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Training & Level Information

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dragontamer363
Captain

PostPosted: Tue Feb 10, 2009 12:29 pm


Character Training and Upgrades

Welcome!
One of the biggest features of the Emania rp is the ability for your character to level up and unlock greater power, weapons and adventures. You start out as a 'newbie' on the Ash Coast district, but as you train you level up and the wider world is more easily avaliabe for you.
There are altogether 5 levels, each bringing new skills and adventures.
You will notice that as well as your character being designated a level, NPCs and monsters will also be given levels. Levels are a great indication of strength and difficulty. Weapons and items are also graded on level, designating which you can use.


A Note on Dice

6-sided dice are used in active battles and determine how much damage your default weapons or spells do to monsters. Training upgrades your dice so they do more damage.
This is a table for what colour dice determine what damage. Make sure to keep it ahdny for referance ^_~

User Image




Contents

#1 ~ Welcome & Goodies[you are here]
#2 ~ Level Overview &
#3 ~ Newbies -->Level 1
#4 ~ Level 2
#5 ~ Level 3
#6 ~ Level 4
#7 ~ Level 5 & More





Level Certificates/ Badges
 
PostPosted: Tue Mar 31, 2009 3:52 pm


#2 ~ Level Overview

Overview
These are the current assignments for instructors and levels. Chec here to figure out where to find your instructor.
If you wish to rp one of our many instrcutors, feel free smile
Levels also correspond to Dice Roll Damage - so in dice roll battles, these show how much damage you can do. Make sure to pay attention to them.
Look at the later chapters for detailed info on each level.



Level Layout
The levels grow more diverse as you get higher up. These are currently all the skill levels avaliable. Thanks to b10 for making the image.

User Image - Blocked by "Display Image" Settings. Click to show.


Level 1 Instructors
See Chapter Below for Dice roll and weapon Info

Madge~ Lucifer Miller ~ Galgorra Forest (in Ash Coast)
Cleric ~ Mother Superior ~ Dominion Cathedral (ask Coast Town Centre)
Warrior ~ Deandric ~ Sandlot (Ash Coast Town Centre)
Rouge ~ Rouke ~ (Ash Coast Merchant Quarter)


Level 2 Instructors
See Chapter Below for Dice roll and weapon Info

Necromancer ~ [Needs instructor NPC]
Elementalist ~ [Needs instructor NPC] (Northwood)
Psychic ~ [Needs instructor NPC] (The Valley)
Priest/Priestess ~ Ertheannon, (Mountains)
Weapons Master ~ Gregory (Valleys&Northwood--> Dwestien)
Assasin ~ [Warriors & Rouges class] ~ [Needs instructor NPC] (The desert)
Hunter~ [Warriors & Rouges class] ~ [Needs instructor NPC]
Bowman ~ Dara (The Valley)




Level 3 Instructors
See Chapter Below for Dice roll and weapon Info

Level 4 Instructors
See Chapter Below for Dice roll and weapon Info

Level 5 InstructorsSee Chapter Below for Dice roll and weapon Info

dragontamer363
Captain


dragontamer363
Captain

PostPosted: Tue Mar 31, 2009 4:00 pm


#3 ~ Newbies and Level 1

Newbies and Level 1
These are the detailed info of the Newbies and Level 1 types.
Please pay special attention to the dice rolls you can use.



Newbies

You've arrived in Ash Coast Town as green as grass and need some training up in order to be any use in a fight. Make sure to check out The Legless Horseman pub and speak to Chimera and Samson there. They'll point you in the right direction.
You will be able to choose to train as a Warrior, Madge, Rouge or Cleric.
Warriors are you grunt-types. They primarily use brute strength and Melee (close combat) weaponry.
Madges are magic users. They use a mix of long and short range attacks and are often specially tuned to the elements. You putchase or learn spells as weapons. They excell at status-attacking spells, such as paralysis, poisoning or sleep.
Rouges are the sneaky types. They typically use daggers or long range weaponry and excel in agility and (often) dirty fighting and sneak attacks.
Clerics are the healing types. They are typically magic and item-based users, and excel in healing and curing other members. They are also pretty well attuned to holy magic, making them formidable against demonic forces.



Level 1


Possible Classes
Madge Class
Cleric Class
Warrior Class
Rouge Class

Dice Upgrade
You can now fight! In battles these are what you default weapon now deals damage-wise:
x1 Yellow dice
x1 Orange Dice


Stat Increases

n/a

Madge Class
Cleric Class
Warrior Class
Rouge Class

Weapon & Skills Reward
PostPosted: Tue Mar 31, 2009 4:19 pm


#4 ~ Level 2

Level 2
Things start to get serious and you have many choices for which class you want within level 2. Each have their rewards in weapons and dice rolls.
If you started off as a Madge, you must upgrade and continue along the Madge route and this is the same for all types. However some are grouped together.



