s forests.
~Morroc
~Alberta
~Al De Baran
~Comodo
~Lighthalzen
~Thanatos’ Tower



Faith and Religion:

The Holy Church of Prontera – This religious order believes in only one God, Odin, one all-powerful being that rules all over the earth. They are backed by the King and are a force to be reckoned with. They have their own military arm and a special branch. Most members of this order are the Crusaders, Paladins, some Knights, Acolytes and Priests. Their common symbol is a cross.

The Monastic Order of St. Capitolina – A branch of the Holy Church of Prontera, they believe in Odin as well, but more so in a balance of good and evil. These monks believe that there is a certain degree of unity in the world around them and they fight to keep that balance alive. Monks, Champions and some Acoytes make up this order. A yin-yang circle is their common symbol

The Followers of Yggdrasil – Though not entirely a ‘religious’ sect, they do believe in a multitude of gods(like Odin, Freya, and Thor), a higher plane of Asgard, the lower plane of Utgard, and that our plane, Midgard, lies in the middle. They believe that all the demons come from Utgard and that miraculous acts are manifestations of the gods' powers from Asgard. The members of this sect include many different people, but are mostly from Juno and Geffen, and are made up of Mages, Sages, Professors and Wizards. Their common symbol is a tree that symbolizes the Tree of Yggdrasil.

The Children of Bragi and Idun – A branch of the Followers of Yggdrasil, they believe in kindness, charity and sacrifice. Members of this sect do not hesitate to help out anyone in trouble and their actions are well known around the kingdom. Most members of this branch are Archers, Hunters, Bards and Dancers. Their symbol is that of an apple, branded with a musical note, pierced with an arrow.

The Fist of Loki – The opposite branch of the Followers of Yggdrasil, they could be considered the anti-Children of Bragi and Idun. They like to spread discord, confusion and chaos to the world around them. Usually, only the ones who seriously follow this religion are the ones who could be considered “evil”, most of the time, people under this sect are quite harmless, albeit a little crazy. Most of the members of this sect are made of Thieves, Assassins and Stalkers. Their symbol is a jester’s staff carried by a fist.

Independent – These people do not believe in anything, and rely on day-to-day life. People who are independent do not call anything a God, or much less practice a religious act. They are simple, normal, everyday people around the world without much of a care for whatever higher power really exists. Anyone may be independent if they wish. Because this is no religious sect, independents do not have a common symbol, in fact, they are devoid of any.


VII. Guilds


All guilds have outposts in every city in the world, so that members are never without contact with other members. Hopefuls may also join the guild at any of the outposts. The only guild that does not have a definite base or outpost is the guild Invictus.

Professional Guilds:

1. The Brotherhood of the Church and the Chivalrous – This guild encompasses the Knights of Prontera, the Crusaders of the Church, and People of the Holy Ward. Led by a leader from each of the branches, they are lawfully aligned and serve as protectors of the peace in Prontera. They are perhaps, the largest professional guild in the kingdom. Their emblem is that of a cross with a sword through a shield in front of it. They have a special task force made up of the battle acolytes and monks, known as The Hand of Heaven. This task force also has their own emblem that looks like a closed fist extended upwards with angel wings on the hand’s sides.

2. The Society of Knowledge – Based in Juno, most Mages, Wizards and Sages belong to this guild. They alone contain the grandest library of knowledge that constantly gets updated. They are neutral in the practices and welcome anyone in seek of greater knowledge. An open book with a burning flame in the middle and staff behind it is their signature and well-known emblem.

3. The Hidden Company of Musicians and Hunters – Somewhere unknown deep in the Payon Forests lies the main base of the Hidden Company. Most of the archer classes belong to this neutral, yet incredibly helpful guild. They are willing to help any lost souls in the forest, or any who simply seek aid and shelter. Their emblem is a guitar with 3 arrows running across it diagonally.

4. The Market Union – This guild, based in the city of commerce, Alberta, includes Alchemists, Blacksmiths and Merchants alike. They are lawful, yet scornful. They are also probably the richest professional guild in the Kingdom. They are masters of the forge and the laboratory, and are often called on to research, appraise and forge new weapons and items. Their well-respected emblem is a scale with an anvil on one side, and a potion flask on the other.

5. The Clan of Shadows – All the thieves, Assassins and Stalkers in the Kingdom generally belong to this guild. They are a neutral, yet chaotic guild that charges for their help, and they tend to lean more towards the evil side. But, being the thieves that they are, they are, however, honorable to a fault, and will not back down from a promise or a vow. Their intimidating emblem is a pair of crossed katars with a dagger straight through the middle, pointing opposite from the katars. They are based in the deserts of Morroc

Non-Professional Guilds

1. Legendary Guardians – This self-proclaimed guild of ruthless people believes that they are the true protectors of the peace in Rune-Midgard and they want to run things their own way. They are chaotic in their actions and very troublesome. Most people think that they are idiots who want attention for themselves, but not many know what this guild is really capable of. It is rumored that this guild has numerous members around Midgard. Their base location is unknown. Their known emblem is of a golden foot with winged sandals upon a red background. Leader: Unknown.

2. Invictus – They are a known guild, yet they are also the unknown police that keep society in check. Utterly lawful, they will not tolerate crime and chaos within the Kingdom. They are utterly secretive and exclusive, and attempting to look for their headquarters is virtually a wasted effort. Their members are all over the land, but they do not show themselves easily. Most people are given the impression that this guild is for the betterment of its members, but it’s actually for the improvement of society. It is not sure where these people meet or how they recruit their members. Their fearsome and secretive emblem is that of a coat of different weapons, joined together. News has it that leadership of the guild has just been passed on.

3. The Band of Good Virtue – This guild had just been created recently, but their steadily growing reputation for helping those who need it have earned them quite a number of members. Lawfulness and selflessness are the two main virtues required to join. They are based in Lutie, the snowy island of snowmen and elves. Their emblem is that of an open hand, the palm bearing a shield tattoo. Leader: Yuki Daruma (Yoder).

4. Sacred Twilight - A small guild of professionals, controlled not by one person, by a special few; they are exclusive and take in only those they see with hidden or growth potential. Some of the Legends started their careers in this guild. Their alignment is slightly neutral, but leaning towards lawful a little bit and may be persuaded by material wealth, though their asking price is incredibly high. Their emblem is of a waning crescent eclipse with a twilight star behind it. They are primarily based in Al De Baran.
 

