The continent of Ashberg, a dangerous, inhospitable land full of perils no mere mortal could handle alone, lived a kindly saint. He traversed the land, aiding the common people, who had long been outcast by the upper class, which lived behind the safety of the capital walls that could be found around various cities in each country. This saint took the dangers of Ashberg head on, clashing with wild beasts, horrible monsters, demons, and even nature itself. Along the way, he picked up six children of varying circumstance, who no longer had a home, and who needed a father to guide them.
As these seven traveled, the saint tried to give each of the orphans their own path, teaching them the ways of the world, and attempting to instill hope in the children. The group continued to travel the continent, aiding the common folk, until a temple was erected in the saint's honor. For a time, they had settled down, and the saint had begun to train them further, in an attempt to help them shape their own futures. But when a powerful demon rose with an army of terror, the saint was struck down as he tried to protect the land once more.
Now, with the kind saint gone, the people are forced to fend for themselves once more. And the orphans, now just barely old enough to take the ceremony of passage into adulthood, leave the future uncertain. Times are once again troubled. And only the orphans, lost and confused, have a chance of righting what was made wrong.
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Character dump and OOC thataway -->
Swish!All items have stat requirements, bonuses to your stats count toward being able to equip an item, but only if the total does not fall below what is required when the item is equipped. Items can be upgraded through a smith or by hand at a forge. The amount an item can be upgraded is infinite below Rare, Rare and Very Rare have a limit of 20, Unique 15, Legendary 10, and Godly 5. These limits can be expanded up to double through offerings made at hidden forge shrines. How powerful an upgrade is depends on its quality.
Enchanting is a secondary form of limited upgrading, enchantments can be toggled, but eat away at the item's durability while active. Durability will usually not go down if an enchantment is not active. As durability decreases, the item's power and the strength of the enchantment goes down, so frequent repairs may be required.
Item values range from: Junk - Overly Common - Common - Uncommon - Rare - Very Rare - Unique - Legendary - Godly
Advancements are done at levels 30, 60, and 120. If you put down your chosen path in character creation, the quest will follow you, otherwise you can learn about where the different advancement locations and NPCs are through rumors.
Each level, you gain five stat points, and three skill points. You can distribute these freely, higher values do not increase cost. Stats are as such:
Health: one point invested translates to +50
Mana: one point invested translates to +50
Strength: adds to melee attack power, +30 health, required for warrior weapons and armor
Dexterity: adds to hidden value, required for monk and archer weapons and armor
Agility: adds to ranged attack power, attack speed, and hidden values
Intelligence: adds to hidden value, increases priest and monk healing, required for engineer weapons and armor
Willpower: adds to hidden value, directly adds to priest spell power, +40 mana. required for mage and priest armor
Balance: adds to mage spell power, improves magic skill damage, required for mage and priest weapons
Attack power: .5x(rounded down) - 1.5x strength/agility + bonuses(can be improved)
Spell power: .5x(rounded down) - 1.5x balance/willpower + bonuses(can be improved)
Attack Speed: base 1, +1 every 30 points in agility, you attack that many times per action, can only select one action, when using skills that have multiple hits attack speed adds x to number of hits, increases mana cost of skills, effects magic as well, maxes out at +10 to base unless specified otherwise
Apprentice: (pick which apprentice your character is, this will be your starting class)
Desired Path: (optional, skills and quests will be more streamlined if you choose to put your intended path here)
Name:
Gender: (can be whatever gender you want, any reference to gender in the apprentice descriptions is purely for grammar)
Age: (must be between 17 and 22, can be optionally increased upon each job advancement, mostly irrelevant)
Appearance:
Back story: (expand upon what is given in the apprentice tabs, make them unique from the default, reasonable non-combat abilities go here, cannot start off as a master in non-combat skill)
Level: 0
Stats: (put starting stats, along with 10 points you can distribute freely, except for (attack/spell)power and attack speed)
Skills: (will be assigned later, skills can be received through PM upon request, otherwise they are posted in the thread)
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The monk was the first apprentice of the saint, and is widely considered the most loyal of his followers. The monk was discovered in the collapsed temple of an old order of priests that found strength through martial and spiritual training. When the temple was destroyed, a special kind of anger was implanted by a stray imp as a final insult to the men and women who died there. The saint taught the monk to control his anger, but now that the saint is no more, the monk must choose to consume and use his anger, reject it entirely as the saint had trained him, or accept and suppress it.
