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Mapping out of *Name TBA* RP

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Atma311

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PostPosted: Sun Apr 23, 2006 2:22 am


LONG POST, I KNOW, BUT I'LL HAVE A SHORTER SUMMARY OF EVERYTHING IN THE SECOND POST (FOR THE LAZIER OF YOU)!

This is the basic outline of an RP I've been thinking of ever since the idea of a gaming-based RPG for the guild was mentioned. A lot of big chunks are missing as I haven't completely been able to work out every detail out as of yet.

Here's the basic plot outline I have thus far for the RP:

The country of Canavera is divided into eight territories: five large territories, 2 medium-sized, and one small territory. Over the last several centuries, these territories lived in relative peace, coexisting, trading, and overall helping out one another when they were in need. Strong bonds were formed and the world ran smoothly for this proud nation as it steadily grew more in populace and, with that, power.

It was the Territory of the Void, one of the five largest territories, that first realized this potential power. The leaders of this territory have slowly been makings plans to increase their size and power and slowly turn Canavera into the Country of the Void through any means necessary.

The Territory of the Void was named so after an ancient legend that tells of how the Giver of Death (or Grim Reaper, if you prefer) lives at the top of the highest mountain so that it can view all the people in the world. When the Giver of Death sees that it is someone's time to die, he commands their soul to his mountain top an instant before their last heartbeat. There, the Giver of Death sends their soul to a Void of Truth, where the souls of the dead must reflect upon their lives and learn from past mistakes before they are allowed to move to the Great Beyond. The Territory of the Void is home to this mountain (Mount Tomi) of legend where no one has ever reached the top and come back alive to tell of it. For the past 159 years, climbing Mount Tomi has been absolutely forbidden by the Territory of the Void officials.

Next on the list of territories is Iron Territory, the second largest of the territories. This territory has more people due to it's much larger and more numerous marketplaces, but not as much land as the Territory of the Void. The Iron Territory is more of a gathering spot for all types of people, be they rich or poor, royalty or thief, human or dwarf or even centaur. Adventures usually gather in these places for supplies before settling off on various tasks, ranging from slaying dragons and saving villagers (and gaining a bit of monetary profit in return) to going on military missions of reconnaissance, war, or maybe even assassinations.
There is one big problem with he Iron Territory, though. The blacksmiths have gotten rather competitive. They have been known to throw people out of their shops for wearing a rival's armour or weapon. Other than that, it's no different from most other big marketplace areas.

The Iron Territory has a simple enough story behind their name. Their mines were full of iron (big shock, huh?). From that iron, they made weapons... lots of weapons. They soon became experts in the fields of weaponry, shields, armour, and any other items that could be made from these things. Thusly, the territory grew as people came to buy their equipment from all over the country and Iron Territory's army grew to be the most powerful army in Canavera.

The third larges territory is simply called Impermanence. This area is a for mages of all types, especially for those who wish to specialize in certain schools of wizardry, such a necromancy, elemental magic, divination, etc. By far, however, a rather unusual thing has occurred in Impermanence. Illusionary magic has had a great uprising in the last few years, having the number of mages who specialize in this magic triple! No one knows exactly why this specific school has grown do large in such little time, but many speculate that many illusionary schools have discovered a great secret that could very likely change the magical world and possibly make all other magic obsolete... but that's just the rumor.

Impermanence was named by the founding wizards and mages as a way of showing their commitment to learning. Impermanence, disequilibrium, and all times that a person is experiencing a time of change and of being off-balance is when a person is said to be learning. Since those who study magic are constantly improving their skills and knowledge by translating old texts and meditating on their next magical feat, they pride themselves on their knowledge and hard work. Thusly, they named their country after they thirst for knowledge and will to unlock the mysteries of the universe.

The fourth biggest territory is called Mechnos. As one might assume, this territory is all about discovering how to use new technology to its fullest potential. The first guns have been made in Mechnos and they are really becoming the newest thing there, but guns aren't for everyone. A good mechanic can weild a gun like a pro, but he must learn patience because these first guns, while able to travel longer ranges and do more damage are very loud and are often in need of repair. Luckily, the chances of backfire have been severely limited due to... accidents... in the testing of the beta version of this new weapon. Mechanics here are often tinkering away with machines and are fascinated by any new technology that comes their way. Most are indeed bright and can often rival wizards in wits, but usually surpass them in creativity. Mechanics love to create new mechanical items, but if they try something that is above their skill or resource level, it usually doesn't work.

Mechnos has an ancient story that declares it was founded by four good friends that were all Mechanics. That alone would be understandable, the the story says that those four friends came on a large, metal flying machine or some sort. No one believes this, of course, because man can't fly (except, of course, for creatures such as harpies) and it was clearly stated that these 4 mechanics were human. Since the flying machine story is obviously just a story, no one is certain of the true story of whom founded Mechnos.