Gale OverDrive


Gale OverDrive

PostPosted: Wed Aug 22, 2007 5:42 pm


SAMPLE PROFILE

This is the expected amount of literacy that I expect from people in here. It's not as good and daunting as Kurai's, but at least people will be able to keep up to standards. I will not judge you by how much you write. I will judge by the quality of it. A lot can be said in a little, you know.

Quote:
Gaia Name: Gale OverDrive

Character Name: Claire Fleurette

Character Class and Build, Title:"Sonic" Knight, Two-handed Swords.
Strength:60%
Agility:99%
Vitality:40% - Defense: 20%
Intelligence:20% - Magic Defense: 10%
Dexterity:50%
Luck:10%

Custom Skill: Legacy:Risoluto - Gathering the last of her resolve, she uses her speed advantage and the last of her mental strength to create 6 images of herself, which all encircle the enemy. Any attacks she does is simultaneously imitated by her images, as it is just her moving around at sonic speeds in a circle. With this final attack, she can effectively multiply her damage by 7 per hit. It actually looks like a synchronized attack with multiple people from afar.

Age/Birthdate: 21 years old. September 09, 1482.

Appearance: Quite the ordinary swordswoman, Claire stands at about 5 feet and 7 inches tall, with a well-built body that is not defined by bulging muscles. Her hair is of middle length, just about to her shoulders, and black, with her lengthy bangs parting halfway across her head and towards the side of her eyes. Her eyes are a deep, dark blue, almost like the waves of the blue ocean at noon-time.

Her attire consists of mostly leather armor, with parts of metal and steel. Her long-sleeved, swordswoman clothing with earthly and neutral color tones is made out of a slightly thicker-than-average cloth, with a metal plate covering her chest area. Claire also dons metal arm pads, shoulder and elbow guards, and a metal plate to cover the back of the hand.

Even though the standard skirt extends all the way up to the ankles, she decided to alter it and make it a little bit shorter, so it now reaches to just before her ankles, around mid-leg. It is made of a thick cloth, with leather padding around the waist and hip area, colored in earth tones and layered for comfort.

Claire’s shoes are made of hard leather, plated with metal around the ankles and shins. Her gloves are made of leather as well, albeit a little more flexible and fitting than her shoes, allowing her to grip her sword well during combat. Belted around her waist is her Katana’s sheath, which is slung around to the left side, but much nearer to her back. Over and around her shoulders is the standard-issue muffler than gives little more protection from wind and cold. It is marked with a small symbol of the Brotherhood on the back, but it is slightly covered by her hair.

She usually carries around a small backpack which contains her potions, food and carries her items.

Guild: Affiliated with the Brotherhood of the Church and the Chivalrous.

Religion: Believes in the Holy Church of Prontera.

Occupation: Scavenger and Assistant Innkeeper – Being Avelaine’s adopted sister, she helps around with the work by going outside the city gates and gathers herbs and items required by the family, the guests, or a request from a friend. She often goes outside the gates to obtain plants and items, and meets many enemies, but gets her training done along the way. When not outside, she helps manage and maintain the inn, and take care of both the older and younger guests.

Bio/Detailed History:
When she was 8, Claire’s father, who was once a prominent trader, had fallen ill and was on his deathbed. Her mother had already died earlier from an unknown disease that had no cure. Taking the responsibility of raising another daughter, her father’s best friend, Avelaine’s father, took her in willingly and joyfully. The last of her father’s assets were used to send Claire to school, the rest was used to pay for her extra food, books and clothing.

Claire often helped around the household, doing what she could to make life easier for the family. She also did various errands for the guests who couldn’t help themselves well enough, or those who offered her something in return, usually a small tip that she began to save up for later use. A few years of saving up errand tips, she bought herself a relatively short and old sword for practice and training.

Claire and Avelaine grew up to be close siblings, even though they were not related in any way. Avelaine, who was only a month younger than Claire, loved her dearly and often times played, talked and walked together. They shared stories of friends, boys and life throughout their time together.

Claire started her swordsman training at 14 years old, when she joined the Swordsman guild, with the hopes of learning skills to protect her family. Three years later, she finished her training, specializing in two-handed sword combat. Avelaine took a different path, but nonetheless, they still worked well together as a team.

She was Knighted a couple years immediately after she finished her Swordsman training. Ever since then, she has kept her position as the assistant innkeeper, and still does scavenging errands once in a while.

Equipment: Slayer (2-hand sword), Knight gear and armor (as stated in appearance).

Inventory: 200 zeny.
 
PostPosted: Wed Aug 22, 2007 6:04 pm


Deleted to make RP easier to understand.

Gale OverDrive


Gale OverDrive

PostPosted: Fri Aug 24, 2007 11:48 am


IX. Elemental Harmony and Battle Resonance


In the heat of battle, strategy and rhythm among the combatants plays a crucial role in who emerges victorious. Those who utilize the balance of the elements in the world will find themselves in an advantageous position against their opponents.

This is the chart used to determine which elements will work well against what. Those who commit this diagram to memory will find it easier to determine the outcome of almost any battle.

If players are smart enough, they may unleash a chain of combos on either one or many opponents. This battle strategy is called Harmonious Resonance, in which all of the players’ attacks connect into one big chain that multiplies their damage dealt. The attacks need not be of any specific element, as long as the attacks keep coming. In this way, the damage done by making the combo grow becomes almost exponential in nature, dealing more damage per hit.

Also, some combinations of attacks may work well with each other, and it is up to the players to find out which skills/spells work well in synergy with other skills/spells.

User Image

*Note: These are ELEMENT types, not MONSTER types.  
PostPosted: Sat Aug 25, 2007 8:15 pm


Gaia name: Gale OverDrive

Character name: Avelaine Droselle

Character class, title and build: “Gentle Palm” Monk, Knucklebrace
Strength: 60%
Agility: 99%
Vitality: 30% - Defense: 25%
Intelligence: 30% - Magic Defense: 30%
Dexterity: 60%
Luck: 20%

Custom Skills: All of Avelaine’s active skills require her to use some, if not all, of her spirit spheres. Her Legacy skills also require to be in Explosion status.(Yes, I realize that these are all moves taken from Hyuuga Neji/Hinata from Naruto, and from Tenjo Tenge.)

