- Invitation Status
- Posting Speed
- 1-3 posts per week
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
- Genres
- FANTASY! I need strong plot points to strive. I need open world sand box. I need things that keep me challenged and indulge me as a writer.
Sword Art Online Breakdown~
The Anime takes place in a Modern world with a full Immersion Game system. The Game runs an Online MMO known as Sword Art Online. While there were a good number of Beta Testers that were chosen to test out this game, none of them could have been prepared for the occurrence on launch date. On the day of the Launch 2000 Players logged in and were getting started with this game. The game as one hundred floors each floor has a Master Dungeon and at the end of that dungeon is a Boss. The way to win the game entirely is to get all the way up to the 100th floor and defeat the final boss. However. what none of the players realized is they had actually just walked into a huge trap. The Lead designer trapped their mental personas within the game and made it so that they were forced to play as their bodies remained without necessary nutrients. He informed them that there were only two ways to escape this game. 1. Defeat the Final Boss at the hundredth floor. 2. Die. The catch was that now that their neuro systems were captured within this game if they died it would send a shock to their brain, which would kill them instantly in real life as well. Leaving them with this message the Lead designer left them to their new forced life on floor one leaving them to accept the fate they had been given. Of course it did not take long for groups to band together and work up the Floors, they built guilds and of course from these guilds came miniature armies of large parties or Raid groups that were ready to take on the dungeons offered by this game, and work their way up the levels one at a time. The Lead Designer had promised them that if any one of them defeated the final boss all of the remaining live players would be set free from the game.
Meanwhile the bodies of these people were quickly rushed to hospitals that would keep them on support as if they were in comas, which directly caused wide spread panic and a decline in the gaming world assuredly. Heroes rose up and groups formed and eventually not giving a spoiler yadda yadda happens they escape and another game is represented. NOW This is where its about to get interesting.
SAO~ was built for strictly melee based skills with bladed weapons. IE: Swords, Spears, Axes etc. shields were available and so were in game outfits and armor. But there was no magic of course.
The Game to follow relied on a bit newer system that actually placed you among seven or so clans of fairies so to speak. You had wings and could fly. Then there was also magic available to you as well that allowed for a whole new gaming experience for those that survived SAO.
That gives a rough idea of what SAO the anime was about.
Quest Online~
After such a long time waiting, so many days researching the progress of the game; it's finally here. Quest had finally been released. Many had their doubts, mostly because this was the first game where the Beta Testers were not chosen from the children of society. However with extensive research the Lead Designers had created the perfect game, and anyone that knew of it was excited for this day. Most people were skipping work or school, or whatever other obligation they had in order to jump online for the grand release, mostly just because everyone hoped that their would be some awesome give away for the first 2000 Players to log in as the rumors stated. Honestly it seemed silly to the adults, but those that had played games from this Designer before were overtly excited.
Everyone was ready with their nerve gear and watching their clocks anxiously, while almost simultaneously looking at their computer, and then it came. The Email stating that Quest was finally released and ready for the public to finally see the world that had been created. For those that knew, or researched the game,; the quest line was fairly simple in theory. You were in a gigantic world, and in the center of this world was a gigantic tower, that led from one floor of this multi-leveled world each time. There was a boss for each floor, and there were 100 floors to pass to beat the game, and then some huge prize or something was to be awarded. It seemed really simple in theory, but maybe that simplicity was what drew people to the game in the first place; After all everyone likes to be a winner.
Nerve gear was on and almost instantly as if going to sleep 2000 and more people at least were flying through some multi colorful void that suddenly straightened out and, there it was! Eyes opened from all over the country and the strong white concrete walls came into view. A perfectly simulated clear blue sky above captivated the audience, and the whisper of "Its so real, its like a real world." Sang songs to the simulated air. It was true though, this world felt real in the oddest of ways. This was Quest, the game everyone had been waiting for; and already people were heading off to the spawn points to fight the low class creatures like, Gobs; level one creatures for the area surrounding what could only be known as Grand Masai, the center city for the first floor of this game.
People were already flirting, partying together, and some even were working up a group to go fight the first floor Dungeon Boss. It was nuts honestly, but none of them could of expected what was to come. About an hour into the game, a nasty rumor started. People were trying to log out but their log out had been taken from the menu. Even then they could not use their actual bodies to remove the nerve gear. It was mildly scary for some, but most just took it as a bug for the time. Then something strange happened. It didn't matter where you were in the game, you were transferred to the center square of Grand Masai, and left to wonder what was going on.
A voice soon emerged from the sky, not in any form or any such thing just a voice, and he proclaimed himself the God of the world that they stood upon. He informed them that 10,000 players had been allowed to log in, He informed them, that their fears; of not being able to log out, it was no bug in this wonderful game. It was on purpose, like a true god stealing their fates away in reality, he had trapped them. He also informed them that there was only one way to make it out of this world alive, and that was to climb to the top of the Great tower and defeat the hundredth boss. Once that was done all players "that survived" would be released from the world to their own bodies. He also informed them that an anonymous call had been sent out to their parents, that this was happening after the fact, and that they were advised to immediately get each of them on life support systems to stabilize them so their actually bodies did not starve. He ended his God like Proclamation telling them, that the rest was up to them to figure out, this world is unforgiving to those that do not utilize it in every way, and as a true God he would not tell them everything, but it didn't take long.
After the Proclaimed Gods disappearance, the people at first didn't know how to react, they were frightened, some were gung ho, but what mot seen could never be forgotten in this world. A small group that had partied up rounded everyone up and told them, to follow them, to move with them to the dungeon, they promised hope; to get them out of this mess. It was natural someone wanted to play the hero in an RPG. Nothing could of prepared them for what came next however. Almost instantly when they went into the dungeon, they fought decently, and recklessly throwing themselves against opponents, and when they did they would fall dead in this world. Everyone waited as the leaders reassured everyone that that person would run back from the Town. But people had their own curiosities as time passed and other died from the group. They sent messages to other people they knew back in town, but no one had seen those that had passed; spawn. It was a sickening realization but it was apparent soon.
The Leader with three men moved in and finally found the boss door. They had worked so far and didn't want to risky anything so they waited for the others to return. However with time people realized they weren't coming back. Terror struck them hard as they tried to reason on why they might not return. The Designer told them, the only way to leave this game alive was by beating the hundredth boss, so why this. Rumors started instantly, and when the light of hope was Vanquished by the boss creature for the first floor, it became eerily apparent the sickening truth of this game. Death was not acceptable anymore, if you survived here, you survived in the real world when the game was cleared, if you died here, you died in the real word and were lost forever; this is where it all began, a story of survival trapped in the world of Quest.
Breakdown of how the game operates~
When you pick your character you will have the standard options to design your character, as you want. Face eyes etc all that creative stuff. They will be human characters. Then there is a tab for Fashion items. These are strictly cosmetic, you can get all sorts of things to make your character stand out right from the beginning if you want. However please note theses do not aid you in the game, they are purely cosmetic for those that want a completely unique from everyone else. IE:Cat ears, Elf ears, varieties of tails, all of these sorts of things that effect your character directly. Clothes are allowed if desired they just can not be enchanted, and have no Armor count. So you make your character how you want them but remember doing this this way is ONLY for fashion purposes.
After you choose your characters appearance it will show you, your avatar in the base equipment that is offered at level one for the game. You can choose what color you wish that equipment to be. It is basically just a shirt with a slight chest plate, a nut guard, shoulder and elbow pads, and boots and half gloves. The armor parts are varying between light and dark grey; the color of the material tights it sits on is your choice. This is where you will choose your Weapon class. But we will go back to that in a little bit when I go through the details of each class available.
Gameplay~
The game is strictly melee type fighting, which is demonstrated in the classes available. You are allowed, Swords, Spears, Shields, Axes, Scythes, Hammers, Maces, and spectacular other weapons. This game relies so much on the skill of the player, how they utilize the Nerve gear to attack and train and form their own way of fighting. When fighting you have to rely on yourself, and the group worked strategy to survive, because survival means everything in this game. You rank with the weapon you choose will be decided with how much you use said weapon, IE: If you use a Single handed sword a Lot you will eventually be known as a Rank C Sword Blader. It's more for bragging rights than anything.
However we have not forgotten other essential players in the game, the non-combatants of course. The game has your class choice, and weapon; then it also has the option after you do your beginning quests (Basically the tutorial) Once the Beginner quest is completed you are allowed to pick one Life skill from the choices listed. There is Potion making, Armor Smithing, Clothe making, Cooking, Mineral Gathering, Herbalism, Weapon Smithing, Music Playing, Medic/Healing, Pet Taming, and Enchanting. Then a final life skill at level ten. You can wok most of these up from rank F-A which will determine just how good you are at what you do, and what you can create or tame or whatever the circumstance. It is a very helpful support role for those that do not wish to risk their lives on the actual battlefield. Of course it is a choice, if you choose to go this route then you will be spending time working at life skills rather than fighting. So you might not be as great at fighting as someone who has been training his or her ass off on just fighting. This is designed so that there are fighters, and then supporters everyone is doing their part in this grand journey.
You have full exploration of each floor, with no Boundaries aside from the end of the world basically which is just death. I am hoping to do a Map up for each level as people progress, and have a Monster list, presented of what is there for each floor in the game. You can choose to duel players in which case, the game will recognize it and stop the duel when health reaches critical level. This is the only form of combat that is allowed in the No fight Zones, or towns. PKing (Player Killing) is acceptable though extremely frowned upon. When you kill a player that is solo (Not in a party) then your name will show up in the sky saying, "snarf has killed blurg" However if you are killing members in a party none of the members in the party will be able to see this message. This is designed for our sneaky elimination characters to have their fun taking out parties so that if they are doing everything right, the Party won't be alerted of their presence. Only the people outside that party will know your name. This will almost definitely result in being hunted down, as people always want to be a hero or a bounty hunter or what have you. Your name will be known notoriously if you go this route. However it is up to people to remember your name and notice it to know that you are indeed a PKer. Once a Pker always a Pker even if you change your ways, that's how society will see you within the game. (More on PKers later)
Characters~
Characters will be incredibly different throughout the game, some will have fashion equipment right from the very beginning, while others might be more armor prone and set on making great Armor that looks good to them and dying it as they see fit. Guilds will especially be flashy, as they will likely want to have a uniform of they are militaristic. Characters will have all kinds of personalities, and play types. However what I really put this here for is to explain that people can have multiple characters to try different aspects of the game. I am making it Three characters tops, and they can not have anything to do with others. YOu CAN Communicate with others, and I suppose you have the right to fight with yourself if you desire... However selling or making things, or gathering from one of your characters to another is forbidden. For the soul fact its pretty much cheating. I think that covers characters.
Guilds~
Guilds are smaller or larger groups of characters that join together under one symbol and fight together, live together, they are basically a larger family of sorts. Some guilds are militaristic and follow military value and hierarchy. Alliances can be formed between guilds to create Grand Guilds that have multiple Guilds involved, or in militaristic terms. Raid Guilds. To create a Guild you need Five people minimum. One will be the Leader and name the Guild, then out of your other four you pick a Single Officer, or co Leader. This is the basis of you guild. A Single Guild is all allowed 100 characters total. 1 leader, 1 Co Leader, and 98 Soldiers in ranks you might assign them. With only Ten Thousand people in game at this point it is hardly likely to reach the 100 marker.
Parties~
Party groups are simple 1-10 groups that go together with no obligations. Its for fun truly for people to simple team up and work in unison with each other. No obligations tie you to any one party, though depending on how the rest of your party feels there might be jealousy from joining other parties outside of theirs. Still no obligation. This is the most free based form of group work.
Romance/Marriage~
Now this is a fun subject. In game it wouldn't be a big thing all except for the idea of role playing, but the truth is after bing stuck in a world like this for a while, your sense of reality will become distorted. Love will become something in this game and with it an option was built for those who want such romantic happiness. There is a specific dating floor as well that will be available later. You meet a girl/guy get to know them, party with them, and then when ready you go to the Local wedding house int he Main city of any floor in the game and a small ceremony happens, and there it is you are now married. Now with marriage, you get an ability bonus that helps you fight whenever around your spouse. when doing any crafts, it is plus five to any percentage when in a 2 person party of just you and your spouse. In the awful chance your spouse dies, their inventory is your own, aside from that it is always available to see, however you can not take anything from it unless they are dead. If you ever choose to get divorced you must give up any items your spouse chooses. You can then get remarried anytime of course to another. In case to neutral Divorce, you simply sign the papers and go your separate ways. However partying with that person from that point on will be negative effects to all those bonuses you had when married.
Equipment~
After your base equipment, there will be lots of equipment available to you throughout the game. Including Armor, weapons, Potions, Minerals/Herbs used to make those things, Clothes, Instruments, and other such useful equipment for your gaming experience.