The fifth largest territory and the smallest of the five major territories is called Territory of the Pristine. This territory is, above all else, a type of sanctuary from humans, mostly inhabited by elves, but consists of most every other race imaginable. To prevent the humans from taking offense and breaking out into a war, this territory has made strict laws to prevent other races from killing humans found and captured in this territory. Not all the races agree with having such idiotic laws, but the elven kingdom that governs the other races is strong and will not stand for disobeying the laws. The archers found here are of the highest caliber, even some non-elf races are in this ranking of high-quality archers, mostly due to the elves teaching them how to, though.

The Territory of Pristine is just what it says: A place untouched by human hands. Other races, yes, but not human. Actually the land is actually still very natural, mainly because most other races prefer the lack of tainting the land for unnecessary needs. Also, elves are more keen to fighting in wooden areas, as that is how they trained from a young age. Other races generally have mixed feelings, depending on whom you talk to, but the elves were the first to propose a place for freedom from humans and that is what they claimed. The elves were the first to found Canavera, but no more time had passed than them getting their bearings after a couple of month that the humans arrived close to where they were. The elves wanted have the country to themselves, but the population continued to increase as ship after ship arrived until the elves made their stand and took control of what land they could, not allowing humans in at all. They kept that land, the fifth largest territory for centuries and continue to fight for it.

The sixth largest territory is Harmonia. Here, monks and rogues inhabit this land side-by-side. These two groups have nearly the same combat style, but there is a couple of big rifts that divide them. The rogues are swift and value quick attacks and using two one-handed weapons. The monks, on the other hand, values really hard work at training the body and acrobatic-like movement with fist/gauntlet attacks, poles/spears, or double one-handed swords. The differences are the rogues value speed much more over power and much rather prefer the light two one-handed weapons so to be able to attack several times, dodge an attack, and get several more hits in again. The monks would rather take an enemy down with a hard combination of quick attacks, enduring a bit of pain from the enemy, but unrelentingly keep attacking until the job was done or a retreat was absolutely necessary. The two respect each other's fighting style, but there are annual competitions between each side's best fighters to see who has a better style of figthing. Monks last won the hand-to-hand competition and rogues won the weapons competition.

In the beginning, Harmonia was founded of monks. These monks first called the territory they founded Endu, short for Endurance and representing the beginning of a long committment towards working hard towards a goal. However, not long after settling, the monks encountered a strong monster known as a Death Knight, a huge, skeletal fiend that mindlessly killed countless monks every full moon. Many tried to stop it, but none succeeded until one night a brave monk took this creature on and reduced it to dust. How this monk actually did this varies from account to account, but the main two stories split between saying the monk showed great power, speed, and endurance and the other that say his speed was legendary and the Death Knight was unable to even raise his blade before being destroyed. This is why rogues were born into this territory and why the name was changed to Harmonia, to celebrate a brave warrior who saved his fellow monks.

The seventh largest territory (and second smallest) is called Kumtux, a synonym for "understand". The people of this territory are mostly chemists, who spend all their waking time trying to understand potions, elixers, and chemicals, as well as learn about elements and basic science-related theories. While normally most might think this more of a wizard's alley, which it can be to an extent, the chemists are the ones you need to go to if you want a potion made, analyzed, or tested. Hand a vial of unknown liquid and he or she could examine it and tell you every ingredient in it, how it was made and what it does. Also, given the right ingredients, they could make several interesting potions.

Kumtux was founded by two famous chemists, both of which had very different ideas on what a good scientist was supposed to do. The first, Koul Shoh, was your average chemist. He worked hard on research and found various different ways to use the natural plants and environment to produce new substances that were unique and helpful in various ways, such as healing wounds or... well... dying your hair (Shoh was a man beyond his time). The other chemist, Sue Cho, was not as helpful. Her experimenting on animals, plants, and even humans soon plunged Kumtux into a barren wasteland that has just started to recover as her devastating rein. It is said that Shoh confronted Cho in a lab full of her colleagues about her reprehensable behavior. Cho was infuriated at the way Shoh had embarrassed her in front of her colleagues and became aggressive. Theyfought and it is reported that Cho and Shoh slammed into a dozen or so different experimental chemicals Cho had prepared to test on animals and they both ran out into the wasteland screaming in agony. They were never heard from again. A lesson of what a good chemist was has been set by this example and most chemists would never make the same mistakes Cho did in current times, but there are those who don't mind experimenting how they please. Luckily, these people are very rare.

The last and smallest territory is called the Sanctuary of Purpose. This is a place where clerics (or white mages, if you prefer) go to strengthen their healing powers and become more in turn with their holy god(s) and/or goddess(es). The elder clerics here that govern the territory don't really mind which path you follow, as long as you never disgrace the name of "cleric/white mage". Here, you can learn basic and advanced healing spells, counter curse spells, first aid, herbology, etc. So far, no clerics from here have disgraced the name of the Sanctuary of Purpose and it has a strong reputation because of that. The sanctuary will take in any person or group that promises to leave their violence out of their territory and is respected by every other territory enough for them to honor their wishes. Criminals, run aways, and weary travelers who have recently been in battle or just need to rest for the night. The Sanctuary or Purpose does no turn anyone away if they promise to come in peace and no one has yet to show violent intentions towards them this way out of a strong respect.