Gentle Fist/Jyuken Style (stance/passive) – Instead of fighting with heavy hitting blows, Avelaine uses her high accuracy, and tantalizing speed to strike opponents lightly at points of the body where their energy is disrupted, rendering the limb, or part, paralyzed. This stance has softer attacks, and more open palmed.

Natsume Goushin-Ryu: Kenpo (stance/passive) – While offense is something that Avelaine is relatively great at, sometimes it takes common sense to realize that weapons are more dangerous than bare fists. Using this stance, Avelaine becomes an anti-weapon specialist, able to fight against swords, spears, axes, maces and even bows and arrows. This is the stance she most commonly uses as she was specifically trained as anti-weapons specialist during her stay at St. Capitolina’s Abbey.

Tetsuhiko /Iron Finger – A particularly lethal, close-range only technique. Avelaine uses one spirit sphere and gathers energy to one finger (usually the thumb), using it to punch through muscle and directly striking internal organs, particularly the liver.

Hakkeshou: Rokujuu Yonshou/Hand of the Eight Divinations: Sixty-Four Palms (Legacy) – With this Legacy skill, Avelaine pushes the limits of her speed and strength as far as it can possibly reach. Her senses sharpen to needle-point sensitivity, and to her, it would seem as if time has slowed down to a slow crawl. During this period, she attacks a target (or anyone around her), with a barrage of accurately pin-pointed critical strikes. The total number of hits she does equals exactly 64, no matter how many enemies she faces. If there is only one opponent, that target recieves all 64 strikes. Avelaine usually expends whatever energy she has and falls unconscious; any buffs she recieves while performing this skill only serve to improve her damage. She has a variation of this skill.

Natsume Goushin-Ryu Kongou Hasshiki: Renkan Tenpen Tetsugakeki (Legacy, variation) – In English, Natsume-style, Advanced Exercise, 8th Degree: Linking Heavenly Iron Attack. It looks like Sixty-Four Palms Strike, yet this does not heighten her senses. This move inflicts 13 precise, bone-shattering blows to one enemy only. This skill breaks any armor the enemy might be wearing, or any weapons or shields they might use to try and block the blows. When used against inanimate objects, this skill actually has enough power to demolish a small castle.

Age/Birthdate: 20 years old. August 22, 1482.
Appearance: Avelaine has the frame of a well-built woman, though her muscles are not excessive and bulging. Standing at an average feminine height of 5 feet and 5 inches, she blends in easily with the regular crowd. Her body actually belies her real abilities as a Monk. Her extremely long, golden-brown hair reaches beyond her waist, and almost to her knees. It is usually tied up in with a black ribbon in a long pony tail. If there is a wind blowing, or if Avelaine is running fast, then her hair usually kicks up along in her wake. In no way does it hinder her combat abilities as she has been accustomed to fighting with it.

Avelaine’s dainty face is accented with bright blue eyes. Eyes that shine with a burning fire inside and seem to pierce through to the opponent’s very soul. Though her mouth is tiny, big words and a loud voice comes out of it. Very rarely is Avelaine’s face in dead serious manner, but when it happens, whoever she is staring at will not come out unscathed.

Her monk robes are basically a piece of cloth lined with red and gold tied at the waist with a thick rope sash. Though her chest has gotten the attraction of guys and the jealousy of girls, it’s something that she’s not so proud of and tries to ignore time and time again. She wears a black sort-of leather, sort-of chest piece that doesn’t really help with the problem either. It is lined with gold and offers little protection, but is surprisingly, incredibly light.

Avelaine also wears light black cotton short pants lined with red and gold at the leg holes that go to just over her knees. They are tight-fitting yet loose enough to let her move in any way, any speed she wants.
Her shoes are made of a light brown leather that, like the rest of her wardrobe, has ignorable weight. They are sturdy, however, enough to kick down a man in full armor. She has a small rucksack that she carries on journeys and missions, and small pouch attached to her waist, positioned near her rear-right side.

With her Waghnak in her right-hand and a Rosary wrapped around in her left, Avelaine is a light-weight damage machine inside the unassuming body of a regular 20 year-old lady.

Guild: Brotherhood of the Church and the Chivalrous, more specifically: The Hand of Heaven.

Religion: Monastic Order of St. Capitolina

Occupation: Assistant Innkeeper, Hired Bodyguard and Exorcist – Though she juggles multiple occupations, she finds time enough to do whatever is required of her. Her parents, who own the inn, understand that Avelaine is very active and needs to do something more than maintenance and management. She exorcises for the Church whenever the need arises, and she only accepts a bodyguard job when the client is justified in asking for protection.

Bio/Detailed History: A native of Prontera, Avelaine was born to parents who ran the inn at the center of town. She was a happy girl who did not know her own physical strength. Once, when she was being teased by some boys, she had knocked all of them out unconscious. Her parents sent her to the monks at St. Capitolina’s so that she could hope to try and control her strength better.

Though her physical strength training was easily passed, the mental and stamina parts of the training left her struggling behind the rest of her peers. Even though she was ordained a Monk, her mental strength and endurance were still below-par from the average Monk. She served as a bodyguard for those she felt justified protection, and she served as an emergency exorcist in case there were no Priests available to do the job. But other than that, she kept herself to her parents’ inn, helping with the maintenance, cleaning, meals and various chores.

Despite her parents being very proud of her, Avelaine still feels that there is something else that she can do, something else that she needs to do. Something has been calling out to her, ever since she got out of the Abbey. She and her best friend, Claire, both feel that they are to answer to a higher calling soon.

Equipment and Inventory: Monk Robes (as stated in appearance), Rosary x1, Waghnak (1h knuckle), and 2000 zeny.


Electric Kool-Aid
Gaia name: Electric Kool-Aid

Character name:Dunya Haik

Character class, title and build: "Lucky Seven" Hunter.
Attributes
Strength:20
Agility:60
Vitality:33
Intelligence:35
Dexterity:60
Luck:70

Skills
Beastbane (passive)
Hound Mastery (passive)
Steel Fang (passive)
Detecting – The Hunter may command their Hound to scout out a small area, detecting all hidden creatures and enemies, if there are any. This skill may also detect set traps from other Hunters, at risk to the Hound (also area is detectable area is smaller for Hound than Falcon).
Owl's Eye(passive)
Vulture's Eye(passive)
Double Strafe
Arrow Shower
Improve Concentration

Custom Skills:
Arrow Crafting – Because Archers usually go on extended journeys, the ability to create their own arrows is very invaluable and efficient. By taking items commonly found in the world, they can have an unlimited supply of ammunition for their bows

Tracking: Temporarily increases intelligence and dexterity by 10%. (Lasts about 2 hours)

Rain of Fire: Allows the hunter during combat to light their arrows on fire, to increase damage done to buildings.