Inventory~
Everyone will have an extensive level of Inventory. The beginning equipment received will weigh nothing, but the defense it bolster is horrible as well, same as the attack from your Base weapon. 0/200 Lbs. will be available throughout the entire game. If this is not enough then save up gold and buy a house. All houses; of course, are varying in size, but will be great for extra storage space for our collectors. Weapons found or listed in an Item shop will have the weight and damage input, as well as Value, and other such stats that are required. It will be up to players to manage their inventory, but the GM active will also be checking that up. Everyone knows how to use a calculator so there should be no issue.
Buying/Selling~
Throughout the game players will be forced to buy and sell goods to make money. In this case, that money is gold. Gold can be obtained through multiple means. You could earn it by monster drops commonly, you could use the finds of your adventures and sell them, you could do quests and earn large amounts at a time, or go face the boss in the Tower located at the Center of each floor. The Market however will have varying prices for all of those things you might need on your journey, do whatever you must to obtain sufficient amounts of gold to keep yourself well stocked and ready for each and every obstacle you most definitely will face. Player Shops must follow a very close variant to the base prices I have set for items. If they do not I will shut down their shops.
Part Time Jobs~
Player Killing/Dueling~
Pkers become a huge taboo after the trap set by the Designer of Quest Online. However the Designers had created the game to give those people that liked playing the villain, an equal opportunity as the rest of the players. Pkers can strike you anywhere, with however many they want; in any place aside from the safe zones. When they do it can be brutal for those that fall victim. The trick however is, the Pker that lands the killing blow is the only one to get the award, and the punishment of having his name shine in the sky for all players to see. This is glory to some villains who become notorious just by doing this and having their name shown multiple times. When a Pker kills someone they are rewarded briefly, the moment the personal body fades; that persons inventory opens up and the Pker can choose ONE single item from that persons inventory to take with them, Or can choose to take their gold if nothing appropriates their interest. It is a sick practice of course, but the pker is only doing what he believes is his natural role within this game.
On the other hand, dueling is the consensual battle between players, with a non death rule, (Unless they choose other wise) Dueling must be initiated by a challenge, anywhere within the game, You will have the choice of "Duel" or "Death Match" then the players begin and face off. You can also lay bets from your inventory on the line, either gold, or what have you. In which case the moment one or the other wins, the items chosen will go to the winning opponent from the losers inventory. This is all one hundred percent consensual.
Note: If you Player kill with no one to see it, just you and your target you will get away with it without your name being shown in the sky.
Note: You cannot be Penalized for killing a Pker, The Game will also Register in cases of First Time Pkers, that you were attacked first and will not deem the defending party a Pker if they kill their assailant.
Enchanting Effects (Detailed)~
After Burn~ This is basically the opponent being set on fire and taking fire damage after the attack ceases
Paralyze~ This slows the opponent for a duration, and if done enough might even stop them from moving.
Static~ This is an effect that ignored normal defense and sends shock damage through an electrical current when weapon clashes.
Holy Burn~ Low level burns Undead horribly, High Level will burn them then knock them back five feet.
Poison~ Seeping damage done over time.
Speed Boost/Wind edge/Wind wave~ Wind edge extends you weapon length specified on the edge, and at the tip. Speed boost makes your weapon swing much faster, and ignores Armor weight depending on level of Enchant. Wind Wave is a Long range Wind slash activated upon power swinging.
Negation~ gets rid of all effects, elemental, curse or otherwise in accordance to the Rank of the Negation Enchant vs the Enemy weapon/Armor Enchant Rank.
Weapons and Armor have a color code of Aura so that they might be recognized. When a Weapon is swung it shows the respective color Aura. And when Armor is hit is flashes the respective color Aura at that moment.
Color Code~
Red~ Fire
Blue~ Ice
Purple~ Lightning
White~ Wind
Green~ Poison
Yellow~ Light
Black~ Negation (Will appear like mist)
Life Skill Success Rate System~
Number Generator~ http://www.random.org/
(This will be what is used to generate numbers to decide, your chance of success or fail on Potion Making, Enchanting, Armor Smithing, Weapon Smithing, Picking Herbs/Minerals, and to gauge your Range when trying to Tame Creatures. I the GM will wait to see you doing one of these actions. check your respective Rank to what you are attempting and from there will run the Number Generator and tell you if you pass or fail. This requires you to trust me, as I am not out to be unfair to anyone. For this rp to work it will require you to trust me to some extent. for any success rates Illl need done as a Player I will have a second GM for Life skills, and one other to Cover combat that I am involved in with my actual Character. This is the most effective way we found to factor in luck in accordance to your rank so please bare with me on this and give it a chance. When you have performed your life skills enough I will send you a Pm informing you as a GM that you have Ranked up in the Life skill, or weapon skill you had been working at. THIS WILL TAKE TIME so please do not rush or be discouraged. I want this rp to last a long time so we can't have everyone going from rank F to A in a few days or even a weeks time. Thank you for listening hopefully this all works great.)
Clothing Making: This is literally up to the player's creativity. There is no Rank.
Cooking: This is literally up to the Player's creativity. There is no Rank.
Music Playing: This is literally up to the Player's creativity. There is no Rank.
Artist: This is Literally up to the Player's creativity. There is no Rank.
Healing/Medic: In terms of healing, this will basically decide. Like Rank F can only heal little cuts quickly and has to spend a lot more time focusing to heal entirely. Rank E is going to be better they can heal larger wounds and help treat certain poisons. D. Can heal good wounds or small body parts missing, and can heal most poisons or effects done to a character. C. Can Heal bigger cuts and is prominent in healing poisons efficiently will little focus. they can restore smaller limbs with a better ease. B. Now It takes hardly anytime to restore most limbs, and patch up bleed damage, and all poisons or ailments. A. No focus is required; healing is an instant service but tires just the same as it would normally. You now can full body heal someone near instantly by touching them for more then ten seconds. Can heal all poisons. Having this sort of healer on the field in Party, or dungeon Raids is EXTREMELY HELPFUL. (Please note however, Healers can NOT heal themselves, so its not a good skill for Solo type players. This is to avoid everyone picking healing and just healing themselves as necessary, and again to encourage the use of support characters.)
Pet Taming:
Mineral Gathering:
Herbalism:
Potion Making:
Armor Smithing:
Weapon Smithing:
Enchanting:
Monster Drops Success Rate/Chance~
Normal creatures drop gold and whatever else I will have on the General Drop list of that Floor.
Boss Monsters Sometimes drop rare weapons; there is always one rare item in a chest after a boss fight. How will it be decided who in a party gets it? Luck my friends. I will generate a random number then all of you will guess a number 1-100 and whoever is the closest to it will get the rare drop. It will be the same for Field bosses, and mini bosses. Rare Creatures will also drop things on random if I so decide it. In which case I will have you do the Number guessing game again. Of course if you are running solo... its just you and there is no reason for a number game.
Every Day Drop List:
Classes~
Class Based Weapons:
Multi Style Classing:
Multi Style Class Info~ After you have gotten your Weapon Style chosen at the beginning of the game to Rank A; you can now choose between either continuing within your own class with specific perks and weapons available for you. Or Cross Classing which is explained later. When you choose to Multi Style Class, you are actively deciding to remain a true blue (Blader) or whatever you started as. Now you will gain access to the weapons that are listed below. Along with this you now get all of the 300 total points you will get from ranking up a second Weapon Style of your choice within your Class. Then after that is Rank A you can choose a THIRD Weapon type and get all 300 points from that as well. So in addition to the 300 points towards stats you get already for ranking your first weapon style chosen, you now get an additional 600 points you will have to spend; as well as the ability to have three weapon styles you can switch between instantly by endgame.
Multi Style Class Weapons~
Cross-Classes:
Cross-Classing Info~ After you Rank your first weapons style to rank A you can choose to Cross class or Multi Style Class as listed above. Cross Classing has one HUGE Benefit from it. You now get the chance to access special Cross Class weapons, OR a weapon style that is used by another class, that is listed in the Base class weapons list. IE. You become a Knight, now you could choose to take up the Knight class specific weapon style offered. However if you choose lets say coming from Sword and Shield Blader, you could choose to take up the Spear and Shield skill of the Lancer for your Knight Cross Class. One of the disadvantages you must burden when dealing with this however, is you will automatically lose out on 180 points towards your stats. The plus side, in specific Stats you receive buffs that cover your weaknesses nicely from your Starting class. So in Total when you Cross Class you gain a whole new class based weapon style, 300 points towards stats after you've trained the second totaling in receiving 600 Total stat points by end game. + you get the +60 Bonus to 2 Stats relative of that Cross class. So... Endgame you have about 720 Points in comparison to the 900 Points from the Multi Style class.
Another advantage to the Cross-Classing system is that once you combine two classes, you may choose to take the stat-increase minimum/maximum of either your first or second class. (Ex. You cross from Whisper to Fighter. Because the Whisper's base stats for strength and endurance are both 5, you may only add 10 points per rank increase to either one of those stats. A Fighter, on the other hand, is able to put 25 points into Strength and Endurance each time they increase their rank. When you choose your cross-class you will have the option of choosing to take the Fighter's maximum increase amounts, or to stick with the Whisper's. If you stay whisper you will only get to put 10 into strength and endurance each level. If you choose to adapt the fighter's base-stat maximums, you will now be able to put 25 into both strength and endurance.)
Cross Class Restricted Weapons~
Map Example~
Character Sheet Layout~
+Go ahead and post your character Sheet wherever on this thread I can put a direct link to your character sheet in our Character Sheet Archive.+
Character Sheet Archive~
The Role Play is now Open. Please remember Character sheets are welcome anytime, and depending where we are in the RP will depend on what Rank of skills you will begin with. So join anytime and take part in the world of Quest Online!
Role Play Thread~ http://www.iwakuroleplay.com/showthread.php?t=20519&p=541986#post541986
The Anime takes place in a Modern world with a full Immersion Game system. The Game runs an Online MMO known as Sword Art Online. While there were a good number of Beta Testers that were chosen to test out this game, none of them could have been prepared for the occurrence on launch date. On the day of the Launch 2000 Players logged in and were getting started with this game. The game as one hundred floors each floor has a Master Dungeon and at the end of that dungeon is a Boss. The way to win the game entirely is to get all the way up to the 100th floor and defeat the final boss. However. what none of the players realized is they had actually just walked into a huge trap. The Lead designer trapped their mental personas within the game and made it so that they were forced to play as their bodies remained without necessary nutrients. He informed them that there were only two ways to escape this game. 1. Defeat the Final Boss at the hundredth floor. 2. Die. The catch was that now that their neuro systems were captured within this game if they died it would send a shock to their brain, which would kill them instantly in real life as well. Leaving them with this message the Lead designer left them to their new forced life on floor one leaving them to accept the fate they had been given. Of course it did not take long for groups to band together and work up the Floors, they built guilds and of course from these guilds came miniature armies of large parties or Raid groups that were ready to take on the dungeons offered by this game, and work their way up the levels one at a time. The Lead Designer had promised them that if any one of them defeated the final boss all of the remaining live players would be set free from the game.
Meanwhile the bodies of these people were quickly rushed to hospitals that would keep them on support as if they were in comas, which directly caused wide spread panic and a decline in the gaming world assuredly. Heroes rose up and groups formed and eventually not giving a spoiler yadda yadda happens they escape and another game is represented. NOW This is where its about to get interesting.
SAO~ was built for strictly melee based skills with bladed weapons. IE: Swords, Spears, Axes etc. shields were available and so were in game outfits and armor. But there was no magic of course.
The Game to follow relied on a bit newer system that actually placed you among seven or so clans of fairies so to speak. You had wings and could fly. Then there was also magic available to you as well that allowed for a whole new gaming experience for those that survived SAO.
That gives a rough idea of what SAO the anime was about.
Quest Online~
After such a long time waiting, so many days researching the progress of the game; it's finally here. Quest had finally been released. Many had their doubts, mostly because this was the first game where the Beta Testers were not chosen from the children of society. However with extensive research the Lead Designers had created the perfect game, and anyone that knew of it was excited for this day. Most people were skipping work or school, or whatever other obligation they had in order to jump online for the grand release, mostly just because everyone hoped that their would be some awesome give away for the first 2000 Players to log in as the rumors stated. Honestly it seemed silly to the adults, but those that had played games from this Designer before were overtly excited.
Everyone was ready with their nerve gear and watching their clocks anxiously, while almost simultaneously looking at their computer, and then it came. The Email stating that Quest was finally released and ready for the public to finally see the world that had been created. For those that knew, or researched the game,; the quest line was fairly simple in theory. You were in a gigantic world, and in the center of this world was a gigantic tower, that led from one floor of this multi-leveled world each time. There was a boss for each floor, and there were 100 floors to pass to beat the game, and then some huge prize or something was to be awarded. It seemed really simple in theory, but maybe that simplicity was what drew people to the game in the first place; After all everyone likes to be a winner.