The Sanctuary or Purpose was founded by a single warrior. This warrior had seen so much death, blood, and unnecessary violence that he swore of fighting for good and devoted himself to complete peace and atonement for his past blind behavior. He establed a peaceful, natural environment for him to learn meditate and focus of healing magic and herbology and healed several people that stopped by, some often of high power that were so impessed with his work that they offered him a job in their castle. The warrior declined every offer, no matter how good and offer he was made, and he continued to meditate and study as many forms of healing as he could. Soon he was attracting apprentices from all over, some seekign to become good clerics themselves and others that knew his story and felt they could seek atonement the way he did. He took in anyone that wished to learn to heal other and encouraged them to only allow in those who promised to come in peace. And so, centuries later, it continues as it was, only the cleric population continues to grow and heal others who come their way or else they decide to go out to find people they can help along their way.

And that's it for the territories.

Wow... long, huh? Like I said at the beginning, though... summary in the next post... but you missed out on a lot of cool stuff if you didn't read the whole thing!!! blaugh
PostPosted: Sun Apr 23, 2006 2:25 am


Alright. For any of you lazy ones, I'll summarize the territories for you really quickly:

Territory of the Void: Generic, power-hungry bad guys that wish to take over other territories for thei own selfish needs.

Origins: Legend has it that Mount Tomi is home to the Giver of Death and many lives have been lost trying to climb it. Today, attempting to climb it is prohibited.

Iron Territory: The marketplace! This is where you go to find others to join your party and get supplies. A very busy place with tons of busy marketplaces. You can find just about any type of race or job class from all over Canavera here. Watch out for blacksmith rivalries!

Origins: Lots of iron mines led to lots of weapons and armour. This is why it's so active.

Impermanence: A place for mages/wizards to enhance their skills. There are many different magic schools, but illusionists seem to be doing something right since their schools have tripled in practitioners! Some say they have discovered a new technique and are keeping it to themselves.

Origins: Founded upon the principals of learning and unlocking the mysterious of the world, this is a place named for disequilibrium, the changed state you have to go through to learn.

Mechnos: Technology center of the world. Guns have become quite popular, but don't last very long without getting maintenance very often. Mechanics are best at using these weapons since they know them so well. Mechanics are creative, inventive, and can't help but tinker with equipment.

Origins: There is a legend of several mechanics founding Mechnos by a flying machine, but this legend is generally accepted as false since there's no possible way man could invent a flying machine.

Territory of Pristine: Humans are not allowed here! Every other race is accepted but humans because humans have not been known as the most tolerant of races over the past several centuries. The elven kingdom runs this place for the most part, but not everyone is happy with their humane policy for humans.

Origins: This was the first founded territory, but human growth and population increase kept taking over the other races' land bit-by-bit until they are only left with the land they have now and these other race will fight to the death for it!

Harmonia: A monk/rogue territory. The monks believe in speed, but focus on endurance and power. Rogues focus solely on speed. They respect each other's style, but still have competitions to see who fights better. Monks lead in hand-to-hand combat and rogues lead in weapons combat.

Origins: A Death Knight attacked innocent monks and villagers every full moon and killed mercilessly until one day a brave monk took it on and defeaed it with ease. The story differs between rogue and monks, where rogues say he defeated the monster with god-like speed and the monks say he showed great power and endurance.

Kumtux: A place for chemists to study potions, chemicals, etc. A chemist is generally the one you go to for any science-related information. A good chemist can tell you what an unknown vial of liquid is, does, how it was made, and the ingredients in it.

Origins: Two chemists founded Kumtux, but one experiemtned with unstable chemials on anything she could get her hands on. This left the territory in ruins until recently. The two had an arguement on the ethics of this type of experimenting, were doused by experiemntal chemicals in a fight and were never seen again.

Sanctuary of Purpose: A place for clerics to come and strengthen their current healing skills or developes entirely new ones. This place only accepts those in that come without violent intent and has yet to have anyone show violence in their territory out of respect.

Origins: A warrior who became ill over all the senseless violence was the one who founded this sanctuary and became a peaceful cleric that healed any one whom needed it or just needed a place to rest. Soon many follwers came to practice under him and he taught them all he could before passing on. His teachings have grown very well since that day.