Legacy: Call of the Wild-Summons two other hounds with the same stats (At that moment) as player to aid of player.

Age/Birthdate: 20 years old. June 24 (Midsummer's Day), 1483

Appearance: Rather diminutive comparatively, Dunya stands at about 5' 4", weighing in at approximately 110 lbs, definitely nearing the "underweight" edge of healthy. Her clothing is a mix of dark greens, browns, greys with full length sleeves and skirts, or pants to protect herself from abrasions and ticks while hiking through brush and undergrowth. Heavy leather boots accompany her attire, useful for long distance hiking. She ornaments her clothing with the occasional bird feather, or smoothed over river stone, as she greatly appreciates the wonders of nature.

Dunya has a light complexion with contrasting dark brown hair reaching just to her shoulders. Most often, her hair is kept pulled up and out of her face in a pony tail, or braid. A light bone structure carries her weight, and she shows very little figure at all. Gentle but plain features occupy her face, with soft green eyes being the only thing possibly remarkable. Once in the Prontera, in an effort to reduce how plain she appeared, she had a received a total of 5 piercings, 3 in her left ear, 1 in her right, and one through the right side of her face, just above her cheek bone

She carries a large well-worn leather satchel over her right shoulder, across her chest, to rest just below her left hip, with her quiver running the opposite way.

Guild: The Hidden Company of Musicians and Hunters (I didn't see that anyone was the Guild leader so...)

Religion:The Children of Bragi and Idun

Occupation: Creature Breeder: In an effort to give back to the world what life she's taken and in keeping with her love of the natural world, Dunya was naturally drawn to this occupation. Dunya is comfortable around just about any animal partially because as a child she kept pet rabbits and at an early age began trying to breed a heartier variety, and one that was naturally more camouflaged. As she aged, she began to breed hunting dogs, and eventually horses. Now she works as a stable hand and horse breeder for the knight's of Prontera. Her daily tasks include helping to feed and water the horses, foaling (when necessary), and mucking stalls.

Bio/Detailed History: Dunya was born Midsummer's Day in Payon, to a Hunter mother and Bard father. Her childhood was a peaceful and happy one, with lessons in hunting beginning on her 9th birthday. A love of the outdoors was impressed upon her by both her parents, as was the idea of moderation in relation to hunting (taking only those that were healthy, not taking too many per season, etc). These teachings greatly effected both her personality and religious views.

As the eldest of five children, (3 brothers from oldest to youngest[current age listed in ()'s]: Dylan (17), Cadell (13), Einion (9) and 1 sister: Aderyn (7)) Dunya learned responsibility and spent a large part of her time in caring for her siblings. She was especially close with her brother Dylan, as they were closest in age, and it fell largely to them to care for the others. Dunya also had a special bond with her only sister, who since age 4 had been the only one allowed to accompany Dunya on her woodland treks.

Life in Payon was quiet and pleasant, surrounded by the dense, protective forests. In her heart Dunya crazed new experiences and adventures, and just before she turned 19, she grew restless of life in Payon, eager for new opportunities and ideas. It was decided by her parents that she should travel to Prontera, as she was now essentially an adult, and perhaps some time in the city would ease her mind and curb her restlessness. Her father and Aderyn hiked with her to the first river ford, (her mother staying at home with the others) where they bid her good bye and pleasant journey. Tears from the little girl made Dunya temporarily reconsider her decision, but her father urged her that it'd do her good. After asking Aderyn to take good care of her rabbits until she returned, Dunya set out with her favorite hound, Colin, for the city.

After much traveling, Dunya finally arrived in Prontera, far from home and exhausted. Her first night was spent in an inn, and a visit to the inn's stables was an eye opening experience. The stock of horse found here was much larger than the Payon breeds, and in interest the next morning, Dunya set out to the Knight's stable's in search of work. Having proved herself able around horses, she was hired, and is temporarily living in a modified stall at the end of the stables.

Equipment:Hunter's gear, composite bow, 2 quivers of 250 arrows each, and her rucksack.

Inventory: 2000 zeny


==========================================================================

Gaia name: BloodHuntaSia

Character name: Rosiya Eyas

Character class, title and build: Knucklebraces Monk, "Bone Crusher"
Strength - 94
Agility - 80
Vitality - 45
Intelligence - 50
Dexterity - 20
Luck - 10

Custom Skills:

Damage Weapon/Armor -- Using however many spirit spheres that she chooses, Rosiya concentrates her mana on the knucklebraces , and attempt to damage her opponent's weapon or armor with 25% success rate. There is about 10% chance that the weapon or the armor will be rendered completely useless. With each spirit sphere added, the chances will increase by 5% per sphere, but the casting time will also increase by 1 sec per sphere.

Bone Crush -- Using up however many spirit spheres that she chooses, Rosiya concentrates her mana on the knuckle braces and her legs, covering them with pure energy. This allows her to increase the impact as she damages the foe according to however many spirit spheres she used. If she chooses to use two or more, she can easily break any human or animal bones.

Reflect -- Using up one spirit sphere, Rosiya concentrates her mana all around her, creating a thin shield of energy. No magic can pass through the shield, though any solid object that has no magic on it can. If any magic is hit on the shield, it reflects off of it.

Blast -- Upgraded version of Reflect that requires two spirit spheres. When surrounded by foes, by casting this spell, a bright light of energy bursts our from Rosiya, blinding and burning her foes for few seconds. It is also good for pushing them away, giving her room to reposition herself ahead of her enemies.

Fury of Earth -- As Rosiya's legacy spell, it requires all of her spirit spheres to be concentrated into one side of her knucklebraces. Rumbling Earth is a combination skill of Bone Crush and Blast where Rosiya concentrates her power and thrusts them onto earth, sending a large tremor and a incredible blast of energy around herself with about 5 meter radius, almost guaranteeing vanquishing her enemies. Using this skill causes too much strain on Rosiya's muscles, and she will not be able to walk around much or move at all for at least a week.