Nerve gear was on and almost instantly as if going to sleep 2000 and more people at least were flying through some multi colorful void that suddenly straightened out and, there it was! Eyes opened from all over the country and the strong white concrete walls came into view. A perfectly simulated clear blue sky above captivated the audience, and the whisper of "Its so real, its like a real world." Sang songs to the simulated air. It was true though, this world felt real in the oddest of ways. This was Quest, the game everyone had been waiting for; and already people were heading off to the spawn points to fight the low class creatures like, Gobs; level one creatures for the area surrounding what could only be known as Grand Masai, the center city for the first floor of this game.
People were already flirting, partying together, and some even were working up a group to go fight the first floor Dungeon Boss. It was nuts honestly, but none of them could of expected what was to come. About an hour into the game, a nasty rumor started. People were trying to log out but their log out had been taken from the menu. Even then they could not use their actual bodies to remove the nerve gear. It was mildly scary for some, but most just took it as a bug for the time. Then something strange happened. It didn't matter where you were in the game, you were transferred to the center square of Grand Masai, and left to wonder what was going on.
A voice soon emerged from the sky, not in any form or any such thing just a voice, and he proclaimed himself the God of the world that they stood upon. He informed them that 10,000 players had been allowed to log in, He informed them, that their fears; of not being able to log out, it was no bug in this wonderful game. It was on purpose, like a true god stealing their fates away in reality, he had trapped them. He also informed them that there was only one way to make it out of this world alive, and that was to climb to the top of the Great tower and defeat the hundredth boss. Once that was done all players "that survived" would be released from the world to their own bodies. He also informed them that an anonymous call had been sent out to their parents, that this was happening after the fact, and that they were advised to immediately get each of them on life support systems to stabilize them so their actually bodies did not starve. He ended his God like Proclamation telling them, that the rest was up to them to figure out, this world is unforgiving to those that do not utilize it in every way, and as a true God he would not tell them everything, but it didn't take long.
After the Proclaimed Gods disappearance, the people at first didn't know how to react, they were frightened, some were gung ho, but what mot seen could never be forgotten in this world. A small group that had partied up rounded everyone up and told them, to follow them, to move with them to the dungeon, they promised hope; to get them out of this mess. It was natural someone wanted to play the hero in an RPG. Nothing could of prepared them for what came next however. Almost instantly when they went into the dungeon, they fought decently, and recklessly throwing themselves against opponents, and when they did they would fall dead in this world. Everyone waited as the leaders reassured everyone that that person would run back from the Town. But people had their own curiosities as time passed and other died from the group. They sent messages to other people they knew back in town, but no one had seen those that had passed; spawn. It was a sickening realization but it was apparent soon.
The Leader with three men moved in and finally found the boss door. They had worked so far and didn't want to risky anything so they waited for the others to return. However with time people realized they weren't coming back. Terror struck them hard as they tried to reason on why they might not return. The Designer told them, the only way to leave this game alive was by beating the hundredth boss, so why this. Rumors started instantly, and when the light of hope was Vanquished by the boss creature for the first floor, it became eerily apparent the sickening truth of this game. Death was not acceptable anymore, if you survived here, you survived in the real world when the game was cleared, if you died here, you died in the real word and were lost forever; this is where it all began, a story of survival trapped in the world of Quest.
Breakdown of how the game operates~
When you pick your character you will have the standard options to design your character, as you want. Face eyes etc all that creative stuff. They will be human characters. Then there is a tab for Fashion items. These are strictly cosmetic, you can get all sorts of things to make your character stand out right from the beginning if you want. However please note theses do not aid you in the game, they are purely cosmetic for those that want a completely unique from everyone else. IE:Cat ears, Elf ears, varieties of tails, all of these sorts of things that effect your character directly. Clothes are allowed if desired they just can not be enchanted, and have no Armor count. So you make your character how you want them but remember doing this this way is ONLY for fashion purposes.
After you choose your characters appearance it will show you, your avatar in the base equipment that is offered at level one for the game. You can choose what color you wish that equipment to be. It is basically just a shirt with a slight chest plate, a nut guard, shoulder and elbow pads, and boots and half gloves. The armor parts are varying between light and dark grey; the color of the material tights it sits on is your choice. This is where you will choose your Weapon class. But we will go back to that in a little bit when I go through the details of each class available.
Gameplay~
The game is strictly melee type fighting, which is demonstrated in the classes available. You are allowed, Swords, Spears, Shields, Axes, Scythes, Hammers, Maces, and spectacular other weapons. This game relies so much on the skill of the player, how they utilize the Nerve gear to attack and train and form their own way of fighting. When fighting you have to rely on yourself, and the group worked strategy to survive, because survival means everything in this game. You rank with the weapon you choose will be decided with how much you use said weapon, IE: If you use a Single handed sword a Lot you will eventually be known as a Rank C Sword Blader. It's more for bragging rights than anything.
However we have not forgotten other essential players in the game, the non-combatants of course. The game has your class choice, and weapon; then it also has the option after you do your beginning quests (Basically the tutorial) Once the Beginner quest is completed you are allowed to pick one Life skill from the choices listed. There is Potion making, Armor Smithing, Clothe making, Cooking, Mineral Gathering, Herbalism, Weapon Smithing, Music Playing, Medic/Healing, Pet Taming, and Enchanting. Then a final life skill at level ten. You can wok most of these up from rank F-A which will determine just how good you are at what you do, and what you can create or tame or whatever the circumstance. It is a very helpful support role for those that do not wish to risk their lives on the actual battlefield. Of course it is a choice, if you choose to go this route then you will be spending time working at life skills rather than fighting. So you might not be as great at fighting as someone who has been training his or her ass off on just fighting. This is designed so that there are fighters, and then supporters everyone is doing their part in this grand journey.
You have full exploration of each floor, with no Boundaries aside from the end of the world basically which is just death. I am hoping to do a Map up for each level as people progress, and have a Monster list, presented of what is there for each floor in the game. You can choose to duel players in which case, the game will recognize it and stop the duel when health reaches critical level. This is the only form of combat that is allowed in the No fight Zones, or towns. PKing (Player Killing) is acceptable though extremely frowned upon. When you kill a player that is solo (Not in a party) then your name will show up in the sky saying, "snarf has killed blurg" However if you are killing members in a party none of the members in the party will be able to see this message. This is designed for our sneaky elimination characters to have their fun taking out parties so that if they are doing everything right, the Party won't be alerted of their presence. Only the people outside that party will know your name. This will almost definitely result in being hunted down, as people always want to be a hero or a bounty hunter or what have you. Your name will be known notoriously if you go this route. However it is up to people to remember your name and notice it to know that you are indeed a PKer. Once a Pker always a Pker even if you change your ways, that's how society will see you within the game. (More on PKers later)
Characters~
Characters will be incredibly different throughout the game, some will have fashion equipment right from the very beginning, while others might be more armor prone and set on making great Armor that looks good to them and dying it as they see fit. Guilds will especially be flashy, as they will likely want to have a uniform of they are militaristic. Characters will have all kinds of personalities, and play types. However what I really put this here for is to explain that people can have multiple characters to try different aspects of the game. I am making it Three characters tops, and they can not have anything to do with others. YOu CAN Communicate with others, and I suppose you have the right to fight with yourself if you desire... However selling or making things, or gathering from one of your characters to another is forbidden. For the soul fact its pretty much cheating. I think that covers characters.
Guilds~
Guilds are smaller or larger groups of characters that join together under one symbol and fight together, live together, they are basically a larger family of sorts. Some guilds are militaristic and follow military value and hierarchy. Alliances can be formed between guilds to create Grand Guilds that have multiple Guilds involved, or in militaristic terms. Raid Guilds. To create a Guild you need Five people minimum. One will be the Leader and name the Guild, then out of your other four you pick a Single Officer, or co Leader. This is the basis of you guild. A Single Guild is all allowed 100 characters total. 1 leader, 1 Co Leader, and 98 Soldiers in ranks you might assign them. With only Ten Thousand people in game at this point it is hardly likely to reach the 100 marker.
Parties~
Party groups are simple 1-10 groups that go together with no obligations. Its for fun truly for people to simple team up and work in unison with each other. No obligations tie you to any one party, though depending on how the rest of your party feels there might be jealousy from joining other parties outside of theirs. Still no obligation. This is the most free based form of group work.
Romance/Marriage~
Now this is a fun subject. In game it wouldn't be a big thing all except for the idea of role playing, but the truth is after bing stuck in a world like this for a while, your sense of reality will become distorted. Love will become something in this game and with it an option was built for those who want such romantic happiness. There is a specific dating floor as well that will be available later. You meet a girl/guy get to know them, party with them, and then when ready you go to the Local wedding house int he Main city of any floor in the game and a small ceremony happens, and there it is you are now married. Now with marriage, you get an ability bonus that helps you fight whenever around your spouse. when doing any crafts, it is plus five to any percentage when in a 2 person party of just you and your spouse. In the awful chance your spouse dies, their inventory is your own, aside from that it is always available to see, however you can not take anything from it unless they are dead. If you ever choose to get divorced you must give up any items your spouse chooses. You can then get remarried anytime of course to another. In case to neutral Divorce, you simply sign the papers and go your separate ways. However partying with that person from that point on will be negative effects to all those bonuses you had when married.
Equipment~
After your base equipment, there will be lots of equipment available to you throughout the game. Including Armor, weapons, Potions, Minerals/Herbs used to make those things, Clothes, Instruments, and other such useful equipment for your gaming experience.
Inventory~
Everyone will have an extensive level of Inventory. The beginning equipment received will weigh nothing, but the defense it bolster is horrible as well, same as the attack from your Base weapon. 0/200 Lbs. will be available throughout the entire game. If this is not enough then save up gold and buy a house. All houses; of course, are varying in size, but will be great for extra storage space for our collectors. Weapons found or listed in an Item shop will have the weight and damage input, as well as Value, and other such stats that are required. It will be up to players to manage their inventory, but the GM active will also be checking that up. Everyone knows how to use a calculator so there should be no issue.
Buying/Selling~
Throughout the game players will be forced to buy and sell goods to make money. In this case, that money is gold. Gold can be obtained through multiple means. You could earn it by monster drops commonly, you could use the finds of your adventures and sell them, you could do quests and earn large amounts at a time, or go face the boss in the Tower located at the Center of each floor. The Market however will have varying prices for all of those things you might need on your journey, do whatever you must to obtain sufficient amounts of gold to keep yourself well stocked and ready for each and every obstacle you most definitely will face. Player Shops must follow a very close variant to the base prices I have set for items. If they do not I will shut down their shops.
Part Time Jobs~
Weapon Smithing PtJ~ Your details include preparing the Ore and smithing three weapons. You will make 25G per day and receive 3 Free Ore to work with per day. For every fail attempt you lose 5 G from your pay. Please note this will only last until Floor 10
Armor Smithing PtJ~ Your details include preparing the Ore and smithing three sets of Armor. You will make 25G per day and receive 3 Free Ore to work with per day. For every fail attempt you lose 5 G from your pay. Please note this will only last until Floor 10
Potion Making Ptj~ Your detail requires you to brew up potions to sell on the Market. You will get payed 50G per day and receive a total of 9 herbs per day. With each failed attempt you lose 10 G Please note this job will only last until Floor 10
Cooking/Cafe work/ Restaurants etc~ All stuff you would do at a restaurant with a daily pay of 30 G This will continue past Floor 10 and wages may vary.
Enchanting~ You need to concentrate and delve into the world of enchanting. The job requires you to sit a lot and learn and then enchant three different items that are provided to you. 50 G per day is the pay 10 G lost per fail. This will continue after Floor 10
Music or Drawing ptj~ both require you to be creative and either describe a piece of art once a day, or write up a song once a day and perform it in the square. for 20 G per day, its practically free money. This will continue after Floor 10
Note: All Part Time Jobs will require you to spend half of your in game day working which Sacrifices time for other things. You can choose to start at Midnight in game, or Noon In game.
Armor Smithing PtJ~ Your details include preparing the Ore and smithing three sets of Armor. You will make 25G per day and receive 3 Free Ore to work with per day. For every fail attempt you lose 5 G from your pay. Please note this will only last until Floor 10
Potion Making Ptj~ Your detail requires you to brew up potions to sell on the Market. You will get payed 50G per day and receive a total of 9 herbs per day. With each failed attempt you lose 10 G Please note this job will only last until Floor 10
Cooking/Cafe work/ Restaurants etc~ All stuff you would do at a restaurant with a daily pay of 30 G This will continue past Floor 10 and wages may vary.
Enchanting~ You need to concentrate and delve into the world of enchanting. The job requires you to sit a lot and learn and then enchant three different items that are provided to you. 50 G per day is the pay 10 G lost per fail. This will continue after Floor 10
Music or Drawing ptj~ both require you to be creative and either describe a piece of art once a day, or write up a song once a day and perform it in the square. for 20 G per day, its practically free money. This will continue after Floor 10
Note: All Part Time Jobs will require you to spend half of your in game day working which Sacrifices time for other things. You can choose to start at Midnight in game, or Noon In game.