Level 2

Possible Classes
Madge Classes: Necromancer, elementalist, Psychic
Cleric Classes: Priest/Priestesses
Warrior Classes: Weapons Master, Assasin, Hunter
Rouge Classes: Assasin, Hunter, Bowman

Dice Upgrade
Your Default Weapons are upgraded and now deal this damage:
x1 Orange dice
x1 Red Dice


Stat Increases
Your character stats Most importantly their hp and defense also increases.
Madge Classes: Get +6 stats limited to magical attack, magical defense and accuracy & Gain 6 magic points to use for spells
Cleric Classes: Gain +5 stats (you rank upto a new level) - limited to magic, accuracy, health/endurance, magical power and magical defense - Gain 6 magic points to use for spells
Warrior Classes: Get [+6] stats - +3 in hp (health/endurance) and the other 3 to spend in strength, defence, evasion or accuracy
Rouge Classes: [+6 stats] +4 must be used in speed and/or evasion (can be divided between the two)

Weapon & Skills Reward
You can choose from one of these weapons to keep as your own. You also gain these skills upon completing training.


Madge Classes:


~Be able to use magic spells
~Be able to use limited healing magic
~Shielding increases +1, BUT when magic points are below 3, the shielding weakens
*Sleep ability - roll star dice. if star the monster falls alseep (thus misses turns) until it rolls a star. (it'll roll each turn it has)
*Poison ability - Roll star dice. if star the poison is effective. it has the potential to last for 6 turns maximum. Monster rolls dice: if star. If star the monster breaks out of poison. If not star, the monster recieves 1hp damage, regardless of shielding.
Madge gains their choice of ONE of this type of spell below (eg madge chooses the fire variation), and his/her own staff to help cast them.

You Gain a Magic staff (to channel magic) and ONE of these spells:

Quote:


Level: 2
Magic: Flame/lightning/dark.earth/ice Arrow
Type: Long Range
Description: bolts that continue to cause pain when they hit their target
Dice to be rolled: 2x yellow + 1x red -- Able to re-roll ONE dice
Spell Points it costs:
MADGE: 1
CLERIC: 2
Other:




Cleric Classes:

~Be able to heal players [see the spell]
~Be able to ressurect players to +2 hp [ no spell needed]
~Be able to use basic magic (what the mother superior teaches you)
*Magic Draw ability - draw energy form nature to boost magic gauge. Use once per game, and steals 1hp to do this. boosts magic gauge by 4 magic points (lv2). - lv3 and upwards(-2hp, +6 mp)
*Turn undead ability - if monster is calssed as 'undead', roll star dice. If star, monster misses next go. Unlimited use

Cleric gains choice of ONE of the spells below

Quote:

Lesser Healing Circle
Level: 2
Magic: Leasser Healing circle
Type: Healing
Description: This spell casts a protective shield over all the heroes in the team. GIVE EACH HERO +1 HP OF HEALING THEN ROLL THE DICE
Dice to be rolled: STAR - if roll a STAR, all heroes receive +2 hit points instead
Spell Points it costs:
MADGE: 2
CLERIC: 1
Other:


Light of the Lamb
Level: 2
Magic: Light of the Lamb
Type: Healing
Description: This spell casts a healing spell on an individual player. Heal player 3hp
Dice to be rolled: STAR - if roll a STAR, player is helaed by 4hp and cured of all ailments
Spell Points it costs:
MADGE: 3
CLERIC: 2
Other:

Thunder of God
Level: 2
Magic: Thunder of God
Type: Offensive (& poss helaing)
Description: This summons a bolt of electricity from nature to harm the evil. If the subject is not a 'bad guy' (ie if it's mistaken identity etc), attack is halved. If subject is undead, attac bonus of +1.
Dice to be rolled: x2 yellow + x1 orange. Roll star dice. if Star, you ro a player is helaed by 1 hp.
Spell Points it costs:
MADGE: 5
CLERIC: 3
Other:




Warrior Classes:


~Updated sword /(other melee weapon) that can deal more damage
~+1 damage to attack score dice roll in melee combat (where you attack
*Cutting Edge - a skill that raises chance of hitting and raises chance of increased damage. Costs 20 Mp and lasts 3 turns
- roll a 10-sided dice each turn: if you get a 1 or 2, you are gaurenteed an attack bonus. If level 2- damage = 1hp extra, if lv 3 damage = 2hp, lv4=5hp etc etc (regardless of sheild class of monster)
*Flat Edge - increases chance of dodging . Costs 10 Mp and lasts 3 turns. roll a 10 sided dice each turn. if 1 or 2, you can dodge the attack