Age/Birthdate: 20, Feb. 22

Appearance: Well-built as monks should be, Rosiya stands 5 ft and 9 in tall with nice bronze tan. One of her green pupil has turned grey from a childhood disease, but she is proud of it and does not mind. She always keeps her black hair short like a boy with bangs to keep it out of her way in fights.

She is almost never seen out of her monk robe, always ready for action, but every now and then, she does wear normal girl clothes, though she does not own any. She rather likes the standard monk robe, though her hood is never up.

Rosiya's knucklebraces always hang from her side, tied together with a piece of cloth. She always carries around a leather bag that she wears like a backpack on her back.

Guild: The Brotherhood of the Church and the Chivalrous -- Member

Religion: The Monastic Order of St. Capitolina

Occupation: Doctor's assistance -- Rosiya works at a local clinic right across from the inn, on the town square.
Occasionally, when she is in need of money, she goes bounty hunting.

Bio/Detailed History: Rosiya's parents had always been faithful believers of the Holy Church of Prontera. They did not have any children until their old age, and when Rosiya was born, they called her their blessing from God. Their lives seem to pass by without a problem like a fairytale until Rosiya caught a strange disease.

First, the village doctor diagnosed it as a mere flu, but as the disease progressed, the symptoms were slightly different. Rosiya suffered over a week with high fever and other painful symptoms to a point where her parents prayed that they will offer her to the church if she was healed. As if all her suffering was a lie, she was healed the next day, and her parents sent her off to the church where she was meant to become a priestess.

During her younger age, she found more faith in power than mere text, causing trouble with her teachers and other authorities. Giving up on her, they sent her over to the Monastic Order of St. Capitolina to become a monk. After her training was complete, she decided to see the world on her own, and goes around towns, helping out at local clinics for some time.

Equipment and Inventory: Monk robe, waghnak, a backpack, 2500 zeny

==============================================================

Gaia name: Panpear

Character name: Ninna Tomsen
Character class, title and build: "The Enlightened" Dancer

Strength – 10
Agility – 47
Vitality – 26
Intelligence – 92
Dexterity –71
Luck – 33

Skills: Amp, Encore, Sling Arrow

Dances: Gypsy's Kiss, Lady Luck, Slow Grace, Focus Ballet, Hip Shaker, Dazzler

Ensembles: Acoustic Rhythm, Battle Theme, Classic Pluck, Down Tempo, Lullaby

Custom Skills:
Circle Dance – The dancer dances in a circle around those who will be affective. For the next three minutes, those people have a higher defense rating against physical attacks. They must stay in the dancer's circle while the thirty second dance is performed.

Spark of Life – A two minute dance that cures minor scrapes and bruises slowly over the two minute period. The dance relieves those who hear it of any pain they feel, even if it cannot cure their wounds. If a wound is too serious to be cured by this dance, the song will slow or stop the bleeding; repeatedly doing the song will not cure the wound.

Fancy Footwork – Dodge rating increases when this dance is performed, based on the dancer's agility.

Arrow Spin – The dancer spins, releasing 5 to 10 arrows at once to the target area at high speeds

Seduction – One target is held completely spellbound during the one minute dance. Others may be distracted.

Legacy: Kiss of Life – This 2 minute dance rejuvenates a person to great conditions, restoring health and mental stamina. Others who witness it are also rejuvenated, but the effect wanes considerably once the dance is complete. Obviously this dance leaves the dancer drained, and most likely unable to perform any other dances for a considerable amount of time.

Age/Birthdate: 26

Appearance: Ninna (or Nin for short), is a taller woman who tries to make herself look small. Standing at 5'8'', she avoids wearing any shoes that would make her taller, instead settling on comfortable flat shoes. Her clothes keep her well covered, and are hardly flashy. On her bottom half she wears a flowing skirt or cloth pants with very large legs. On the top is some loose shirt, short or long sleeved, depending on the weather. The majority of her clothes are made with a thicker material (cotton or wool), in solid tans and browns, sometimes accented with smaller colorful patterns. Her dancing clothes, if she feels the need to change into them, tend to be slightly lighter (though not see-through), are more colorful, and may have other frills like tassels or beads. Generally, they are of the style as her normal clothing.

Ninna wears her light brown hair at shoulder length, with parted bangs. A portion of it bobs in a small ponytail that sits high on the back of her head; the rest hangs loose. Her hair frames her round face, complimenting her wide brown eyes and smaller nose.

Guild: The Hidden Company of Musicians and Hunters - Member

Religion: The Children of Bragi and Idun

Occupation: Avante Garde/Inn Keeper

Ninna has secured a job as a bookkeeper for a local inn in Prontera. Usually she double checks figures or rents out rooms when others are not around. When not behind the desk, she provides dancing entertainment for those staying at the inn on some nights, or may go about the town looking for a venue to perform at.

Bio/Detailed History: Born in Prontera, the only child of a merchant couple, Ninna spent her early years in the bustling capital city. It was here her parents first learned about her interest in dancing, a surprise for them. Ninna spent her free time mimicking the moves of various street performers, in her own little world. Her parents did not approve of these role models, so when the opportunity arose, her family moved to Payon.

Ninna lived in Payon from her late childhood through her teen years. It was here that she had a formal education (previous, her parents had taught her themselves, so she would know her sums and other skills good for merchants). In addition, she learn archery, like many of the children in the town. The woods outside were full of game, and knowing how to shoot arrows was a very important skill, thus creating Ninna's second passion. But she never did forget the lure of music, the rhythm of dance. In secret she would often practice dancing, away from her parents watchful eye.

When became old enough to make a living on her own, Ninna traveled for awhile, glad to be away from her parents and their incessant demands that she become a merchant like them. Instead, she traveled from town to town, picking up various tips from dancers she met here and there. It was also during her travels she picked up the delightfully tricky maneuver of slinging arrows with a whip, which looks graceful but is hard to execute without practice.

After several years of being a traveling dancer, Ninna finally returned to her original hometown of Prontera. She spent quite a few months just doing performances for money, until she landed a job at a local inn. She's been working there for the past two years, helping keep the books and providing evening performances. On occasion she goes to visit her parents, or leaves town to keep up her archery skills that are, for some reason, used less often in the inn keeping business.