Player Killing/Dueling~
Pkers become a huge taboo after the trap set by the Designer of Quest Online. However the Designers had created the game to give those people that liked playing the villain, an equal opportunity as the rest of the players. Pkers can strike you anywhere, with however many they want; in any place aside from the safe zones. When they do it can be brutal for those that fall victim. The trick however is, the Pker that lands the killing blow is the only one to get the award, and the punishment of having his name shine in the sky for all players to see. This is glory to some villains who become notorious just by doing this and having their name shown multiple times. When a Pker kills someone they are rewarded briefly, the moment the personal body fades; that persons inventory opens up and the Pker can choose ONE single item from that persons inventory to take with them, Or can choose to take their gold if nothing appropriates their interest. It is a sick practice of course, but the pker is only doing what he believes is his natural role within this game.
On the other hand, dueling is the consensual battle between players, with a non death rule, (Unless they choose other wise) Dueling must be initiated by a challenge, anywhere within the game, You will have the choice of "Duel" or "Death Match" then the players begin and face off. You can also lay bets from your inventory on the line, either gold, or what have you. In which case the moment one or the other wins, the items chosen will go to the winning opponent from the losers inventory. This is all one hundred percent consensual.
Note: If you Player kill with no one to see it, just you and your target you will get away with it without your name being shown in the sky.
Note: You cannot be Penalized for killing a Pker, The Game will also Register in cases of First Time Pkers, that you were attacked first and will not deem the defending party a Pker if they kill their assailant.
Enchanting Effects (Detailed)~
After Burn~ This is basically the opponent being set on fire and taking fire damage after the attack ceases
Paralyze~ This slows the opponent for a duration, and if done enough might even stop them from moving.
Static~ This is an effect that ignored normal defense and sends shock damage through an electrical current when weapon clashes.
Holy Burn~ Low level burns Undead horribly, High Level will burn them then knock them back five feet.
Poison~ Seeping damage done over time.
Speed Boost/Wind edge/Wind wave~ Wind edge extends you weapon length specified on the edge, and at the tip. Speed boost makes your weapon swing much faster, and ignores Armor weight depending on level of Enchant. Wind Wave is a Long range Wind slash activated upon power swinging.
Negation~ gets rid of all effects, elemental, curse or otherwise in accordance to the Rank of the Negation Enchant vs the Enemy weapon/Armor Enchant Rank.
Weapons and Armor have a color code of Aura so that they might be recognized. When a Weapon is swung it shows the respective color Aura. And when Armor is hit is flashes the respective color Aura at that moment.
Color Code~
Red~ Fire
Blue~ Ice
Purple~ Lightning
White~ Wind
Green~ Poison
Yellow~ Light
Black~ Negation (Will appear like mist)
Life Skill Success Rate System~
Number Generator~ http://www.random.org/
(This will be what is used to generate numbers to decide, your chance of success or fail on Potion Making, Enchanting, Armor Smithing, Weapon Smithing, Picking Herbs/Minerals, and to gauge your Range when trying to Tame Creatures. I the GM will wait to see you doing one of these actions. check your respective Rank to what you are attempting and from there will run the Number Generator and tell you if you pass or fail. This requires you to trust me, as I am not out to be unfair to anyone. For this rp to work it will require you to trust me to some extent. for any success rates Illl need done as a Player I will have a second GM for Life skills, and one other to Cover combat that I am involved in with my actual Character. This is the most effective way we found to factor in luck in accordance to your rank so please bare with me on this and give it a chance. When you have performed your life skills enough I will send you a Pm informing you as a GM that you have Ranked up in the Life skill, or weapon skill you had been working at. THIS WILL TAKE TIME so please do not rush or be discouraged. I want this rp to last a long time so we can't have everyone going from rank F to A in a few days or even a weeks time. Thank you for listening hopefully this all works great.)
Clothing Making: This is literally up to the player's creativity. There is no Rank.
Cooking: This is literally up to the Player's creativity. There is no Rank.
Music Playing: This is literally up to the Player's creativity. There is no Rank.
Artist: This is Literally up to the Player's creativity. There is no Rank.
Healing/Medic: In terms of healing, this will basically decide. Like Rank F can only heal little cuts quickly and has to spend a lot more time focusing to heal entirely. Rank E is going to be better they can heal larger wounds and help treat certain poisons. D. Can heal good wounds or small body parts missing, and can heal most poisons or effects done to a character. C. Can Heal bigger cuts and is prominent in healing poisons efficiently will little focus. they can restore smaller limbs with a better ease. B. Now It takes hardly anytime to restore most limbs, and patch up bleed damage, and all poisons or ailments. A. No focus is required; healing is an instant service but tires just the same as it would normally. You now can full body heal someone near instantly by touching them for more then ten seconds. Can heal all poisons. Having this sort of healer on the field in Party, or dungeon Raids is EXTREMELY HELPFUL. (Please note however, Healers can NOT heal themselves, so its not a good skill for Solo type players. This is to avoid everyone picking healing and just healing themselves as necessary, and again to encourage the use of support characters.)
Pet Taming:
Pet Taming Skill
Two things will determine pet Taming. One your ability to subdue the pet you face, and two the luck that he won't wake up before you can seal him to you.
Pet Taming - Normal Field Monsters~
<tbody>
</tbody>
Two things will determine pet Taming. One your ability to subdue the pet you face, and two the luck that he won't wake up before you can seal him to you.
Pet Taming - Normal Field Monsters~
Rank of Pet Taming Skill | Range to Tame |
A | 1-80 |
B | 1-70 |
C | 1-60 |
D | 1-50 |
E | 1-45 |
F | 1-40 |
<tbody>
</tbody>
Pet Taming - Special Monsters (NPC'd by GM)
<tbody>
</tbody>
To Tame the Pet you face you must beat it first. Then you must generate a number within the numbers specified according to the Rank you are as a Pet Tamer. Please note that the Creature being tamed can not be humanoid. It must be a creature. If both objectives are achieved you will have that pet until it is kill or you choose another one.
Rank of Pet Taming Skill | Success | Fail |
A | 60% | 40% |
B | 50% | 50% |
C | 40% | 60% |
D | 30% | 70% |
E | 25% | 75% |
F | 20% | 80% |
<tbody>
</tbody>
To Tame the Pet you face you must beat it first. Then you must generate a number within the numbers specified according to the Rank you are as a Pet Tamer. Please note that the Creature being tamed can not be humanoid. It must be a creature. If both objectives are achieved you will have that pet until it is kill or you choose another one.
Mineral Gathering:
Minerals List (Mineral Gathering)~
Normal Mineral List~ (Basic)
Iron
Stone
Amber
Bronze
Success/Fail Rate: (For Basic Weapon/ Armor Creation too)
<tbody>
</tbody>
Moderate Mineral List~ (Medium Strength/Defense)
Steel
Copper
Silver
Brass
Jade
Success/Fail Rate: (For Moderate Weapon/ Armor Creation too)
<tbody>
</tbody>
Rare Mineral List~ (Strongest Weapons/Armor)
Bone
Adamantium
Titanium
Marble
Crystal
Success/Fail Rate: (For Advanced Weapon/ Armor Creation too)
<tbody>
</tbody>
Jewelry/Special Mineral List~ (Makes very Special Armors/Weapons)
Sapphire
Ruby
Emerald
Amethyst
Topaz
Diamond
Success/Fail Rate: (For Jewel/Special Weapon/Armor Creation too)
<tbody>
</tbody>
All Weapon/Armor Craft when trying to add refining
Base -Reinforced/Fine= -2% Success Rate +2 Fail Rate
Base- Flawless/Forged= -5% Success Rate +5 Fail Fate
Reinforced/Fine- Flawless/Forged= -3 Success Rate +3 Fail Rate
Normal Mineral List~ (Basic)
Iron
Stone
Amber
Bronze
Success/Fail Rate: (For Basic Weapon/ Armor Creation too)
Rank of Mineral Gathering | Success | Fail |
A | 80% | 20% |
B | 70% | 30% |
C | 60% | 40% |
D | 50% | 50% |
E | 45% | 55% |
F | 40% | 60% |
<tbody>
</tbody>
Moderate Mineral List~ (Medium Strength/Defense)
Steel
Copper
Silver
Brass
Jade
Success/Fail Rate: (For Moderate Weapon/ Armor Creation too)
Rank of Mineral Gathering | Success | Fail |
A | 75% | 25% |
B | 65% | 35% |
C | 55% | 45% |
D | 45% | 55% |
E | 40% | 60% |
F | 35% | 65% |
<tbody>
</tbody>
Rare Mineral List~ (Strongest Weapons/Armor)
Bone
Adamantium
Titanium
Marble
Crystal
Success/Fail Rate: (For Advanced Weapon/ Armor Creation too)
Rank of Mineral Gathering | Success | Fail |
A | 70% | 30% |
B | 60% | 40% |
C | 50% | 50% |
D | 40% | 60% |
E | 35% | 65% |
F | 30% | 70% |
<tbody>
</tbody>
Jewelry/Special Mineral List~ (Makes very Special Armors/Weapons)
Sapphire
Ruby
Emerald
Amethyst
Topaz
Diamond
Success/Fail Rate: (For Jewel/Special Weapon/Armor Creation too)
Rank of Mineral Gathering | Success | Fail |
A | 100% | 0% |
B | 80% | 20% |
C | 40% | 60% |
D | 25% | 75% |
E | 20% | 80% |
F | 10% | 90% |
<tbody>
</tbody>
All Weapon/Armor Craft when trying to add refining
Base -Reinforced/Fine= -2% Success Rate +2 Fail Rate
Base- Flawless/Forged= -5% Success Rate +5 Fail Fate
Reinforced/Fine- Flawless/Forged= -3 Success Rate +3 Fail Rate
Herbalism:
Herb List- (Herbalists)
Basic Potion Making Herbs~
Ashwagandha
Turmeric
Basil
Cinnamon
Cayenne
Clove
Garlic
Chamomile
Ginger
Lavender
Myrrh
Oregano
Rosemary
Sage
Thyme
Clothe Making Herbs~
Cotton
Flax
Silk
Bamboo
Hemp
Success/Fail Rate for Moderate Herbs~
<tbody>
</tbody>
Specialized Herbs for Buff Potions~
Darkhazel
Winterhazel
Witchesgrass
Blood Orchid
Blood Grass
Ragflower
Helixanaburst
Rainrice
Meadowrice
Lunarlillies
Success/Fail Rate for Advanced Herbs~
<tbody>
</tbody>
Basic Potion Making Herbs~
Ashwagandha
Turmeric
Basil
Cinnamon
Cayenne
Clove
Garlic
Chamomile
Ginger
Lavender
Myrrh
Oregano
Rosemary
Sage
Thyme
Clothe Making Herbs~
Cotton
Flax
Silk
Bamboo
Hemp
Success/Fail Rate for Moderate Herbs~
Rank of Herbalism | Success | Fail |
A | 80% | 20% |
B | 70% | 30% |
C | 60% | 40% |
D | 50% | 50% |
E | 45% | 55% |
F | 40% | 60% |
<tbody>
</tbody>
Specialized Herbs for Buff Potions~
Darkhazel
Winterhazel
Witchesgrass
Blood Orchid
Blood Grass
Ragflower
Helixanaburst
Rainrice
Meadowrice
Lunarlillies
Success/Fail Rate for Advanced Herbs~
Rank of Herbalism | Success | Fail |
A | 70% | 30% |
B | 60% | 40% |
C | 50% | 50% |
D | 40% | 60% |
E | 35% | 65% |
F | 30% | 70% |
<tbody>
</tbody>
Potion Making:
Potions
<tbody>
</tbody>
Potion Making - Based on the Rank of Potion Crafted
<tbody>
</tbody>This system is designed so that no matter your potion-making rank, you can attempt to make a potion of any rank. The above table shows the success a person has at creating a potion with the specified rank. Once a character reaches the Rank of the potion's rank they are trying to create, they receive a 50/50 chance at succeeding (assuming their success rate is below 50). (Aka, if you are Rank A and attempt to craft a Rank A potion, your success rate changes from 10/90 to 50/50.)