Warrior gains choice of ONE of the melee weapons below

Quote:


Faithful Axe of Dwarvenkind
Level: 2
Weapon: Faithful Axe of Dwarvenkind
Type: melee
Description: A trusted weapon of teh dwarves, expertly crafted and famed for it's accuracy.
Dice to be rolled: x2 yellow+x1 red + CAN RE-ROLL 1 DICE
Other: can re roll one dice

Double Handed Broadsword
Level: 2
Weapon: Double Handed Broadsword (lv2)
Type: Melee
Description: A weighty blade forged form the strongest steel, requring much skill and pysical strength
Dice to be rolled: x2 yellow + x1 red
Other: Only Able to be weilded by WARRIORS or CLERICS

Spear of the Hunter
Level: 2
Weapon: Double Handed Broadsword
Type: Melee
Description: A light and useful spear that had a hard and strong tip.
Dice to be rolled: x2 yellow + x1 red
Other: Only Able to be weilded by WARRIORS or CLERICS






Rouge Classes:


~updated weapon -- long range
~ ability to disable traps. each time 3 traps are sucessfully disabled = +2 hp recovered
~ Able to have 3 more slots in knapsack
* poison darts Ability-- (only able to use twice before discarding) - weapon ignores armor class and takes 1hp per go until cure or death.
*Rush ability -- roll star dice. If star, player appears as if form nowhere and rushes opponent, thus stunning them. opponent misses next go. Max use of 3 times per fight.

Choose from ONE of these LONG RANGE weapons:

Quote:


Drow Lash of Torment
Level: 2 - availiable for upgrade
Weapon: Lash Of Torment
Type: melee (limited long range also)
Description: This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger. Dravel recovered this weapon from a trader who dealt in the underground. This weapon is famous because of the Drow's use of it as teh preferred method of dealing with Moonmaw slaves.
Dice to be rolled: x2 yellow+ x1 red
Other: This weapon is expertly designed to cut through Moonmaw Defenses. IF FIGHTING A MOONMAW, IGNORES SHIELDING


Paralysing Shortbow of the Ancients (lv2 version)
Level: 2
Weapon: Shortbow of the Ancients
Type: long range
Description: made of the oldest yew in the ancient elven forest
Dice to be rolled: x2 yellow+ x1 red
--> roll STAR dice. if star, monster paralysed and misses next turn
Other:

Flash Pellets (lv 2 version)
Level: Level 2
Weapon: [long range weapon] ‘flash pellets’
Type: Long Range
Description: These long range throwing pellets create a small explosion.
Dice to be rolled: roll x2 yellow, x1 red + The STAR dice
Other: If you get a star [even number], the monster temporarily blinded and misses its next turn.






dragontamer363
Captain


dragontamer363
Captain

PostPosted: Tue Mar 31, 2009 4:51 pm


#5 ~ Level 3

Level 3



Level 3

Possible Classes
Madge Classes:
Cleric Classes:
Warrior Classes:
Rouge Classes:

Dice Upgrade
Your Default Weapons are upgraded and now deal this damage:


Stat Increases
Your character stats Most importantly their hp and defense also increases.
Madge Classes:
Cleric Classes:
Warrior Classes:
Rouge Classes:

Weapon & Skills Reward
You can choose from one of these weapons to keep as your own. You also gain these skills upon completing training.
PostPosted: Tue Mar 31, 2009 4:55 pm


#6 ~ Level 4

Level 4



Level 4

Possible Classes
Madge Classes:
Cleric Classes:
Warrior Classes:
Rouge Classes:

Dice Upgrade
Your Default Weapons are upgraded and now deal this damage:


Stat Increases
Your character stats Most importantly their hp and defense also increases.
Madge Classes:
Cleric Classes:
Warrior Classes:
Rouge Classes:

Weapon & Skills Reward
You can choose from one of these weapons to keep as your own. You also gain these skills upon completing training.

dragontamer363
Captain


dragontamer363
Captain

PostPosted: Tue Mar 31, 2009 5:10 pm


#7 ~ Level 5 and More

Level 5



Level 5

Possible Classes
Madge Classes:
Cleric Classes:
Warrior Classes:
Rouge Classes:

Dice Upgrade
Your Default Weapons are upgraded and now deal this damage:


Stat Increases
Your character stats Most importantly their hp and defense also increases.
Madge Classes:
Cleric Classes:
Warrior Classes:
Rouge Classes:

Weapon & Skills Reward
You can choose from one of these weapons to keep as your own. You also gain these skills upon completing training.
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