Equipment and Inventory: Clothes, a rucksack, a quiver of 250 arrows, a Whip(1h) and 2000 zeny  

Gale OverDrive


Gale OverDrive

PostPosted: Sat Aug 25, 2007 9:10 pm


Gaia name: Gale OverDrive

Character name: Claire Fleurette

Character class, title and build: “Hyper-Sonic Blade” Knight, Two-handed Sword
Strength: 60%
Agility: 99%
Vitality: 50% - Defense: 40%
Intelligence: 30% - Magic Defense: 15%
Dexterity: 50%
Luck: 10%

Custom Skills:
Risoluto (Stance) – Claire stands solid on a spot, and focuses with inner strength. Then, she attempts to block any, if not all, incoming blows, may they be from swords, spears, or arrows; she can even block simultaneous strikes. This considered a defensive stance, and lasts for as long as 10 minutes.

Brillante – If there is any light source available, Claire attempts to refract the light with her sword, causing all enemies who see it to become partially blinded, or dazed, giving her an opening for attack.

Presto(passive) – Because of her really high Agility, Claire will almost always have the first initiative strike, whether or not the enemy is ready for her. Coupled with the feather-light weight of her sword because of Two-Hand Quicken, this is a really hard skill to block or parry, however, this skill will hit only around 60% of the time, as the first strike might be a diversion for a better attack.

Vivace(passive) – As the battle rages on, Claire gets a feel of the rhythm and starts to apply it to her fighting. Her attacks start to come down faster and stronger, she starts to dodge more often and her movements are more efficient. It is unwise for anyone going against Claire to keep the battle going on for very long.

Appassionato – Claire gets up close and personal with each enemy when using this skill. She dashes in incredibly close –almost inches away from their face– as if about to kiss them (and sometimes she does kiss them ultimately), catching them off-guard and vulnerable, leaving them open to a barrage of close range attacks. (Usable on BOTH males and females.)

Cadenza (Legacy) – A final attack meant to display her rhythmic style of fighting, her sword starts to glow the ever-changing colors of a spectrum, switching to a different color with each strike of her sword. The time in the area seems to tense up, slowing everyone else down but herself. Claire then improvises on a flurry of attacks, dependent on the number and strength of individual enemies. To people who are watching this attack, Claire seems to have split herself many times over, dashing with attacks to and fro, and gracefully striking down everyone in the field. In truth, she HAS made copies of herself, and her final strike consists of 7 Claires closing in for a final attack on a single enemy, finishing it off with an explosion of a rainbow spectrum.

Age/Birthdate: 20 years old. October 20, 1482.

Appearance: Proportionate, yet tall for a lady, Claire stands at a height of 5 feet and 9 inches, well taller than most woman at her age. She has a slender, solid frame with proportional chest and hips, but, like Avelaine, her form hides her true strength. Her long, yet unruly black hair is never tied and is left flowing in the wind.

Avelaine’s sharp face is often in a serious manner, especially when she is deep in thought. Her sharp, calculating eyes are of two colors, the right eye being of a deep, piercing blue, the left one being of a warm, bright silver. No one knows how she got them, being that her parents were of neither eye color. She keeps her lips tightly shut when alone and in public, and she emanates an aura of hostility. When she starts to smile though, especially in battle, then that is probably the last smile that someone will ever see.

Her Knight’s armor is made out of pure forged metal, with the main underlayer being a dress-like plate mail layer. It has loose and excess material to be able to be folded around the neck, creating an extra two layers of plate mail around one of the most important areas of the body. The ‘dress’ ends in a skirt just above her knees. Over it is a hard-leather armor piece that contours and is shaped perfectly to Claire’s body. It is a light yellow in color and is accented with a red chain belt just under the chest area, where the body is the most slender. The leather piece is also cut around the arm area to allow for maximum arm mobility and ends shorter than the plate mail dress.

On her arms and legs are real armor pieces, mostly to protect the parts that deal the damage in heated battles. The arms and fingers are basically a thick leather glove plated with thick steel pieces; they are also jointed in the elbows and shoulders, and bent in places that are usually moved, as in the joints of the fingers and the wrist. The foot pieces are the same: thick leather boots covered with steel shoes, jointed at the knees and ankles. She chose to forego the spiked star at the heel because she feels that they impede her movement speed and balance, and because she doesn’t believe in hurting a mount to go faster.

Really the only place Claire isn’t protected is around the hips and thighs, but who would really dare to hit a woman in that area? Her sword belt and sheathe is a thick one that goes around her hips and leans slightly to the back and to the left because of the weight and the placement of her two-handed sword. On long journeys she also usually carries a small bag to carry her essentials and survival gear.

Guild: Brotherhood of the Church and the Chivalrous.

Religion: Holy Church of Prontera.

Occupation: Assistant Innkeeper, Hired Bodyguard and Knight – Though she juggles multiple occupations, she finds time enough to do whatever is required of her. The Innkeeper job is mainly to keep her occupied, since she is a Knight, the Brotherhood usually calls on her to do their bidding, which she usually concedes to follow, as long as the order is reasonable and logical.

Bio/Detailed History: Ever since Claire was a child, she had always remembered being alone. Her parents had passed away, leaving her an orphan at early age. Despite her age, however, she put to good use the riches that her parents had left her; though she was a child, she knew the value of money and was never wasteful of the last gift her parents had left her. The servants and the butler in their house helped her grow morally as well, teaching her important life lessons that her parents could not impart.

She decided to finally be Knighted after her fencing lessons piqued her interest in the ways of the blade. Claire finished her Swordsman training at 16, emerging the top of her class out 50, with only 4 other girls. Knighted at 18 for services to the Kingdom, she left her mansion and split her wealth among the people who helped her grow, releasing them from servitude, and allowing them to live in the mansion if they so wished.

After a while she met Avelaine and they became the best of friends. She has since worked at Avelaine’s parents’ inn as an assistant innkeeper, earning sufficient living while doing her duty as a Knight. Aside from her title of Hyper-Sonic Blade, she has also been branded as one of the most brilliant minds of the military, and is called on for all battles and wars as she is considered one of the Chivalry’s best strategists.

Equipment and Inventory: Knight Armor (as stated in appearance), Slayer (2h sword), and 2000 zeny.