That's it! If you hadn't read the longer version, you might still want to for other bits of information, but it's not completely necessary for now. I hope this was useful to someone 3nodding

Atma311

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Atma311

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PostPosted: Sun Apr 23, 2006 2:26 am


Map of Canavera:

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PostPosted: Sun Apr 23, 2006 2:28 am


Character Attributes:

Main attributes:
Strength: This measures a character's melee attack power without weapons. It also judges a characters ability to move/lift heavy objects and perform various feats that otherwise physically weaker players could not do.
Dexterity: This measures a character's accuracy to hit with melee weapons and with ranged weapons. Furthermore, dexterity affects the amount of damage a ranged weapon does. Another thing that dexterity affects is your chances of being missed by magic attacks.
Vitality: This measures a character's health and overall hit points. Vitality will effect how much damage poisons, burns and other lasting effects have on a player.
Agility: This measures a character's physical movement rate and attack speed. This affects your dodge rate as well. This also helps with reaction speed to attacks or any other time where fast-thinking and being light on your feet is useful.
Intelligence: This measures a character's magical power and amount of magic points he or she has. This also reflects a character's learning and reasoning ability along with ability to decipher texts and codes.
Wisdom: This measures a character's chance to successfully cast a spell. This also affects a character's immunity to other, non-physical spells, such as illusions.
Charisma: This measures a character's appearance and persuavsiveness. This comes in handy for things ranging from gathering information from people to talking down a vender for lower prices on his goods. The loyalty of others is measured by charisma.
Luck: This measures a character's chance happenings of fortunate or adverse events. This includes critical hits, finding rares, chance misses, and just plain stumbling into certain situation by your own dumb luck.

Secondary attributes:
Attack: Attack is the accumulation of your physical strength and your weapon's attack strength. This affects how much melee damage you go with your weapon.
Magic attack: Similar to regular attack, magic attack is the combined power of your intelligence and what the casting spell's level is (each increase in spell level will increase the spell's power a specific amount, but differs from spell to spell).
Defence: Defence determines how much an attack will affect your hit points. Each point to defence gives the player or character 1% to protection from attacks.
Critical: The percent chance you have to hit an enemy in a weak spot, causing double damage.
Dodge rate: Determined by agility (plus bonuses) that, added with accuracy of the enemy and divided by that total number, will show the chance of avoiding a hit.
Accuracy: Determined by dexterity (plus bonuses) for physical attacks and wisdom (plus bonuses) for magical attacks, added with accuracy of the enemy and divided by that total number, will show the chance of hitting and enemy.

Other attributes:
Spells Known: Number of spells know (listed under personal skill list of character).
Aggressive or Not Aggressive: Whether a wild monster at a random encounter will attack without being provoked or not.
Type: A list of 8 elemental factors that can be attributed to races, armour, weapons, and magic spells. Each element has a strength and weakness, as shown here:

Earth>water
Fire>Air
Water>Fire
Air>Earth
Spirit>Holy
Holy>Shadow
Shadow>Undead
Undead>Spirit
Neutral (non-elemental)


Here's a sample of a monster... but it doesn't have everything listed here because... well... I ran out of room sweatdrop Anyway, here it is:

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Atma311

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Atma311

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PostPosted: Sun Apr 23, 2006 12:38 pm


Okay! This is how I plan to work out stats: Each person chooses their race and class and makes up their background. When you decide your class, you choose from the list below. HOWEVER, if you decide that you wish to be a different class that I have not listed below, PM me and I will work something out within reason.

Now, these are not your beginning stats for when you start. I will give you 12 points to distribute among all your stats as you wish, but you may distribute no more than four stat points to any one attribute!

Uderstand? If not, PM me and I'll get things worked out with you 3nodding

Class Stats:


Fighter:

Str: 3
Dex: 2
Vit: 2
Agi: 1
Int: 1
Wis: 1
Cha: 1
Luk: 1

Mage/Cleric:

Str: 1
Dex: 1
Vit: 1
Agi: 1
Int: 3
Wis: 3
Cha: 1
Luk: 1

Mechanic/Archer:

Str: 1
Dex: 3
Vit: 1
Agi: 3
Int: 1
Wis: 1
Cha: 1
Luk: 1

Chemist:

Str: 1
Dex: 2
Vit: 1
Agi: 1
Int: 2
Wis: 2
Cha: 1
Luk: 2

Monk:

Str: 2
Dex: 2
Vit: 2
Agi: 2
Int: 1
Wis: 1
Cha: 1
Luk: 1

Rogue:

Str: 2
Dex: 2
Vit: 1
Agi: 3
Int: 1
Wis: 1
Cha: 1
Luk: 1

Thief:

Str: 1
Dex: 2
Vit: 1
Agi: 3
Int: 1
Wis: 1
Cha: 1
Luk: 2
PostPosted: Tue Apr 25, 2006 9:58 pm


Races:

I'm extremely open about what races a character can be within reason. Some races have elemental attributes (listed above in a previous post) and some will affect your stats. For example, a Pixie will get a + to Dexterity and Charisma, but (to even it out) a -1 to Strength and Vitality. The Pixie will also be given the Air elemental attribute because (s)he can fly.