Duration Rate of Potions in Accordance to Rank
<tbody>
</tbody>
Name | Effect | Herbs Required | Value GP. | Rank |
Heal small Damage | Heal Normal Damage. (Cuts and bruises) | ashwagandha, basil, ginger | 50 | F |
Heal Greater Damage | Heals/Restone any body part | ashwagandha, clove, myrrh | 100 | C |
Heal Critical Damage | Heals/Restores any two Body Parts | ashwagandha, sage, lavender, myrrh | 400 | A |
Cure Poison | Cures any Poison | lunarlillies, clove, rosemary, oregano | 75 | E |
Regain Small Stamina | Slight burst of Energy when tired | chamomile, basil, ginger | 50 | F |
Regain Greater Stamina | Adrenaline rush restoring a decent amount of energy to your tired body | chamomile, clove, myrrh | 100 | C |
Regain All Stamina | Brings you back to 100% efficiency, no weariness at all | chamomile, sage, lavender, myrrh | 400 | A |
Cure Blood Loss | Stops all bleeding damage | blood orchid, ashwagandha, myrrh | 75 | E |
Cure Paralsys | Lets you move normally again | winterhazel, chamomile, garlic | 100 | D |
Dye | Dyes Items (Armor, Clothes, Weapons (Can NOT Dye Rare Items) | turmeric, lavender, cinnamon | 25 | F |
Cure Curses | Cure (Curses, Charms, Sleep, Petrify, and Rage) | lunarlillies, ashwagandha, sage, thyme | 200 | D |
Duration | Type | Buff | Potions | =) |
Resist Poison | Resists Poisons for a Duration depending on rank. | oregano, rosemary, sage | 100 | C |
Resist Curse | Resist Curse type Ailments for a duration depending on Rank. | chamomile, sage, thyme | 300 | B |
Resist Bleedout | Resist Bleed damage for a Duration depending on rank. | blood orchid, chamomile, myrrh | 100 | C |
Hyper Potion | Places you in a frenzy where you do not tire for a Duration depending on rank | meadowrice, cinnamon, cayenne | 400 | A |
Luck Potion | Gives a +5 percent chance of success rate | witchesgrass, garlic, cayenne | 150 | C |
Speed Potion | Makes you twice as Fast as you were for a duration depending on Rank. | helixanaburst, darkhazel, meadowrice, thyme | 200 | B |
Strength Potion | Makes you twice as Strong as you were for a Duration Depending on Rank | ragflower, lunarlillies, cayenne, chamomile | 200 | B |
Hyrdobreath Potion | Allows for water Breathing for a Duration depending on Rank. | rainrice, meadowrice, chamomile | 100 | C |
Resist Paralasys | Resist Paralasys for a Duration depending on Rank. | winterhazel, chamomile, rosemary | 300 | B |
Camo Potion | Become undetectable to PVE Creatures for a Duration Depending on Rank | blood grass, darkhazel, myrrh | 400 | A |
Silence Potion | Muffle all of your movements for a Duration Depending on Rank. | darkhazel, sage, thyme | 200 | B |
Head Clear Potion | Cures all ailments, like dizziness, headaches and Trauma | lunarlillies, cayenne, sage | 100 | C |
<tbody>
</tbody>
Potion Making - Based on the Rank of Potion Crafted
Rank | Success | Fail |
A | 10% | 90% |
B | 30% | 70% |
C | 50% | 50% |
D | 60% | 40% |
E | 75% | 25% |
F | 80% | 20% |
<tbody>
</tbody>
Duration Rate of Potions in Accordance to Rank
Character Potion Making Rank | Duration in Accordance to Rank |
A | 5 Minutes |
B | 4 Minutes |
C | 3 Minutes |
D | 2 Minutes |
E | 1 Minute |
F | 30 Seconds |
<tbody>
</tbody>
Armor/Shields
Level 1-10~ Basic
<tbody>
</tbody>
Scale of Success/Fail Rate with Refined forms can be found on the Minerals List.
Level 11-20 (Note that 11-100 will not have Refined statuses without being upgraded at Base state on your own time.)
Upgrades work like this:
Steel Armor 10Def + 2(Rnf)= 12Def (Steel Armor Reinforced) Base Value + 5G
Steel Armor 10Def + 5 (Frg)= 15Def (Steel Armor Forged) Base Value +10 G
Level 1-10~ Basic
Name | Defense | Weight | Value |
Iron Armor | 5 | 40 | 60 |
Iron Armor (Rnf) | 7 | 40 | 65 |
Iron Armor (Frg) | 10 | 40 | 70 |
Amber Armor | 3 | 20 | 30 |
Amber Armor (Rnf) | 5 | 20 | 35 |
Amber Armor (Frg) | 8 | 20 | 40 |
Stone Armor | 7 | 60 | 40 |
Stone Armor (Rnf) | 9 | 60 | 45 |
Stone Armor (Frg) | 12 | 60 | 50 |
Iron Shield | 3 | 10 | 20 |
Iron Shield (Rnf) | 5 | 10 | 25 |
Iron Shield (Frg) | 8 | 10 | 30 |
Amber Shield | 1 | 5 | 10 |
Amber Shield (Rnf) | 3 | 5 | 15 |
Amber Shield (Frg) | 6 | 5 | 20 |
Stone Shield | 5 | 20 | 20 |
Stone Shield (Rnf) | 7 | 20 | 25 |
Stone Shield (Frg) | 10 | 20 | 30 |
<tbody>
</tbody>
Scale of Success/Fail Rate with Refined forms can be found on the Minerals List.
Level 11-20 (Note that 11-100 will not have Refined statuses without being upgraded at Base state on your own time.)
Upgrades work like this:
Steel Armor 10Def + 2(Rnf)= 12Def (Steel Armor Reinforced) Base Value + 5G
Steel Armor 10Def + 5 (Frg)= 15Def (Steel Armor Forged) Base Value +10 G
Weapon Smithing:
Weapons List
Level 1-10 weapons:
Iron~ (Base Weapon type)
<tbody>
</tbody>
Brass~ (Swings Faster hits weaker)
<tbody>
</tbody>
Stone~ (Hits Hard, Swings Slow)
<tbody>
</tbody>
Scale of Success/Fail Rate with Refined forms can be found on the Minerals List.
All Weapons require 3 ore of their respective Material to create.
Level 11-20 Weapons: (There is no refined version of weapons Lvl. 11-100 Unless Upgraded)
IE Base (15 Dmg)+ (2Fne)= Fine Upgrade 17 Damage
Base (15 Dmg)+ 5(Flw)= Flawless Upgrade 20 Damage.
Level 1-10 weapons:
Iron~ (Base Weapon type)
Name | Damage | Weight Lbs. | Value GP. |
Iron 1h Sword | 9 | 8 | 10 |
Iron Short Sword | 7 | 6 | 5 |
Iron 2h Sword | 14 | 16 | 25 |
Iron 1h Sword (Fine) | 11 | 8 | 13 |
Iron Short Sword (Fne) | 9 | 6 | 8 |
Iron 2h Sword (Fine) | 16 | 16 | 27 |
Iron 1h Sword (Flawless) | 14 | 8 | 15 |
Iron Short Sword (Flw) | 12 | 6 | 10 |
Iron 2h Sword (Flawless) | 19 | 16 | 30 |
Iron Spear | 9 | 10 | 12 |
Iron Short Spear | 7 | 8 | 10 |
Iron Glaive | 10 | 15 | 20 |
Iron Halberd | 11 | 16 | 25 |
Iron Spear (Fine) | 11 | 10 | 15 |
Iron Short Spear (Fine) | 9 | 8 | 13 |
Iron Glaive (Fine) | 12 | 15 | 13 |
Iron Halberd (Fine) | 13 | 16 | 18 |
Iron Spear (Flawless) | 14 | 10 | 17 |
Iron Short Spear (Flw) | 12 | 8 | 15 |
Iron Glaive (Flw) | 15 | 15 | 25 |
Iron Halberd (Flw) | 16 | 16 | 30 |
Iron Hammer | 10 | 16 | 20 |
Iron Mace | 12 | 16 | 25 |
Iron Flail | 13 | 18 | 30 |
Iron Hammer (Fne) | 12 | 16 | 23 |
Iron Mace (Fne) | 14 | 16 | 28 |
Iron Flail (Fne) | 15 | 18 | 33 |
Iron Hammer (Flw) | 15 | 16 | 25 |
Iron Mace (Flw) | 17 | 16 | 30 |
Iron Flail (Flw) | 18 | 18 | 35 |
Iron 1h Axe | 12 | 12 | 15 |
Iron 2h Axe | 16 | 18 | 30 |
Iron 1h Axe (Fne) | 14 | 12 | 18 |
Iron 2h Axe (Fne) | 18 | 18 | 35 |
Iron 1h Axe (Flw) | 17 | 12 | 20 |
Iron 2h Axe (Flw) | 21 | 18 | 40 |
Iron Chn Sickle | 11 | 10 | 15 |
Iron 1h Sickle | 11 | 10 | 15 |
Iron Scythe | 16 | 15 | 25 |
Iron Duel Glaive | 14 | 14 | 20 |
Iron Chn Sickle (Fne) | 13 | 10 | 18 |
Iron 1h Sickle (Fne) | 13 | 10 | 18 |
Iron Scythe (Fne) | 18 | 15 | 28 |
Iron Duel Glaive (Fne) | 16 | 14 | 23 |
Iron Chn Sickle (Flw) | 16 | 10 | 20 |
Iron 1h Sickle (Flw) | 16 | 10 | 20 |
Iron Scythe (Flw) | 21 | 15 | 30 |
Iron Duel Glaive (Flw) | 19 | 14 | 25 |
Iron Knife | 6 | 4 | 3 |
Iron Dagger | 8 | 6 | 5 |
Iron Thrw Knives | 2 | 1 | 1 |
Iron Thrw Strs | 3 | 1 | 1 |
Iron Chn Blade | 10 | 8 | 20 |
Iron Claws | 12 | 10 | 15 |
Iron Knife (Fne) | 8 | 4 | 4 |
Iron Dagger (Fne) | 10 | 6 | 6 |
Iron Thw Knives (Fne) | 4 | 1 | 1 |
Iron Thw Stars (Fne) | 5 | 1 | 1 |
Iron Chn Blade (Fne) | 12 | 8 | 22 |
Iron Claws (Fne) | 14 | 10 | 18 |
Iron Knife (Flw) | 11 | 4 | 5 |
Iron Dagger (Flw) | 13 | 6 | 8 |
Iron Thw Knives (Flw) | 7 | 1 | 2 |
Iron Thw Stars (Flw) | 8 | 1 | 2 |
Iron Chn Blade (Flw) | 15 | 8 | 25 |
Iron Claws (Flw) | 17 | 10 | 20 |
Iron Staff | 10 | 14 | 20 |
Iron Chn Staff | 10 | 13 | 25 |
Iron Nun chuk | 8 | 8 | 10 |
Iron Qtr Staff | 8 | 10 | 15 |
Iron Staff (Fne) | 12 | 14 | 22 |
Iron Chn Staff (Fne) | 12 | 13 | 27 |
Iron Nun Chuk (Fne) | 10 | 8 | 12 |
Iron Qtr Staff (Fne) | 10 | 10 | 17 |
Iron Staff (Flw) | 15 | 14 | 25 |
Iron Chn Staff (Flw) | 15 | 13 | 30 |
Iron Nun Chuk (Flw) | 13 | 8 | 15 |
Iron Qtr Staff (Flw) | 13 | 10 | 20 |
Iron Bld Hand/Foot | 14 | 10/10 | 20 |
Iron Blnt Hand/Foot | 13 | 10/10 | 20 |
Iron Bld Hand/Foot (Fne) | 16 | 10/10 | 25 |
Iron Blnt Hand/Foot (Fne) | 15 | 10/10 | 25 |
Iron Bld Hand/Foot (Flw) | 19 | 10/10 | 30 |
Iron Blnt Hand/Foot (Flw) | 18 | 10/10 | 30 |
<tbody>
</tbody>
Brass~ (Swings Faster hits weaker)
Name | Damage | Weight Lbs. | Value GP. |
Brass 1h Sword | 7 | 4 | 15 |
Brass Short Sword | 5 | 2 | 12 |
Brass 2h Sword | 9 | 8 | 20 |
Brass 1h Sword (Fine | 9 | 4 | 19 |
Brass Short Sword (Fne) | 7 | 2 | 15 |
Brass 2h Sword (Fine) | 13 | 8 | 28 |
Brass 1h Sword (Flawless) | 13 | 4 | 23 |
Brass Short Sword (Flw) | 9 | 2 | 19 |
Brass 2h Sword (Flawless) | 17 | 8 | 35 |
Spear | 7 | 6 | 20 |
Short Spear | 5 | 4 | 15 |
Glaive | 9 | 8 | 30 |
Halberd | 11 | 9 | 35 |
Spear (Fne) | 9 | 6 | 23 |
Short Spear (Fne) | 7 | 4 | 18 |
Glaive (Fne) | 11 | 8 | 33 |
Halberd (Fne) | 13 | 9 | 38 |
Spear (Flw) | 12 | 6 | 24 |
Short Spear (Flw) | 10 | 4 | 20 |