========================================================================

Gaia Name: Yoder

Character Name: Yuki Daruma

Class/Build: Sword/Shield Crusader
Title: Aegis
Attributes: 299 - 60 = 239
Strength: 60
Agility: 30
Vitality: 99
Intelligence: 60
Dexterity: 30
Luck: 20
Skills:
(P) Sword Mastery
(P) Increased Health Recovery
(P) Peco Peco Riding
(P) Cavalier Mastery
(P) Demon Bane
(P) Divine Protection
(P) Faith
(A) Bash
(A) Provoke
(A) Magnum Break
(A) Cure
(A) Heal
(A) Resistant Souls
(A) Sacrifice
(S) Berserk
(S) Fatal Blow
(Sh) Defending Aura
(Sh) Guard
(Sh) Shield Boomerang
(Sh) Shield Reflect
(Sh) Smite
(Sw) Holy Cross
(Sw) Grand Cross

Custom Skills:
(1) SEARING LIGHT
An insta-cast spell that takes a light toll on his mana. He stretches forth his hand and a beam of light bursts forth for 1 second. It will harm all except those who weild holy magic. It deals extra damage to shadow, demon, or undead beings.

(2) AEGIS
Taking about 4 seconds to cast, it forms a spherical aura of light around Yuki (it can only be cast upon himself). The sphere extends about 2 meters around him. The aura's main purpose is to negate ANY single-target magic or the effects thereof that it comes into contact with. Such, he also cannot be healed or positively buffed while Aegis is active.
It lasts for about 30 seconds, and takes a light-medium toll on his mana. This aura also repels weak demon, shadow, and undead creatures.

(3) PURITY RAIN
An insta-cast spell that takes a medium toll on his mana, it is an upgraded form of "Searing Light." By raising his hand to the sky, beams of light will rain straight down around him for 10 seconds. He can move freely during the time the beams of light are raining down. These beams last for 2 second and strike randomly. They will harm all except those who wield holy magic. It deals extra damage do shadow, demon, or undead beings. The beams of light penetrate (but do not harm) any obstacles in their way of reaching the same elevation as Yuki (meaning that they will come through ceilings).

(4) PALLADIUM
An upgraded from of "Aegis" which he rarely uses, it takes 8 seconds to cast, lasts for 30 seconds, takes a medium-heavy toll on his mana, extends 4 meters around Yuki, and can only be cast upon himself. Instead of negating magic that it comes into contact with, Palladium completely absorbs single-target magic, allowing Yuki to use the absorbed spell at no mana cost (since the spell is simply being redirected and was originally fueled by the caster's mana, not his).
Additionally, the damage of all multiple-target spells he receives is 50% less than normal. This superior aura also repels demon, shadow, or undead creatures of moderate strength.

(L) TRINITY
Being his legacy spell, it is the most powerful and dangerous one in his arsenal. Taking 12 seconds to cast, it takes a major toll on his mana. The spells "Purity Rain" and "Palladium" are constantly active upon himself, and he is unable to use any magic for Trinity's duration. His entire body pulses with holy energy too great for any mortal to bear. Because of this, this spell will kill him after it wears off. All of his stats are tripled (even beyond the 100 limit). This makes his movement speed, attack damage, attack rate, and defense triple their normal valued. The spell lasts for 60 seconds, but is extremely powerful.


Age: 23

Appearance: With slicked-back brown hair and sharp blue eyes, Yuki has a Mediterranian skin coloring. Quite muscular, he bears more tone than bulk. He is 6 foot, weighing 180 pounds. His clothing is plain, mainly consisting of earth tones (dull shades of brown, green, and white).

His armor has been upgraded some since he became a Crusader. His resilient steel alloy pauldrons have clearly seen many a battle. His boots, plated with a steel alloy, are backed with leather. His breastplate is composed of iron ringmail surrounded by steel alloy plating. His greaves are made of steel alloy and were fashioned using small plates of metal, allowing for more movement. Between his breastplate and greaves is a densely woven burlap belt (so much so that it keeps its shape), and it has been reinforced with iron rods that fasten it to his armor.

On his right side hangs a large satchel he uses to carry his on-hand belongings. On his left is fastened an iron sheath for his blade. Yuki's blade is of good quality, and still quite sharp. His dense and durable collar is made of solid aged bone, able to withstand many an assault. His average-sized shield, being heater-shaped with a leather strap on the back, was fashioned out of iron, bearing a steel cross design at the center and steel adornment along the edges.

Guilds:
The Brotherhood of the Church and the Chivalrous: Member
The Band of Good Virtue: Leader

Religions:
The Monastic Order of Saint Capitolina

Occupation: Bounty Hunter
Self-employed, he relies on the criminalistic nature of the populace to meet his monetary needs. Rewards are quite decent, but work is always dangerous. Such, he is usually alone in his ventures. Slightly over-zealous in his actions and dedication, he sees less distinction between the severity of differing crimes than most do.
Salary: Dependent upon reward of bounty

Bio/History: Growing up in Izlude, he was constantly bombarded with propoganda of Prontera and swordsman training. His mother dying in his childbirth, he was an only chilf. He never saw much of his father, because his father had to work.

During this time, his father and he maintained a decent quality of living. At the age of 12, he was accepted as an apprentice of a seasoned but retired swordman. This training was to help him to eventually become a great knight. At 16, he joined the swordsman training program. He finished at the top of his class at 20 and has since joined the Brotherhood of the Church and the Chivalrous and the Holy Church of Prontera. Embarking upon a sea voyage for 2 years, he learned the more practical aspects of combat and life. The oceanic venture ended, and he spent a short time in Izlude catching up with old friends.

Soon, he felt an urge to head for the capital. Now in Prontera, he seeks adventure and criminals.

Updated Bio/History: Before he first came, he saw the need for a goodwill organization in Midgard. he searched among the surrent established guilds but found none that cared enough about the good of the people. Soon after, he began to seek out the secretive guilds of which vague rumors had been rarely spoken. Not too long after, he was approached by a Lutien elf.

The elf explained how the young guild he was a part of had been recently assaulted by the Legendary Guardians (them ironically thinking that secretive gilds weren't good for Midgard). In the barrage of attacks, their leader had died. The elf was asking if Yuki would wish to become the leader of the Band of Good Virtue, the kind of guild Yuki had been searching for.

