. :Guild of Melandru: .


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[General Information]

Name: Guild of Melandru
Leader: Melandru
Membership: Hunters, Tamers
Primary Goal: Discovery and protection of the wild places that the world has to offer. Secrets of the earth are kept with Melandru.
History:


[Ranking]
• Keeper [Rank 4]: Melandru has always held the rank of Keeper within her guild, as only the leader can. Her mastery over nature and the hunt will likely keep her there for many, many years to come.
• Elder [Rank 3]: Elder's have learned their way among the vast array of biomes the world provides, and the one's that have long since been forgotten. As such, Melandru is willing to part with a few of her own secrets, bequeathing her Elder's with great abilities along with the knowledge that they need only answer to her.
• Guide [Rank 2]: Melandru's Guide's help to record the knowledge that is gained, adding more secrets to the guild they all call home. Through their studies they learn a good many secrets of their own.
• Scout [Rank 1]: Though the lowest rank in the Guild of Melandru, it doesn't lack importance. Scout's re-record old information, insuring that Melandru is always well informed. As they bud they will begin to learn of the real world that awaits them.


[Guild Techniques
Hunters
Name: Spirit Arrow
Instructor: N/A
Description: An arrow charged with the Hunter's inner energies.
Effect: The Hunter is able to enhance any of their arrows with their own spiritual energy, dealing damage based on their Spirit Strength +40 to the target. Because it is still a regular arrow (though enhanced), the target will use their Defense against this attack by default. Spirit Arrow may be used 3 times per battle.
Requirements: Hunter, Scout Rank, Accuracy 25+, Spirit Strength 25+, Stamina 25+
Cost: 3 Potential

Name: Learn Your Prey
Instructor: N/A
Description: Being a good Hunter involves memorizing how your prey acts in a fight and adapting to the needs of the hunt.
Effect: When battling an opponent the Hunter has faced before (or the same species of before in the case of monsters) they will gain a +3 bonus to their Accuracy and Speed per Level against them (does not apply against other enemies they are fighting for the first time).
Requirements: Hunter, Scout Rank, Intellect 20+
Cost: 3 Potential

Name: Tracking
Instructor: N/A
Description: What good is a Hunter that can't hunt?
Effect: The Hunter is able to effectively track anything they can get a trail of and is able to specifically seek out monsters they've encountered before. Target's can be tracked across land for as long as they don't mask their own trail (not limited to just footprints) and if the Hunter has Scent, then their smell must also be eliminated or they may be tracked even through the air (assuming the Hunter has a means to follow that way). When seeking out particular creatures they have encountered before, they get one re-roll per rank they have for random encounters and may choose which roll they want.
Requirements: Hunter, Scout Rank, Intellect 15+
Cost: 2 Potential

Name: Improved Spirit Arrow
Instructor: N/A
Description: Their strong will is felt in their arrows.
Effect: The Hunter's Spirit Arrows now deal an additional +100 points worth in damage and may be used an additional 2 times per battle.
Requirements: Hunter, Guide Rank, Spirit Arrow, Accuracy 100+, Spirit Strength 150+, Stamina 100+
Cost: 5 Potential

Name: Multi-Shot
Instructor: N/A
Description: Firing more than one arrow with a single pull of the string.
Effect: The Hunter can release two arrows from their bows at the same time, allowing them to damage the same enemy twice or two separate but close together target's instead. For every 50 Accuracy they have over 150, they can fire another arrow at the same time like this to a maximum of 5 total. Each arrow fired beyond the first will cause the overall Accuracy of the attack to be reduced by 10% however because it is harder to aim properly with more than one arrow notched at a time. Limited use arrow based abilities only need to spend one use to be used in this manner, applying to all arrows fired (special buffs/debuffs will not stack per arrow)
Requirements: Hunter, Guide Rank, Speed 100+, Accuracy 150+, Stamina 100+
Cost: 5 Potential