**Note: All characters are listed as human unless the Player requests otherwise.**

One last note on races: Please try to keep it humanoid because it is harder to someone to RP a dragon and it makes it harder for those in the dragon's party to RP with them than it is for someone whom is a half-dragon. This is not a rule, but it is recommended for smooth game play. Don't worry, though. Almost every race you can imagine if humanoid unless it's really out there (like the dragon I mentioned). You don't LITEERALLY have to be a half-human, half-something else xd

Have fun with this 3nodding

Atma311

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Atma311

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PostPosted: Wed Apr 26, 2006 10:28 am


Skills Lists:

Fighter:

Training - Up to 10 Levels - Passive
----Level 1 -> +1 STR
----Level 2 -> +2 STR
----Level 3 -> +3 STR
----Level 4 -> +4 STR
----Level 5 -> +5 STR
----Level 6 -> +6 STR
----Level 7 -> +7 STR
----Level 8 -> +8 STR
----Level 9 -> +9 STR
----Level 10 -> +10 STR

Heavy Blow - Up to 10 Levels - Active - Uses 10 MP
----Level 1 -> 105% Normal Damage
----Level 2 -> 110% Normal Damage
----Level 3 -> 115% Normal Damage
----Level 4 -> 120% Normal Damage
----Level 5 -> 125% Normal Damage
----Level 6 -> 130% Normal Damage
----Level 7 -> 135% Normal Damage
----Level 8 -> 140% Normal Damage
----Level 9 -> 145% Normal Damage
----Level 10 -> 150% Normal Damage

Overwhelm - Up to 5 Levels - Active - Prerequisite: Heavy Blow Level 5 - Uses 25 MP
----Level 1 -> 110% Normal Damage to up to 3 Enemies
----Level 2 -> 120% Normal Damage to up to 4 Enemies
----Level 3 -> 130% Normal Damage to up to 5 Enemies
----Level 4 -> 140% Normal Damage to up to 6 Enemies
----Level 5 -> 150% Normal Damage to up to 7 Enemies

Increase Defense - Up to 10 Levels - Active - Uses 20 MP - Prerequisite: Level 20
----Level 1 -> Increase Defense by 1 - Lasts 20 Seconds
----Level 2 -> Increase Defense by 2 - Lasts 40 Seconds
----Level 3 -> Increase Defense by 3 - Lasts 60 Seconds
----Level 4 -> Increase Defense by 4 - Lasts 80 Seconds
----Level 5 -> Increase Defense by 5 - Lasts 100 Seconds
----Level 6 -> Increase Defense by 6 - Lasts 120 Seconds
----Level 7 -> Increase Defense by 7 - Lasts 140 Seconds
----Level 8 -> Increase Defense by 8 - Lasts 160 Seconds
----Level 9 -> Increase Defense by 9 - Lasts 180 Seconds
----Level 10 -> Increase Defense by 10 - Lasts 200 Seconds

Taunt - Up to 10 Levels - Active - Uses 5 MP for Levels 1-5 and 10 MP for Levels 6-10
----Level 1 -> +5% to Enemy Attack, - 5% to Enemy Defense - 50% Success Rate - Last 30 Seconds
----Level 2 -> +8% to Enemy Attack, - 10% to Enemy Defense - 55% Success Rate - Last 30 Seconds
----Level 3 -> +11% to Enemy Attack, - 15% to Enemy Defense - 60% Success Rate - Last 30 Seconds
----Level 4 -> +14% to Enemy Attack, - 20% to Enemy Defense - 65% Success Rate - Last 30 Seconds
----Level 5 -> +17% to Enemy Attack, - 25% to Enemy Defense - 70% Success Rate - Last 30 Seconds
----Level 6 -> +20% to Enemy Attack, - 30% to Enemy Defense - 75% Success Rate - Last 30 Seconds
----Level 7 -> +23% to Enemy Attack, - 35% to Enemy Defense - 80% Success Rate - Last 30 Seconds
----Level 8 -> +26% to Enemy Attack, - 40% to Enemy Defense - 85% Success Rate - Last 30 Seconds
----Level 9 -> +29% to Enemy Attack, - 45% to Enemy Defense - 90% Success Rate - Last 30 Seconds
----Level 10 -> +32% to Enemy Attack, - 50% to Enemy Defense - 95% Success Rate - Last 30 Seconds

Sword Mastery - Up to 10 Levels - Passive
----Level 1 -> +4 to Attack Power
----Level 2 -> +8 to Attack Power
----Level 3 -> +12 to Attack Power
----Level 4 -> +16 to Attack Power
----Level 5 -> +20 to Attack Power
----Level 6 -> +24 to Attack Power
----Level 7 -> +28 to Attack Power
----Level 8 -> +32 to Attack Power
----Level 9 -> +36 to Attack Power
----Level 10 -> +40 to Attack Power



Archer:

Steady Hand - Up to 10 Levels -Passive
----Level 1 -> +1 DEX
----Level 2 -> +2 DEX
----Level 3 -> +3 DEX
----Level 4 -> +4 DEX
----Level 5 -> +5 DEX
----Level 6 -> +6 DEX
----Level 7 -> +7 DEX
----Level 8 -> +8 DEX
----Level 9 -> +9 DEX
----Level 10 -> +10 DEX

Stead Mind - Up to 10 Levels - Passive
----Level 1 -> +1 to Range and Accuracy
----Level 2 -> +2 to Range and Accuracy
----Level 3 -> +3 to Range and Accuracy
----Level 4 -> +4 to Range and Accuracy
----Level 5 -> +5 to Range and Accuracy
----Level 6 -> +6 to Range and Accuracy
----Level 7 -> +7 to Range and Accuracy
----Level 8 -> +8 to Range and Accuracy
----Level 9 -> +9 to Range and Accuracy
----Level 10 -> +10 to Range and Accuracy

Improve Concentration - Up to 10 Levels - Active - Prerequisite: Level 20 - Uses MP (Increases with each level)
----Level 1 -> +3% AGI and DEX - Uses 25 MP - Last 60 Seconds
----Level 2 -> +4% AGI and DEX - Uses 30 MP - Last 80 Seconds
----Level 3 -> +5% AGI and DEX - Uses 35 MP - Last 100 Seconds
----Level 4 -> +6% AGI and DEX - Uses 40 MP - Last 120 Seconds
----Level 5 -> +7% AGI and DEX - Uses 45 MP - Last 140 Seconds
----Level 6 -> +8% AGI and DEX - Uses 50 MP - Last 160 Seconds
----Level 7 -> +9% AGI and DEX - Uses 55 MP - Last 180 Seconds
----Level 8 -> +10% AGI and DEX - Uses 60 MP - Last 200 Seconds
----Level 9 -> +11% AGI and DEX - Uses 65 MP - Last 220 Seconds
----Level 10 -> +12% AGI and DEX - Uses 70 MP - Last 240 Seconds

Double Strike - Up to 10 Level - Active - Uses 12 MP and 2 Arrows
----Level 1 -> 100% Attack x2
----Level 2 -> 110% Attack x2
----Level 3 -> 120% Attack x2
----Level 4 -> 130% Attack x2
----Level 5 -> 140% Attack x2
----Level 6 -> 150% Attack x2
----Level 7 -> 160% Attack x2
----Level 8 -> 170% Attack x2
----Level 9 -> 180% Attack x2
----Level 10 -> 190% Attack x2

Hail of Arrows - Up to 10 Levels - Active - Uses 15 MP and 8 arrows
----Level 1 -> 80% Attack to 5 Yard Diameter at Maximum Range
----Level 2 -> 85% Attack to 5 Yard Diameter at Maximum Range
----Level 3 -> 90% Attack to 5 Yard Diameter at Maximum Range
----Level 4 -> 95% Attack to 5 Yard Diameter at Maximum Range
----Level 5 -> 100% Attack to 5 Yard Diameter at Maximum Range
----Level 6 -> 105% Attack to 5 Yard Diameter at Maximum Range
----Level 7 -> 110% Attack to 5 Yard Diameter at Maximum Range
----Level 8 -> 115% Attack to 5 Yard Diameter at Maximum Range
----Level 9 -> 120% Attack to 5 Yard Diameter at Maximum Range
----Level 10 -> 125% Attack to 5 Yard Diameter at Maximum Range

Forge Arrows - Up to 5 Levels - Active - Uses 20 MP
----Level 1 -> Turn 5 Wood Pieces into 10 Arrows
----Level 2 -> Turn 10 Wood Pieces into 25 Arrows
----Level 3 -> Turn 20 Wood Pieces into 50 Arrows
----Level 4 -> Turn 40 Wood Pieces into 100 Arrows
----Level 5 -> Turn 80 Wood Pieces into 200 Arrows

Enchant Arrows - Up to 10 Levels - Active - Uses 15 MP - Prerequisite: Forge Arrows Level 5 - ***Requires Items*** (Items can be bought at most towns or are dropped by monsters)
----Level 1 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used- Success Rate 50%
----Level 2 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 55%
----Level 3 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 60%
----Level 4 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 65%
----Level 5 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 70%
----Level 6 -> Enchant 150 (or less) Arrows with Elemental Type of Your Choice - Success Rate 75%
----Level 7 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 80%
----Level 8 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 85%
----Level 9 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 90%
----Level 10 -> Enchant 150 (or less) Arrows with Elemental Type of the Item Used - Success Rate 95%

Items Necessary for Specific Elemental Change of Enchant Arrow:
Air Arrows - Bird Feather
Water Arrows - Fish Fin
Fire Arrows - Ashes
Earth Arrows - Leaf of Tiger Plant
Holy Arrows - Holy Water
Shadow Arrows - Black Rose Petal
Undead Arrows - Graveyard Soil
Spirit Arrows - False Soul
PostPosted: Wed Apr 26, 2006 10:46 am