The guild at that time had very few trained fighters of any sort, being mostly composed of average concerned citizens. Yuki gladly accepted, but left general day-to-day care of the guild in the hands of the elf who had originally accosted him about guild leadership (who was vizier to the old leader, and is currently vizier to Yuki) as he couldn't spare the time to travel to the far north. As of 1 year later, Yuki had traveled up to the north once and spent an extended stay helping the guild become more solid. Growth in both membership and respect boomed for the Band of Good Virtue.

In the past year, he has become known for a technique (exclusive to him) known as "Aegis." Since it is so popular, it is now his official title. He is a well-known Crusader, some already regarding him as a Paladin (though he still has a long way to go before becoming one).

Equipment/Inventory:
Weapon
Blade x1
Sheath x1

Armor
Collar x1
Breastplate x1
Greaves x1
Pauldron x2
Boot x2
Shield x1

Satchel
Clothing
2500 2465 Zeny


============================================================================

Gaia name: Cardia_123
Character name: Lenara Albera

Character class and build: Hunter - Lucky Striker
Title: Ivy
Strength:25%
Agility:53%
Vitality:40% - Defense: 20%
Intelligence:50% - Magic Defense: 25%
Dexterity:58%
Luck:53%

Custom Skill: Silence - If she is careful enough, Lenara can move almost soundlessly, allowing her to sneak out of sticky situations, should the need arise.

Nova Shot (Legacy) - She charges some of her arrows with all her remaining energy, and the moment they make contact with the target the release a blast of pure energy, pushing back and stunning her enemies, as well as dealing five times her normal damage. Causes her to black out and remain unconcious for several hours.

Age/Birthdate: 18 years old

Appearance: Lenara has shoulder-length light strawberry blond hair, and light green eyes. She wears black shorts under a short white skirt that is split up to the waist on both sides, with a sleeveless shirt that starts very dark green at the top and fades down to white. She also wears elbow-length fingerless gloves with armguards over them, knee-length dark green boots, and metal shoulder guards. She is slim with a medium build, and stands about 5'3'' tall. She wears a smaller pack strapped to her hip for items she might need in a hurry, with a messenger bag she wears on her shoulder that she can stash quickly at the beginning of battle. She carries her bow on her back with her quiver.

Guild: The Hidden Company of Musicians and Hunters

Religion: The Children of Bragi and Idun

Occupation: Scavenger and Bartender - She serves drinks at the local bar, and helps keep the rowdier customers in line. While she's at it, she often runs errands gathering things from around town or just outside at request.

Bio/Detailed History: Lenara was born and raised in Payon. Her parents died in a fire when she was four years old, so she doesn't really remember them. She was raised by an old woman named Corona, who used to be a hunter. Corona taught Lenara everything she knew, and raised her with great care.

When Lenara was eight, Corona began to see Lenara's adventurous nature, and decided they would both benefit from moving somewhere else, somewhere new. They traveled to Prontera, and started a new life there. Several years later, Corona died of old age, and Lenara started caring for herself. It was a bit difficult at first, and Lenara missed Corona, but she got used to living on her own. She's settled in pretty well, but she's starting to get restless again. She wants to travel, and would be happy for any opportunity to do so.

Equipment and Inventory: clothes, a rucksack, Hunter's gear, a Composite Bow, 2 quivers of 250 arrows and 2000 zeny


=========================================================================

Gaia name: Luca Giovanni

Character name: Madanar Oghmat

Character class, title and build: “The Golden Forge”, Mace Expert Blacksmith
Strength: 99%
Agility: 10%
Vitality: 40% (Defense: 25%)
Intelligence: 30% (Magic Defense: 15%)
Dexterity: 80% (Smelting: 50%, Forging: 100%)
Luck: 40% (See Dexterity)

Custom Skills:

Cleave – If Madanar successfully defeats an opponent while wielding a one-handed mace, he may make an attack against up to two others provided they are within 5 feet of the first target.

Great Cleave - If Madanar successfully defeats an opponent while wielding a two-handed mace, he may make an attack against any others provided they are within 5 feet of himself.

Stand Ground – Madanar may adopt a defensive stance, gaining +10% Strength and +20% to Defense, but cannot move from the spot he first initiated the stance.

Legacy : Odin's Gift – Madanar invokes his faith to borrow Odin's hammer for a short while (a minute or two at the most). It replaces whatever weapon he might have equipped at the time and often destroys it. It is an Asgardian weapon and thus extremely powerful. It creates a storm cloud around Madanar and electrocutes whatever, or whoever, it strikes more often than not.

Age/Birthdate: 43 years old. Born January 12th, 1460
Appearance: A man both tall and wide. Stands at a massive 7 feet 4 inches and weighs nearly two hundred pounds. His wild black hair and beard seems like one entity, hanging down to his waist in the front and past his shoulders in the back. Hiding behind the mass of hair are Madanar’s tiny blue eyes, which are then covered by a pair of tin-framed glasses if he needs to read. The Blacksmith wears a white silk shirt (if at all), a leather smock, leather pants, and “roman” sandals with steel lining.

Guild: The Market Union (Member), Legendary Guardians (Leader)

Religion: Followers of Yggdrasil

Occupation: Shop Owner/Forger. Madanar owns and operates “Madanar’s Maces” in Prontera. His business has been doing fairly well of late considering all the Acolytes and Priests around.

Bio/Detailed History: Madanar grew up with a hammer in his hand and a forge always nearby. He spent hours upon hours every single day of his life making progressively better and better weapons. He showed an early affinity for maces, and using one of his his patron deities Thor as an inspiration, Madanar began forging a “Mjolnir Tribute” line.

Sometime between ten years prior and the present, Madanar became Leader of the Legendary Guardians. Using his shop as a base of operations, the Blacksmith has kept and eye on the goings on of the city. The Market Union has no clue of his involvement in this other faction, and would most likely revoke his membership if he was discovered at the very least. Madanar can’t help but get the feeling he is only a figurehead, but does his best, believing that he will be the one to bring a good name to the Guardians.

Equipment and Inventory: Blacksmith’s clothes, anvil, smithing hammer, small furnace, Madanar’s Smasher (1-hand mace), Madanar’s Mallet (2-hand mace), cart, backpack and 1500 zeny.
=========================================================================  
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