Gliave (Flw) | 16 | 8 | 35 |
Halberd (Flw) | 19 | 9 | 40 |
Hammer | 8 | 10 | 15 |
Mace | 9 | 10 | 15 |
Flail | 10 | 12 | 20 |
Hammer (Fne) | 10 | 10 | 17 |
Mace (Fne) | 11 | 10 | 17 |
Flail (Fne) | 12 | 12 | 23 |
Hammer (Flw) | 13 | 10 | 20 |
Mace (Flw) | 14 | 10 | 20 |
Flail (Flw) | 15 | 12 | 25 |
1h Axe | 10 | 7 | 15 |
2h Axe | 14 | 14 | 30 |
1h Axe (Fne) | 12 | 7 | 20 |
2h Axe (Fne) | 16 | 14 | 33 |
1h Axe (Flw) | 15 | 7 | 25 |
2h Axe (Flw) | 19 | 14 | 35 |
Chn Sickle | 10 | 7 | 25 |
Sickle | 10 | 7 | 30 |
Scythe | 15 | 13 | 40 |
Duel Glaive | 14 | 12 | 30 |
Chn Sickle (Fne) | 12 | 7 | 28 |
Sickle (Fne) | 12 | 7 | 33 |
Scythe (Fne) | 17 | 13 | 45 |
Duel Glaive (Fne) | 16 | 12 | 33 |
Chn Sickle (Flw) | 15 | 7 | 30 |
Sickle (Flw) | 15 | 7 | 35 |
Scythe (Flw) | 20 | 13 | 50 |
Duel Glaive (Flw) | 19 | 12 | 35 |
Knife | 5 | 2 | 10 |
Dagger | 6 | 4 | 15 |
Thw Knife | 1 | 1 | 2 |
Thw Stars | 1 | 1 | 2 |
Chn Blade | 8 | 4 | 25 |
Claws | 10 | 7 | 25 |
Knife (Fne) | 7 | 2 | 13 |
Dagger (Fne) | 8 | 4 | 18 |
Thw Knife (Fne) | 3 | 1 | 4 |
Thw Stars (Fne) | 3 | 1 | 4 |
Chn Blade (Fne) | 10 | 4 | 30 |
Claws (Fne) | 12 | 7 | 30 |
Knife (Flw) | 10 | 2 | 15 |
Dagger (Flw) | 11 | 4 | 20 |
Thw Knife (Flw) | 6 | 1 | 6 |
Thw Stars (Flw) | 6 | 1 | 6 |
Chn Blade (Flw) | 13 | 4 | 35 |
Claws (Flw) | 15 | 7 | 40 |
Staff | 8 | 12 | 15 |
Chn Staff | 8 | 10 | 20 |
Nun Chuk | 6 | 4 | 10 |
Qtr Staff | 6 | 6 | 10 |
Staff (Fne) | 10 | 12 | 18 |
Chn Staff (Fne) | 10 | 10 | 23 |
Nun Chuk (Fne) | 8 | 4 | 13 |
Qtr Staff (Fne) | 8 | 6 | 13 |
Staff (Flw) | 13 | 12 | 20 |
Chn Staff (Fnw) | 13 | 10 | 25 |
Nun Chuk (Flw) | 10 | 4 | 15 |
Qtr Staff (Flw) | 10 | 6 | 15 |
Blade Hand/Foot | 12 | 5/5 | 30 |
Blunt Hand/Foot | 11 | 5/5 | 20 |
Blade Hand/Foot (Fne) | 14 | 5/5 | 35 |
Blunt Hand/Foot (Fne) | 13 | 5/5 | 25 |
Blade Hand/Foot (Flw) | 17 | 5/5 | 40 |
Blunt Hand/Foot (Flw) | 16 | 5/5 | 30 |
<tbody>
</tbody>
Stone~ (Hits Hard, Swings Slow)
Name | Damage | Weight Lbs. | Value GP. |
Stone 1h Sword | 14 | 16 | 8 |
Stone Short Sword | 11 | 14 | 6 |
Stone 2h Sword | 18 | 26 | 10 |
Stone 1h Sword (Fine) | 16 | 16 | 10 |
Stone Short Sword (Fne) | 13 | 14 | 8 |
Stone 2h Sword (Fine) | 20 | 26 | 12 |
Stone 1h Sword (Flawless) | 19 | 16 | 12 |
Stone Short Sword (Flw) | 16 | 14 | 10 |
Stone 2h Sword (Flawless) | 23 | 26 | 15 |
Spear | 12 | 18 | 10 |
Short Spear | 10 | 16 | 8 |
Glaive | 13 | 28 | 13 |
Halberd | 16 | 32 | 14 |
Spear (Fne) | 14 | 18 | 11 |
Short Spear (Fne) | 12 | 16 | 10 |
Glaive (Fne) | 15 | 28 | 14 |
Halberd (Fne) | 18 | 32 | 15 |
Spear (Flw) | 17 | 18 | 12 |
Short Spear (Flw) | 15 | 16 | 11 |
Gliave (Flw) | 18 | 28 | 16 |
Halberd (Flw) | 21 | 32 | 18 |
Hammer | 13 | 24 | 18 |
Mace | 15 | 24 | 20 |
Flail | 16 | 34 | 25 |
Hammer (Fne) | 15 | 24 | 20 |
Mace (Fne) | 17 | 24 | 22 |
Flail (Fne) | 18 | 34 | 27 |
Hammer (Flw) | 18 | 24 | 22 |
Mace (Flw) | 20 | 24 | 24 |
Flail (Flw) | 21 | 34 | 30 |
1h Axe | 14 | 17 | 13 |
2h Axe | 17 | 25 | 16 |
1h Axe (Fne) | 16 | 17 | 15 |
2h Axe (Fne) | 19 | 25 | 18 |
1h Axe (Flw) | 19 | 17 | 16 |
2h Axe (Flw) | 22 | 25 | 19 |
Chn Sickle | 12 | 15 | 12 |
Sickle | 12 | 15 | 12 |
Scythe | 17 | 19 | 15 |
Duel Glaive | 15 | 20 | 16 |
Chn Sickle (Fne) | 14 | 15 | 13 |
Sickle (Fne) | 14 | 15 | 13 |
Scythe (Fne) | 19 | 19 | 16 |
Duel Glaive (Fne) | 17 | 20 | 17 |
Chn Sickle (Flw) | 17 | 15 | 14 |
Sickle (Flw) | 17 | 15 | 14 |
Scythe (Flw) | 22 | 19 | 17 |
Duel Glaive (Flw) | 20 | 20 | 18 |
Knife | 7 | 10 | 2 |
Dagger | 9 | 12 | 4 |
Thw Knife | 2 | 4 | 1 |
Thw Star | 3 | 4 | 1 |
Chn Blade | 11 | 14 | 10 |
Claws | 13 | 18 | 14 |
Knife (Fne) | 9 | 10 | 3 |
Dagger (Fne) | 11 | 12 | 5 |
Thw Knife (Fne) | 4 | 4 | 2 |
Thw Stars (Fne) | 5 | 4 | 2 |
Chn Blade (Fne) | 13 | 14 | 11 |
Claws (Fne) | 15 | 18 | 15 |
Knife (Flw) | 12 | 10 | 4 |
Dagger (Flw) | 14 | 12 | 6 |
Thw Knife (Flw) | 7 | 4 | 3 |
Thw Stars (Flw) | 8 | 4 | 3 |
Chn Blade (Flw) | 16 | 14 | 12 |
Claws (Flw) | 18 | 18 | 16 |
Staff | 12 | 15 | 15 |
Chn Staff | 12 | 15 | 16 |
Nun Chuk | 10 | 12 | 14 |
Qtr Staff | 10 | 12 | 12 |
Staff (Fne) | 14 | 15 | 17 |
Chn Staff (Fne) | 14 | 15 | 18 |
Nun Chuk (Fne) | 12 | 12 | 16 |
Qtr Staff (Fne) | 12 | 12 | 14 |
Staff (Flw) | 17 | 15 | 19 |
Chn Staff (Flw) | 17 | 15 | 20 |
Nun Chuk (Flw) | 15 | 12 | 18 |
Qtr Staff (Flw) | 15 | 12 | 16 |
Blade Hand/Foot | 15 | 20/20 | 14 |
Blunt Hand/Foot | 14 | 20/20 | 16 |
Blade Hand/Foot (Fne) | 17 | 20/20 | 16 |
Blunt Hand/Foot (Fne) | 16 | 20/20 | 18 |
Blade Hand/Foot (Flw) | 20 | 20/20 | 18 |
Blunt Hand/Foot (Flw) | 19 | 20/20 | 20 |
<tbody>
</tbody>
Scale of Success/Fail Rate with Refined forms can be found on the Minerals List.
All Weapons require 3 ore of their respective Material to create.
Level 11-20 Weapons: (There is no refined version of weapons Lvl. 11-100 Unless Upgraded)
IE Base (15 Dmg)+ (2Fne)= Fine Upgrade 17 Damage
Base (15 Dmg)+ 5(Flw)= Flawless Upgrade 20 Damage.
Enchanting:
Enchantments
Scale for Success Rate with Enchanting~
<tbody>
</tbody>
Scale of Enchantment Level/Effects~
<tbody>
</tbody>
<tbody>
</tbody>
<tbody>
</tbody>
<tbody>
</tbody>
<tbody>
</tbody>
<tbody>
</tbody>
<tbody>
</tbody>
All Enchantments are for, Armor and Weapons as well as Clothes and Shields if desired. Weapons do not break on Failed Enchantments. It should be fairly obvious with the tables and Charts how it will work, but if not then please do Pm the GM Wolfsin with any questions.
Scale for Success Rate with Enchanting~
Rank of Enchanting Skill | Success | Fail |
A | 10% | 90% |
B | 20% | 80% |
C | 40% | 60% |
D | 50% | 50% |
E | 70% | 30% |
F | 90% | 10% |
<tbody>
</tbody>
Scale of Enchantment Level/Effects~
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Fire | 100 pts of Fire Dmg /Def 1min of Aftr Burn Efct | 500 |
B | Fire | 70 pts of Fire Dmg/Def 30 sec of Aftr burn efct | 300 |
C | Fire | 50 pts of Fire Dmg/Def 10 Sec aftr burn efct | 150 |
D | Fire | 40 pts of Fire Dmg/Def | 125 |
E | Fire | 20 pts of Fire Dmg/Def | 100 |
F | Fire | 10 pts of Fire Dmg/Def | 50 |
<tbody>
</tbody>
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Ice | 100 pts of Freeze Dmg/Def 1min parlyz efct | 500 |
B | Ice | 70 pts of Freeze Dmg/Def 30 Sec parlyz efct | 300 |
C | Ice | 50 pts of Freeze Dmg/Def 10 Sec of Parlyz efct | 150 |
D | Ice | 40 pts of Freeze Dmg/Def | 125 |
E | Ice | 20 pts of Freeze Dmg/Def | 100 |
F | Ice | 10 pts of Freeze Dmg/Def | 50 |
<tbody>
</tbody>
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Wind | RC + Sends a Wind slash for Full Damage 20 Ft/Great Speed Boost (W/A) | 500 |
B | Wind | RC + Sends a Wind slash for half Damage 10 Ft/Good Speed Boost (W/A) | 300 |
C | Wind | 6 In Wind Edge-point/ Moderate Speed Boost (W/A) | 150 |
D | Wind | 3 In. Wind Edge-point/decent Speed Boost (W/A) | 125 |
E | Wind | 2 In. Wind Edge-point/Slight Speed Boost (W/A) | 100 |
F | Wind | 1 In. Wind Edge-point/Very Slight Speed Boost (W/A) | 50 |
<tbody>
</tbody>
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Lightning | 100 pts of Shock Dmg/Def 1min aftr Static efct | 500 |
B | Lightning | 70 pts of Shock Dmg/Def 30 Sec aftr Static efct | 300 |
C | Lightning | 50 pts of Shock Dmg/Def 10 Sec aftr Static efct | 150 |
D | Lightning | 40 pts of Shock Dmg/Def | 125 |
E | Lightning | 20 pts of Shock Dmg/Def | 100 |
F | Lightning | 10 pts of Shock Dmg/Def | 50 |
<tbody>
</tbody>
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Poison | 3 Min of (Any) Curse/ withstand Any Rank Curse/Poison | 500 |
B | Poison | 2 Min of Poison/ withstand B Rank Poison | 300 |
C | Poison | 1.5Min of Poison/ withstand C Rank Poison | 150 |
D | Poison | 1 Min of Poison/ withstand D Rank Poison | 125 |
E | Poison | 30 Sec of Poison/ withstand E Rank Poison | 100 |
F | Poison | 10 Sec of Posion/withstand F Rank Poison | 50 |
<tbody>
</tbody>
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Light | 100 pts of Holy Dmg/Def 1 Min Holy burn efct | 500 |
B | Light | 70 pts of Holy Dmg/Def 30 Sec Holy burn efct | 300 |
C | Light | 50 pts of Holy Dmg/Def 10 Sec Holy burn efct | 150 |
D | Light | 40 pts of Holy Dmg/Def | 125 |
E | Light | 20 pts of Holy Dmg/Def | 100 |
F | Light | 10 pts of Holy Dmg/Def | 50 |
<tbody>
</tbody>
Rank of Enchantment | Type of Enchantment | Effects per Rank | General Price of Purchase |
A | Negation | Negates Rank A Enchants | 500 |
B | Negation | Negates Rank B Enchants | 300 |
C | Negation | Negates Rank C Enchants | 150 |
D | Negation | Negates Rank D Enchants | 125 |
E | Negation | Negates Rank E Enchants | 100 |
F | Negation | Negates Rank F Enchants | 50 |
<tbody>
</tbody>
All Enchantments are for, Armor and Weapons as well as Clothes and Shields if desired. Weapons do not break on Failed Enchantments. It should be fairly obvious with the tables and Charts how it will work, but if not then please do Pm the GM Wolfsin with any questions.