Skills Lists Continued:

Wizards and Mages:

Before continuing, I'd like to explain the differences between mages and wizards. Wizards are specialists in a specific school of magic. When they use spells, they have more probability of a successful casting and often are more effective. However, wizards can't learn spells outside of their specific school whereas mages can learn any spell (considering all prerequisites are met). Now for the skills:

School of Divination:

Divine - Up to 10 Levels - Active - 20MP
----Level 1 -> Foretell Events that will Happen 10 Minutes from the Present - 10% Success Rate for Wizards (Specialists) - 5% Success Rate for Mages
----Level 2 -> Foretell Events that will Happen 30 Minutes from the Present - 20% Success Rate for Wizards (Specialists) - 10% Success Rate for Mages
----Level 3 -> Foretell Events that will Happen 1 Hour from the Present - 30% Success Rate for Wizards (Specialists) - 15% Success Rate for Mages
----Level 4 -> Foretell Events that will Happen 2 Hours from the Present - 40% Success Rate for Wizards (Specialists) - 20% Success Rate for Mages
----Level 5 -> Foretell Events that will Happen 6 Hours from the Present - 50% Success Rate for Wizards (Specialists) - 25% Success Rate for Mages
----Level 6 -> Foretell Events that will Happen 12 Hours from the Present - 60% Success Rate for Wizards (Specialists) - 30% Success Rate for Mages
----Level 7 -> Foretell Events that will Happen 24 Hours from the Present - 70% Success Rate for Wizards (Specialists) - 35% Success Rate for Mages
----Level 8 -> Foretell Events that will Happen 5 Days from the Present - 80% Success Rate for Wizards (Specialists) - 40% Success Rate for Mages
----Level 9 -> Foretell Events that will Happen 2 Weeks from the Present - 90% Success Rate for Wizards (Specialists) - 45% Success Rate for Mages
----Level 10 -> Foretell Events that will Happen 1 Month from the Present - 100% Success Rate for Wizards (Specialists) - 50% Success Rate for Mages

Sense Danger - Up to 10 Levels - Passive - Prerequisite: Divine Level 5
----Level 1 -> Detect Enemies and Traps within a 5 foot radius - 50% Success Rate for Wizards - 30% Success Rate for Mages
----Level 2 -> Detect Enemies and Traps within a 10 foot radius - 55% Success Rate for Wizards - 35% Success Rate for Mages
----Level 3 -> Detect Enemies and Traps within a 15 foot radius - 60% Success Rate for Wizards - 40% Success Rate for Mages
----Level 4 -> Detect Enemies and Traps within a 20 foot radius - 65% Success Rate for Wizards - 45% Success Rate for Mages
----Level 5 -> Detect Enemies and Traps within a 25 foot radius - 70% Success Rate for Wizards - 50% Success Rate for Mages
----Level 6 -> Detect Enemies and Traps within a 30 foot radius - 75% Success Rate for Wizards - 55% Success Rate for Mages
----Level 7 -> Detect Enemies and Traps within a 35 foot radius - 80% Success Rate for Wizards - 60% Success Rate for Mages
----Level 8 -> Detect Enemies and Traps within a 40 foot radius - 85% Success Rate for Wizards - 65% Success Rate for Mages
----Level 9 -> Detect Enemies and Traps within a 45 foot radius - 90% Success Rate for Wizards - 70% Success Rate for Mages
----Level 10 -> Detect Enemies and Traps within a 50 foot radius - 95% Success Rate for Wizards - 75% Success Rate for Mages

Clarity - Up to Level - Passive
----Level 1 -> See through Illusionary Spells - 10% Success Rate for Wizards - 5% Success Rate for Mages
----Level 2 -> See through Illusionary Spells - 20% Success Rate for Wizards - 10% Success Rate for Mages
----Level 3 -> See through Illusionary Spells - 30% Success Rate for Wizards - 15% Success Rate for Mages
----Level 4 -> See through Illusionary Spells - 40% Success Rate for Wizards - 20% Success Rate for Mages
----Level 5 -> See through Illusionary Spells - 50% Success Rate for Wizards - 25% Success Rate for Mages
----Level 6 -> See through Illusionary Spells - 60% Success Rate for Wizards - 30% Success Rate for Mages
----Level 7 -> See through Illusionary Spells - 70% Success Rate for Wizards - 35% Success Rate for Mages
----Level 8 -> See through Illusionary Spells - 80% Success Rate for Wizards - 40% Success Rate for Mages
----Level 9 -> See through Illusionary Spells - 90% Success Rate for Wizards - 45% Success Rate for Mages
----Level 10 -> See through Illusionary Spells - 100% Success Rate for Wizards - 50% Success Rate for Mages