Name: Know Your Prey
Instructor: N/A
Description: Each fight gives them more knowledge in battle against their enemies.
Effect: The Hunter now gains an additional +5 bonus to their Accuracy and Speed per Level against any target that qualifies for the effects of their Learn Your Prey ability.
Requirements: Hunter, Guide Rank, Learn Your Prey, Intellect 75+
Cost: 5 Potential

Name: Greater Spirit Arrow
Instructor: N/A
Description: Their iron will is sharper than their iron arrows.
Effect: The Hunter's Spirit Arrows now now deal Their Spirit Strength +15 per Level in damage instead of +140 and may be used an additional 5 times per battle.
Requirements: Hunter, Elder Rank, Spirit Arrow, Improved Spirit Arrow, Accuracy 200+, Spirit Strength 200+, Stamina 150+
Cost: 6 Potential

Name: Rain of Arrows
Instructor: N/A
Description: The forecast this evening calls for partly cloudy with a fifty percent chance of arrows raining death upon your heads.
Effect: The Hunter is able to fire off a large volley of arrows up into the air as fast as they can while aiming for a general area of the battlefield. They can target an area roughly 5 feet in diameter for every 50 Speed they have. On the post after this ability is activated, a barrage of arrows shall fall down all over the area, dealing full impact damage against everything within (they are too numerous to simply dodge) Because they are hit by so many arrows at a time, the damage of this attack is the same as what the Hunter's arrow would have normally been +20 per Level. This ability can be used 2 times per battle and has a 3 post cool down between uses.
Requirements: Hunter, Elder Rank, Multi-Shot, Speed 100+, Accuracy 250+, Stamina 200+
Cost: 6 Potential

Name: Hunt Your Prey
Instructor: N/A
Description: Their prey never escape
Effect: The Hunter now gains an additional +7 bonus to their Accuracy and Speed per Level against any target that qualifies for the effects of their Learn Your Prey ability. This stacks with the effects of Know Your Prey.
Requirements: Hunter, Elder Rank, Learn Your Prey, Know Your Prey, Intellect 125+
Cost: 6 Potential



Tamers
Name: Teamwork
Instructor: N/A
Description: The basics of working alongside your monstrous companions.
Effect: The Tamer and their pets all gain a +1 bonus to their Strength, Defense, Speed, Spirit Strength, and Spirit Defense per Level when fighting alongside one another in battle (the boost is determined separately for each pet and the Tamer by their own levels)
Requirements: Tamer, Scout Rank
Cost: 3 Potential

Name: Smarter Than Your Average Monster
Instructor: N/A
Description: When trained by a Tamer, any pet monster will generally become more intelligent than the norm for their kind.
Effect: Each of the Tamer's pets will receive 1/3 their master's Intellect as a passive bonus to their own.
Requirements: Tamer, Scout Rank, Intellect 30+
Cost: 2 Potential

Name: Improved Teamwork
Instructor: N/A
Description: Having spent more time with their companions, their ability to work together has only improved.
Effect: The Tamer and their pets all gain an additional +1 bonus to their Strength, Defense, Speed, Spirit Strength, and Spirit Defense per Level when fighting alongside one another in battle (stacks with Teamwork)
Requirements: Tamer, Guide Rank, Teamwork
Cost: 3 Potential

Name: Improved Tamer Potential
Instructor: N/A
Description: Their skills in training their pets have improved through their training.
Effect: The Tamer now gains x4 their aqcuired potential in Tamer Potential to be spent on improving their pets. This effect is also retroactive, applying to any potential they had previously gained before attaining this ability.
Requirements: Tamer, Guide Rank
Cost: 3 Potential

Name: Regain Control
Instructor: N/A
Description: In tune with their pets and taught magical secrets, they can always calm their beasts when need be.
Effect: The Tamer is able to cure their pets of any effects on their minds or abilities that cause them to act in ways other than what the Tamer wants as long as their Spirit Strength +15 per Level is higher than the Spirit Strength of the user of the ability being negated.
Requirements: Tamer, Guide Rank, Intellect 25+, Spirit Strength 75+
Cost: 3 Potential