Monster Drops Success Rate/Chance~
Normal creatures drop gold and whatever else I will have on the General Drop list of that Floor.
Boss Monsters Sometimes drop rare weapons; there is always one rare item in a chest after a boss fight. How will it be decided who in a party gets it? Luck my friends. I will generate a random number then all of you will guess a number 1-100 and whoever is the closest to it will get the rare drop. It will be the same for Field bosses, and mini bosses. Rare Creatures will also drop things on random if I so decide it. In which case I will have you do the Number guessing game again. Of course if you are running solo... its just you and there is no reason for a number game.
Every Day Drop List:
All Day Drops~ (Everyone can get without a Life Skill)
Rarity Key~
Everywhere~ Evw
Common~ Cmn
Sometimes~ Smt
Hardly~ Hrd
Rare~ Rre
<tbody>
</tbody>
More added after we get to Higher Floors~
Rarity Key~
Everywhere~ Evw
Common~ Cmn
Sometimes~ Smt
Hardly~ Hrd
Rare~ Rre
Name of Item | Value GP. | Rarity |
Leather | 10 | Cmn |
Fur | 15 | Evw |
Wool | 5 | Evw |
Down | 5 | Cmn |
Pelt | 15 | Cmn |
Pearls | 10 | Hrd |
Bronze Bar | 30 | Smt |
Paper | 1 | Cmn |
Quil | 2 | Cmn |
Dragon Scale | 200 | Rre |
<tbody>
</tbody>
More added after we get to Higher Floors~
Classes~
Blader
Strength - 20 (+1-25 per rank)
Speed - 20 (+1-25 per rank)
Endurance - 5 (+1-10 per rank)
Perception - 10 (+1-15 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 20 (+1-25 per rank)
Lancer
Strength - 20 (+1-25 per rank)
Speed - 20 (+1-25 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 10 (+1-15 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 5 (+1-10 per rank)
Juggernaut
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 15 (+1-20 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 10 (+1-15 per rank)
Hacker
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 10 (+1-15 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 15 (+1-20 per rank)
Reaper
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 5 (+1-10 per rank)
Perception - 5 (+1-10 per rank)
Acrobatics - 20 (+1-25 per rank)
Flexibility - 20 (+1-25 per rank)
Whisper
Strength - 5 (+1-10 per rank)
Speed - 20 (+1-25 per rank)
Endurance - 5 (+1-10 per rank)
Perception - 20 (+1-25 per rank)
Acrobatics - 20 (+1-25 per rank)
Flexibility - 10 (+1-15 per rank)
Beater
Strength - 15 (+1-20 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 20 (+1-25 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 10 (+1-15 per rank)
Fighter
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 5 (+1-10 per rank)
Acrobatics - 20 (+1-25 per rank)
Flexibility - 5 (+1-10 per rank)
** Each time someone increases a rank, they will have 60 points to distribute how they would like. They can not place points outside the max limit stated on the stats above. This is to allow for a very cool balance. **
Strength - 20 (+1-25 per rank)
Speed - 20 (+1-25 per rank)
Endurance - 5 (+1-10 per rank)
Perception - 10 (+1-15 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 20 (+1-25 per rank)
Lancer
Strength - 20 (+1-25 per rank)
Speed - 20 (+1-25 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 10 (+1-15 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 5 (+1-10 per rank)
Juggernaut
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 15 (+1-20 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 10 (+1-15 per rank)
Hacker
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 10 (+1-15 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 15 (+1-20 per rank)
Reaper
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 5 (+1-10 per rank)
Perception - 5 (+1-10 per rank)
Acrobatics - 20 (+1-25 per rank)
Flexibility - 20 (+1-25 per rank)
Whisper
Strength - 5 (+1-10 per rank)
Speed - 20 (+1-25 per rank)
Endurance - 5 (+1-10 per rank)
Perception - 20 (+1-25 per rank)
Acrobatics - 20 (+1-25 per rank)
Flexibility - 10 (+1-15 per rank)
Beater
Strength - 15 (+1-20 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 20 (+1-25 per rank)
Acrobatics - 5 (+1-10 per rank)
Flexibility - 10 (+1-15 per rank)
Fighter
Strength - 20 (+1-25 per rank)
Speed - 10 (+1-15 per rank)
Endurance - 20 (+1-25 per rank)
Perception - 5 (+1-10 per rank)
Acrobatics - 20 (+1-25 per rank)
Flexibility - 5 (+1-10 per rank)
** Each time someone increases a rank, they will have 60 points to distribute how they would like. They can not place points outside the max limit stated on the stats above. This is to allow for a very cool balance. **
Class Based Weapons:
Blader~ Single handed Sword/(Rapier), Shield/Sword, Two hand Sword, Duel wielding Swords, Short Sword,
Lancer~ One handed Spear, Spear/shield, Glaive, Two hand Spear, Short Spear (Throwable)
Juggernaut~ One Handed Hammer or Mace, Hammer/Mace and shield, Two handed Hammer/Mace
Hacker~ One handed Axe, Two handed Axe, Axe/Shield
Whisper~ One handed Dagger/Knife, Throwing Kunai/Stars, Chained Blade, Wrist band Claws
Reaper~ Scythe, Double ended glaive, One handed Sickle, Chained Sickle, Duel Wield Sickles
Beater~ Long Staff, Quarter Staff, Nun Chucks,
Fighter~ Blunt Hand/Feet pieces, Sharp Hand/Feet pieces
Lancer~ One handed Spear, Spear/shield, Glaive, Two hand Spear, Short Spear (Throwable)
Juggernaut~ One Handed Hammer or Mace, Hammer/Mace and shield, Two handed Hammer/Mace
Hacker~ One handed Axe, Two handed Axe, Axe/Shield
Whisper~ One handed Dagger/Knife, Throwing Kunai/Stars, Chained Blade, Wrist band Claws
Reaper~ Scythe, Double ended glaive, One handed Sickle, Chained Sickle, Duel Wield Sickles
Beater~ Long Staff, Quarter Staff, Nun Chucks,
Fighter~ Blunt Hand/Feet pieces, Sharp Hand/Feet pieces
Multi Style Classing:
Multi Style Class Info~ After you have gotten your Weapon Style chosen at the beginning of the game to Rank A; you can now choose between either continuing within your own class with specific perks and weapons available for you. Or Cross Classing which is explained later. When you choose to Multi Style Class, you are actively deciding to remain a true blue (Blader) or whatever you started as. Now you will gain access to the weapons that are listed below. Along with this you now get all of the 300 total points you will get from ranking up a second Weapon Style of your choice within your Class. Then after that is Rank A you can choose a THIRD Weapon type and get all 300 points from that as well. So in addition to the 300 points towards stats you get already for ranking your first weapon style chosen, you now get an additional 600 points you will have to spend; as well as the ability to have three weapon styles you can switch between instantly by endgame.
Multi Style Class Weapons~
Advanced Blader~ Great Sword, Gladius, No dachi, Masamune, Zweihander, Wakizashi, Bonasai, Bastard Sword. Hook Swords
Advanced Lancer~ Lance, Cross Spear, Slayer Spear.
Advanced Juggernaut~ Great Hammer, War Hammer, Flail, Berserker Mace.
Advanced Hacker~ War Axe, Great Axe, Triple Edge Axe.
Advanced Whisper~ Stiletto, Tanto, Parrying Knife, Throwing Needles, Chakram, Triple Chain Blade. Hook Blade Wrist Claws, Hidden Wrist Blades.
Advanced Reaper~ Reaper Scythe (longer curved blade), Kusari Gama, Hook sickles,
Advanced Beater~ Ball end Staff, Cross Staff, Tonfa, Mace edge Nun Chucks, Beater Sticks.
Fighter~ Elbow blunt/Sharp piece, Knee blunt/Sharp piece.
Advanced Lancer~ Lance, Cross Spear, Slayer Spear.
Advanced Juggernaut~ Great Hammer, War Hammer, Flail, Berserker Mace.
Advanced Hacker~ War Axe, Great Axe, Triple Edge Axe.
Advanced Whisper~ Stiletto, Tanto, Parrying Knife, Throwing Needles, Chakram, Triple Chain Blade. Hook Blade Wrist Claws, Hidden Wrist Blades.
Advanced Reaper~ Reaper Scythe (longer curved blade), Kusari Gama, Hook sickles,
Advanced Beater~ Ball end Staff, Cross Staff, Tonfa, Mace edge Nun Chucks, Beater Sticks.
Fighter~ Elbow blunt/Sharp piece, Knee blunt/Sharp piece.
Cross-Classes:
Cross-Classing Info~ After you Rank your first weapons style to rank A you can choose to Cross class or Multi Style Class as listed above. Cross Classing has one HUGE Benefit from it. You now get the chance to access special Cross Class weapons, OR a weapon style that is used by another class, that is listed in the Base class weapons list. IE. You become a Knight, now you could choose to take up the Knight class specific weapon style offered. However if you choose lets say coming from Sword and Shield Blader, you could choose to take up the Spear and Shield skill of the Lancer for your Knight Cross Class. One of the disadvantages you must burden when dealing with this however, is you will automatically lose out on 180 points towards your stats. The plus side, in specific Stats you receive buffs that cover your weaknesses nicely from your Starting class. So in Total when you Cross Class you gain a whole new class based weapon style, 300 points towards stats after you've trained the second totaling in receiving 600 Total stat points by end game. + you get the +60 Bonus to 2 Stats relative of that Cross class. So... Endgame you have about 720 Points in comparison to the 900 Points from the Multi Style class.
Another advantage to the Cross-Classing system is that once you combine two classes, you may choose to take the stat-increase minimum/maximum of either your first or second class. (Ex. You cross from Whisper to Fighter. Because the Whisper's base stats for strength and endurance are both 5, you may only add 10 points per rank increase to either one of those stats. A Fighter, on the other hand, is able to put 25 points into Strength and Endurance each time they increase their rank. When you choose your cross-class you will have the option of choosing to take the Fighter's maximum increase amounts, or to stick with the Whisper's. If you stay whisper you will only get to put 10 into strength and endurance each level. If you choose to adapt the fighter's base-stat maximums, you will now be able to put 25 into both strength and endurance.)
Cross Class Restricted Weapons~
Knight~ Sword and Spear, Duel wield Short Glaives, Short Spear/Spear, Spear Blade (LONG Handle with A great Blade of destruction)
Strong Blade~ Duel Mace/Sword, Mace/Hammer, Sword/Hammer, Three headed Flail/Shield/Single, Eviscerating Blade
Ravager~ Duel Axe/Sword, Great Axe/Great Sword, Duel Great Sword
Blade Dancer~ Hook Sword Combos, Chain Sickle/Shield, Three Blade Style
Night Blade~ Sword/Dagger, Shield/Chain Blade. Duel Chain Blade, Claw/Shield, Claw/Sword, Chain link sword
Martial Sword~ Staff Blade, Sword Cane, Gash Slit Staff
Hand of Swords~ Blade Edge Palm/Toe
Warlord~ Hammer/Spear, Pole Flail, Pick (Spear point at one end, hammer at the other)
Sentinel~ Halberd, Double sided Halberd, Double edged Lance, Guilotine or Double edge Spear
Death Knight~ Long Scythe (Pole is seven foot Long, blade is Five) Sickle/Spear, Long handled Chain Sickle. (Sickle at one end spear point at other), Short Glaive/Scythe
Templar of Shadows~ Chained Spear, Knife-Dagger/Spear, Claw/Spear, Chain Javelin, Chain Break Glaive.
Quarter Knight~ Cross 4 Point Spear, Bladed End Nun Chucks. Quarter Staff/Shield
Hand of Spears~ Hand/Feet Spear edge (Has three Spears of different lengths that emerge and eject while remaining attached upon contact with enemy)
Berserker~ Goliath Crushing Axe, Three headed Axe flail/Single/Shield
Destroyer~ Double Scythe Edge great Hammer.
Crippler~ Pin Cushion Claws. (Used to Grapple can mostly cripple anything with the Sharp points that puncture upon grappling)
, Bludgeon Throwers. Chained Weight.
Bludgeoner~ Ball End double Staff, Speed beaters, Nun Chuck Mace.
Crushing Hand~ Full Metal Fist/Boots (Hits like a bus with pure Blunt trauma)
Blood Letter~ Sickle edged Double Axes. Chained War Axes, Great Double Sided Scythe
Executioner~ Throwing Axes, Assassin Axes, Axe Palm Gloves (Axe hooks on the inside of the fingers which make for deadly blood letting grapples)
Gasher~ Axe Sided Staff, Axe edge Tonfa, Hook rivet Beaters.
Cutter~ Axe edged Feet/Hands.