Dispel Illusions - Up to 5 Levels - Active - 25 MP - Prerequisite: Clarity Level 1
----Level 1 -> Cancel out Illusionary Spells of Enemies - 20% Success Rate for Wizards - 10% Success Rate for Mages
----Level 2 -> Cancel out Illusionary Spells of Enemies - 40% Success Rate for Wizards - 20% Success Rate for Mages
----Level 3 -> Cancel out Illusionary Spells of Enemies - 60% Success Rate for Wizards - 30% Success Rate for Mages
----Level 4 -> Cancel out Illusionary Spells of Enemies - 80% Success Rate for Wizards - 40% Success Rate for Mages
----Level 5 -> Cancel out Illusionary Spells of Enemies - 100% Success Rate for Wizards - 50% Success Rate for Mages

Guide - Up to 10 Levels - Active - 20 MP
----Level 1 -> Increase Party's Luck - +3 Luck to party for Wizards - +2 Luck to Party for Mages
----Level 2 -> Increase Party's Luck - +6 Luck to party for Wizards - +4 Luck to Party for Mages
----Level 3 -> Increase Party's Luck - +9 Luck to party for Wizards - +6 Luck to Party for Mages
----Level 4 -> Increase Party's Luck - +12 Luck to party for Wizards - +8 Luck to Party for Mages
----Level 5 -> Increase Party's Luck - +15 Luck to party for Wizards - +10 Luck to Party for Mages
----Level 6 -> Increase Party's Luck - +18 Luck to party for Wizards - +12 Luck to Party for Mages
----Level 7 -> Increase Party's Luck - +21 Luck to party for Wizards - +14 Luck to Party for Mages
----Level 8 -> Increase Party's Luck - +24 Luck to party for Wizards - +16 Luck to Party for Mages
----Level 9 -> Increase Party's Luck - +27 Luck to party for Wizards - +18 Luck to Party for Mages
----Level 10 -> Increase Party's Luck - +30 Luck to party for Wizards - +20 Luck to Party for Mages

Escape Danger - Up to 10 Levels - Active - 30 MP - Prerequisite: Guide Level 3
----Level 1 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 5% Success Rate for Wizards - 5% Success Rate for Mages
----Level 2 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 15% Success Rate for Wizards - 10% Success Rate for Mages
----Level 3 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 25% Success Rate for Wizards - 15% Success Rate for Mages
----Level 4 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 35% Success Rate for Wizards - 20% Success Rate for Mages
----Level 5 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 45% Success Rate for Wizards - 25% Success Rate for Mages
----Level 6 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 55% Success Rate for Wizards - 30% Success Rate for Mages
----Level 7 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 65% Success Rate for Wizards - 35% Success Rate for Mages
----Level 8 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 75% Success Rate for Wizards - 40% Success Rate for Mages
----Level 9 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 85% Success Rate for Wizards - 45% Success Rate for Mages
----Level 10 -> When a Battle is obviously One-Sided in the Enemy's Favor, this spell can Move your Party to a Safe Area Away from Danger - 95% Success Rate for Wizards - 50% Success Rate for Mages

Foresee Battle - Up to 10 Levels - Active - 35 MP - Prerequisite: Level 30
----Level 1 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 60 Seconds - 8% Success Rate for Wizards - 5% Success Rate for Mages
----Level 2 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 80 Seconds - 15% Success Rate for Wizards - 10% Success Rate for Mages
----Level 3 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 100 Seconds - 23% Success Rate for Wizards - 15% Success Rate for Mages
----Level 4 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 120 Seconds - 30% Success Rate for Wizards - 20% Success Rate for Mages
----Level 5 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 140 Seconds - 38% Success Rate for Wizards - 25% Success Rate for Mages
----Level 6 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 160 Seconds - 45% Success Rate for Wizards - 30% Success Rate for Mages
----Level 7 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 180 Seconds - 53% Success Rate for Wizards - 35% Success Rate for Mages
----Level 8 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 200 Seconds - 60% Success Rate for Wizards - 40% Success Rate for Mages
----Level 9 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 60 Seconds - 68% Success Rate for Wizards - 45% Success Rate for Mages
----Level 10 -> Predict Every Move made in a Battle to Avoid All Hits and take Advantage of Enemy Openings - Temporary Invincibility for 60 Seconds - 75% Success Rate for Wizards - 50% Success Rate for Mages

Atma311

4,350 Points
  • Citizen 200
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Atma311

4,350 Points
  • Citizen 200
  • Conversationalist 100
PostPosted: Fri Apr 28, 2006 2:48 pm


Reserved (Just in Case)
PostPosted: Fri Apr 28, 2006 2:49 pm


Reserved (Just in Case)

Atma311

4,350 Points
  • Citizen 200
  • Conversationalist 100

Atma311

4,350 Points
  • Citizen 200
  • Conversationalist 100
PostPosted: Fri Apr 28, 2006 2:50 pm


Reserved (Just in Case)
PostPosted: Fri Apr 28, 2006 2:55 pm


Reserved (Just in Case)

Atma311

4,350 Points
  • Citizen 200
  • Conversationalist 100
Reply
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