Name: Greater Teamwork
Instructor: N/A
Description: As an Elder, they have nearly perfected the art of battling alongside their pet monsters, making them a force to be reckoned with in battle.
Effect: The Tamer and their pets all gain an additional +1 bonus to their Strength, Defense, Speed, Spirit Strength, and Spirit Defense per Level when fighting alongside one another in battle (stacks with Teamwork and Improved Teamwork)
Requirements: Tamer, Elder Rank, Teamwork, Improved Teamwork
Cost: 3 Potential

Name: Greater Tamer Potential
Instructor: N/A
Description: They have become masters at training and making their pets stronger.
Effect: The Tamer now gains x5 their acquired potential in Tamer Potential to be spent on improving their pets. This effect is also retroactive, applying to any potential they had previously gained before attaining this ability. This ability's effect superceeds the effects of Improved Tamer Potential
Requirements: Tamer, Elder Rank, Improved Tamer Potential
Cost: 3 Potential

Name: Of One Mind
Instructor: N/A
Description: Having become great allies with their pets, they have learned by the teachings of Melandru how to protect one another's minds through spiritual connections.
Effect: The Tamer and all of their currently used pets may all add together their Spirit Defense and then divide that number in half. They may all then use that number as their own Spirit Defense in relation to any mind effecting abilities that may be used against them only. This connection is fairly taxing however and can only be maintained for a total of one post per 50 Stamina of the one with the lowest Stamina among the Tamer and their pets that use this ability.
Requirements: Tamer, Elder Rank, Teamwork, Improved Teamwork, Regain Control, Greater Teamwork, Intellect 50+, Stamina 150+, Spirit Defense 200+
Cost: 5 Potential



Halflings and Mythical Beasts

Name: Natural Defenses
Instructor: N/A
Description: Many mythical beasts have a tougher outer layer that helps protect them in battle.
Effect: The creature gains a passive +4 bonus to their Defense stat per level.
Requirements: Scales, natural body armor, tough outer hide, skin made of something other than flesh, etc
Cost: 4 Potential

Name: Scent
Instructor: N/A
Description: They can smell your fear.
Effect: The creature has a highly advanced sense of smell and can memorize anything they do smell as well as track anyone or anything by scent if need be unless they do something to completely mask their odor.
Requirements: ???
Cost: 1 Potential

Name: Wind Storm
Instructor: N/A
Description: Creatures with a strong set of wings can create strong winds by flapping them.
Effect: The creature can create powerful gusts of wind using their wings that can extinguish flames weaker than their Strength and knock over anything with less Strength than their Strength. These winds last as long as they flap their wings and when flying, can only be used to effect things directly below themselves. This ability has a 1 post cool down between uses.
Requirements: Wings
Cost: 3 Potential

Name: Fire Breath
Instructor: N/A
Description: Inhale some oxygen, exhale some flames.
Effect: The creature has the power to breath fire, dealing damage based on their Spirit Strength. For every point over the enemy's Spirit Defense their Spirit Strength is, their Defense will be reduced by that much for 2 posts (does not stack with multiple uses) This ability deals damage against the target's Defense (before the reduction) and has a 1 post cool down between uses.
Requirements: Dragon
Cost: 4 Potential

Name: Deafening Roar
Instructor: N/A
Description: You have a loud voice.
Effect: The creature roars as loud as they can, usually as a battle cry, and can deafen those too close. Anyone within earshot without protection and less Defense than the user's Strength will become deaf for one post and will generally try and cover their ears or cringe in response. Because of their reactions, they will suffer a -30 penalty to their speed for their next post. Deafening Roar can be used 3 times per battle.
Requirements: Large beast (dragon, chimera, hydra, manticore, griffin, etc)
Cost: 3 Potential