Slayer~ 3 Chained Kunai Glove, Double Chained Sickle, Duel wield Chain Blade/Sickle Combo, Chain Link Duel Glaive, 2 ft Chained Finger Claws. Chain hook Throwing Blades. Star Blade (Throwable like a big Windmill Shuriken)
Judgment~ Double Sickle edged Staff, Nun Chuck Sickles (Shorter than Chain Sickle, quicker)
Hand of Death~ Reapers Hand/Feet ( A blade Swing out shifting upon a foot away from making contact powerful enough to cleave off a limb easily)
Enforcer~ Chained 3 Part Staff, Long chain Nun Chucks, Speed Flail, Punch Dagger.
Hand of Silence~ Fingernail Bladed Hand/Feet. (So sharp and fine that even running a paper cut like slash on someone could mean death they are the sharpest hand based weapons in game)
Monk~ Extending, Basher Hand/Feet. ( This extends up to three feet at will and hits with ¾ the equivalence of what the Crushing hand can with a lot more range)
Strong Blade~ Duel Mace/Sword, Mace/Hammer, Sword/Hammer, Three headed Flail/Shield/Single, Eviscerating Blade
Ravager~ Duel Axe/Sword, Great Axe/Great Sword, Duel Great Sword
Blade Dancer~ Hook Sword Combos, Chain Sickle/Shield, Three Blade Style
Night Blade~ Sword/Dagger, Shield/Chain Blade. Duel Chain Blade, Claw/Shield, Claw/Sword, Chain link sword
Martial Sword~ Staff Blade, Sword Cane, Gash Slit Staff
Hand of Swords~ Blade Edge Palm/Toe
Warlord~ Hammer/Spear, Pole Flail, Pick (Spear point at one end, hammer at the other)
Sentinel~ Halberd, Double sided Halberd, Double edged Lance, Guilotine or Double edge Spear
Death Knight~ Long Scythe (Pole is seven foot Long, blade is Five) Sickle/Spear, Long handled Chain Sickle. (Sickle at one end spear point at other), Short Glaive/Scythe
Templar of Shadows~ Chained Spear, Knife-Dagger/Spear, Claw/Spear, Chain Javelin, Chain Break Glaive.
Quarter Knight~ Cross 4 Point Spear, Bladed End Nun Chucks. Quarter Staff/Shield
Hand of Spears~ Hand/Feet Spear edge (Has three Spears of different lengths that emerge and eject while remaining attached upon contact with enemy)
Berserker~ Goliath Crushing Axe, Three headed Axe flail/Single/Shield
Destroyer~ Double Scythe Edge great Hammer.
Crippler~ Pin Cushion Claws. (Used to Grapple can mostly cripple anything with the Sharp points that puncture upon grappling)
, Bludgeon Throwers. Chained Weight.
Bludgeoner~ Ball End double Staff, Speed beaters, Nun Chuck Mace.
Crushing Hand~ Full Metal Fist/Boots (Hits like a bus with pure Blunt trauma)
Blood Letter~ Sickle edged Double Axes. Chained War Axes, Great Double Sided Scythe
Executioner~ Throwing Axes, Assassin Axes, Axe Palm Gloves (Axe hooks on the inside of the fingers which make for deadly blood letting grapples)
Gasher~ Axe Sided Staff, Axe edge Tonfa, Hook rivet Beaters.
Cutter~ Axe edged Feet/Hands.
Slayer~ 3 Chained Kunai Glove, Double Chained Sickle, Duel wield Chain Blade/Sickle Combo, Chain Link Duel Glaive, 2 ft Chained Finger Claws. Chain hook Throwing Blades. Star Blade (Throwable like a big Windmill Shuriken)
Judgment~ Double Sickle edged Staff, Nun Chuck Sickles (Shorter than Chain Sickle, quicker)
Hand of Death~ Reapers Hand/Feet ( A blade Swing out shifting upon a foot away from making contact powerful enough to cleave off a limb easily)
Enforcer~ Chained 3 Part Staff, Long chain Nun Chucks, Speed Flail, Punch Dagger.
Hand of Silence~ Fingernail Bladed Hand/Feet. (So sharp and fine that even running a paper cut like slash on someone could mean death they are the sharpest hand based weapons in game)
Monk~ Extending, Basher Hand/Feet. ( This extends up to three feet at will and hits with ¾ the equivalence of what the Crushing hand can with a lot more range)
Blader -> Lancer
Endurance +60
Perception +60
Lancer -> Blader
Flexibility +60
Perception +60
Endurance +60
Perception +60
Lancer -> Blader
Flexibility +60
Perception +60
Blader -> Juggernaut
Endurance +60
Perception +60
Juggernaut -> Blader
Flexibility +60
Speed +60
Endurance +60
Perception +60
Juggernaut -> Blader
Flexibility +60
Speed +60
Blader -> Hacker
Endurance +60
Perception +60
Hacker -> Blader
Speed +60
Perception +60
Endurance +60
Perception +60
Hacker -> Blader
Speed +60
Perception +60
Blader -> Reaper
Acrobatics +60
Endurance +60
Reaper -> Blader
Speed +60
Endurance +60
Acrobatics +60
Endurance +60
Reaper -> Blader
Speed +60
Endurance +60
Blader -> Whisper
Perception +60
Acrobatics +60
Whisper -> Blader
Strength +60
Flexibility +60
Perception +60
Acrobatics +60
Whisper -> Blader
Strength +60
Flexibility +60
Blader -> Beater
Endurance +60
Perception +60
Beater -> Blader
Speed +60
Flexibility +60
Endurance +60
Perception +60
Beater -> Blader
Speed +60
Flexibility +60
Blader -> Fighter
Endurance +60
Acrobatics +60
Fighter -> Blader
Speed +60
Flexibility +60
Endurance +60
Acrobatics +60
Fighter -> Blader
Speed +60
Flexibility +60
Lancer -> Juggernaut
Perception +60
Flexibility +60
Juggernaut -> Lancer
Speed +60
Acrobatics +60
Perception +60
Flexibility +60
Juggernaut -> Lancer
Speed +60
Acrobatics +60
Lancer -> Hacker
Perception +60
Flexibility +60
Hacker ->Lancer
Speed +60
Perception +60
Perception +60
Flexibility +60
Hacker ->Lancer
Speed +60
Perception +60
Lancer -> Reaper
Acrobatics +60
Flexibility +60
Reaper -> Lancer
Speed +60
Endurance +60
Acrobatics +60
Flexibility +60
Reaper -> Lancer
Speed +60
Endurance +60
Lancer -> Whisper
Acrobatics +60
Flexibility +60
Whisper -> Lancer
Strength + 60
Endurance +60
Acrobatics +60
Flexibility +60
Whisper -> Lancer
Strength + 60
Endurance +60
Lancer -> Beater
Perception +60
Flexibility +60
Beater -> Lancer
Speed +60
Flexibility +60
Perception +60
Flexibility +60
Beater -> Lancer
Speed +60
Flexibility +60
Lancer -> Fighter
Acrobatics +60
Flexibility +60
Fighter -> Lancer
Speed +60
Perception +60
Acrobatics +60
Flexibility +60
Fighter -> Lancer
Speed +60
Perception +60
Juggernaut -> Hacker
Acrobatics +60
Flexibility +60
Hacker -> Juggernaut
Perception +60
Acrobatics +60
Acrobatics +60
Flexibility +60
Hacker -> Juggernaut
Perception +60
Acrobatics +60
Juggernaut -> Reaper
Acrobatics +60
Flexibility +60
Reaper -> Juggernaut
Endurance +60
Perception +60
Acrobatics +60
Flexibility +60
Reaper -> Juggernaut
Endurance +60
Perception +60
Juggernaut -> Whisper
Speed +60
Acrobatics +60
Whisper -> Juggernaut
Strength +60
Endurance +60
Speed +60
Acrobatics +60
Whisper -> Juggernaut
Strength +60
Endurance +60
Juggernaut -> Beater
Speed +60
Acrobatics +60
Beater -> Juggernaut
Speed +60
Flexibility +60
Speed +60
Acrobatics +60
Beater -> Juggernaut
Speed +60
Flexibility +60
Juggernaut -> Fighter
Speed +60
Acrobatics +60
Fighter -> Juggernaut
Perception +60
Flexibility +60
Speed +60
Acrobatics +60
Fighter -> Juggernaut
Perception +60
Flexibility +60
Hacker -> Reaper
Speed +60
Acrobatics +60
Reaper -> Hacker
Endurance +60
Perception +60
Speed +60
Acrobatics +60
Reaper -> Hacker
Endurance +60
Perception +60
Hacker -> Whisper
Speed +60
Perception +60
Whisper -> Hacker
Strength +60
Endurance +60
Speed +60
Perception +60
Whisper -> Hacker
Strength +60
Endurance +60
Hacker -> Beater
Acrobatics +60
Perception +60
Beater -> Hacker
Speed +60
Flexibility +60
Acrobatics +60
Perception +60
Beater -> Hacker
Speed +60
Flexibility +60
Hacker -> Fighter
Perception +60
Acrobatics +60
Fighter -> Hacker
Perception +60
Flexibility +60
Perception +60
Acrobatics +60
Fighter -> Hacker
Perception +60
Flexibility +60
Reaper -> Whisper
Speed +60
Perception +60
Whisper -> Reaper
Strength +60
Flexibility +60
Speed +60
Perception +60
Whisper -> Reaper
Strength +60
Flexibility +60
Reaper -> Beater
Endurance +60
Perception +60
Beater -> Reaper
Acrobatics +60
Flexibility +60
Endurance +60
Perception +60
Beater -> Reaper
Acrobatics +60
Flexibility +60
Reaper -> Fighter
Speed +60
Endurance +60
Fighter -> Reaper
Speed +60
Flexibility +60
Speed +60
Endurance +60
Fighter -> Reaper
Speed +60
Flexibility +60
Whisper -> Beater
Strength +60
Endurance +60
Beater -> Whisper
Speed +60
Acrobatics +60
Strength +60
Endurance +60
Beater -> Whisper
Speed +60
Acrobatics +60
Whisper -> Fighter
Endurance + 60
Strength + 60
Fighter -> Whisper
Perception +60
Speed +60
Endurance + 60
Strength + 60
Fighter -> Whisper
Perception +60
Speed +60
Beater -> Fighter
Strength +60
Acrobatics +60
Fighter -> Beater
Perception +60
Speed +60
Strength +60
Acrobatics +60
Fighter -> Beater
Perception +60
Speed +60
Map Example~
This is Floor 1 Map. There will be a Map made just like this for every floor to follow all the way up to 100. On the actual Roleplay Thread as we Progress the Floors I will put up a map like this with a list of the Monsters that will be seen on the floor, Herbs able to be found, and Minerals. This is only the Beginning! =)
Character Sheet Layout~
Player Name~ (Optional)
Character Name~
Titles~ (Earned as you become Famous, or Infamous.)
Age~ (Will determine if your character looks like a child or adult XD)
Height~ (Will determine how tall your character is)
Weight~ (Will determine how fat your character looks. Also decides how hard you hit unarmed)
Guild~ (if Applicable)
Appearance~ (Player and Character if you desire. Do not include Armor in this.)
Personality~ (Optional Include Player and Character if you like.)
Game play type~ (Solo, Guild, Partier, Pker, Life, Adventurer)
Class~ (What Class do you play)
Weapon of choice (With Current Rank)~ IE: Two handed Sword Rank F
Life Skill A. (With Rank)~ F
Life Skill B. (With Rank)~ F (Choose when you reach Floor Ten.)
Background~ (Optional Include Player and Character it you like.)
Stats~
Str:
Spd:
End:
Per:
Acr:
Flx:
Character Name~
Titles~ (Earned as you become Famous, or Infamous.)
Age~ (Will determine if your character looks like a child or adult XD)
Height~ (Will determine how tall your character is)
Weight~ (Will determine how fat your character looks. Also decides how hard you hit unarmed)
Guild~ (if Applicable)
Appearance~ (Player and Character if you desire. Do not include Armor in this.)
Personality~ (Optional Include Player and Character if you like.)
Game play type~ (Solo, Guild, Partier, Pker, Life, Adventurer)
Class~ (What Class do you play)
Weapon of choice (With Current Rank)~ IE: Two handed Sword Rank F
Life Skill A. (With Rank)~ F
Life Skill B. (With Rank)~ F (Choose when you reach Floor Ten.)
Background~ (Optional Include Player and Character it you like.)
Stats~
Str:
Spd:
End:
Per:
Acr:
Flx:
+Go ahead and post your character Sheet wherever on this thread I can put a direct link to your character sheet in our Character Sheet Archive.+
Character Sheet Archive~
The Role Play is now Open. Please remember Character sheets are welcome anytime, and depending where we are in the RP will depend on what Rank of skills you will begin with. So join anytime and take part in the world of Quest Online!
Role Play Thread~ http://www.iwakuroleplay.com/showthread.php?t=20519&p=541986#post541986