Core stats: the monk focuses on strength and dexterity, some specializations will change to willpower and balance
starting stats
Health: 390
Mana: 180
Strength: 13
Dexterity: 13
Agility: 5
Intelligence: 5
Willpower: 6
Balance: 6
Attack power: 6-20
Spell power: 3-9
Monk specialization trees:
[dark]Berserker(access to powerful close range weapons, rage instead of mana, specialized rage skills, self buffs) - Devourer(weapon specialization, rage upgraded to fury, fury absorbed faster, improved self buffs, more attack speed) - Tranquil(mystery)
[light]Page(mace specialization, heavy armor, healing spells, mid range skills, higher health) - Paladin(further mace specialization, more healing spells, holy wrath melee spells, mini bowgun) - Savior(mystery)
[neutral]Journeyman(stronger unarmed, self buffs, high attack speed) - Master(more unarmed capabilities, elemental attacks, mid-range attacks, soul gauge) - Soul Bender(mystery)
Strange, but polite, the engineer was always viewed differently than the other apprentices. She was found by the saint in an abandoned village, barely even human anymore, desperately trying to rebuild what was now gone while trying to survive. It is uncertain what exactly her people did, but it is certain that she has a unique talent for all things mechanical, and can awaken even the most bizarre powers from what seems like only a simple pile of scrap metal, seemingly bringing life to all she touches. The engineer's bizarre powers are unknown and fearsome, leading to an uncertain and unpredictable future.
core stats: intelligence and dexterity are the engineer's core focus, but some advancements introduce strength and balance to her strengths
starting stats
Health: 180
Mana: 180
Strength: 6
Dexterity: 13
Agility: 5
Intelligence: 13
Willpower: 5
Balance: 6
Attack power: 3-9
Spell power: 3-9
Engineer specialization trees:
[light]Fortress Engineer(gets a small floating platform with three turret slots) - Fortress Lord(larger platform, doubled turret slots, one cannon slot, upgradeable protective barrier around Engi) - Sky Lord(mystery)
[dark]Battle Armor(powerful armor you can ride in, strong sword and cannon skills, high defense) - Siege Armor(dual wield smaller swords, second cannon, AoE hammer) - Gaia Armor(mystery)
[neutral]Constructor(mechanical lion and wolf familars, higher melee capabilities) - Machine Lord(new tiger familiar, higher defense, weapon specialization, self enhancements) - Machina(mystery)
Regarded as aloof and uncaring, the mage is the most mysterious of the apprentices. The mage is one of few human beings in the world capable of using spells across all elements, or even with no element at all. The mage was found surrounded by the corpses of demons, and with demonic taint herself. As such, the saint personally oversaw her training, alongside the priest. He trained her in illusion and elemental magic, but this was not enough to purify her. The taint remained even after the saint's death, manifesting in strange and dark new spells. It is up to the mage to either continue the efforts of purification, and following the paths of illusions and elements the saint layed out for her, or to pursue her own, unique brand of spells, and becoming something the world has never seen before.
core stats: the mage is oriented to willpower and balance, some advancements add a third focus on strength
starting stats
Health: 150
Mana: 390
Strength: 7
Dexterity: 5
Agility: 5
Intelligence: 5
Willpower: 13
Balance: 13
Attack power: 3-8
Spell power: 6-20
Mage specialization trees:
[light]Wizard(gains two elemental specializations, higher mana, more AoE spells) - Sage(two more specializations, all specialized elements bolstered, passive buffs to AoE, more AoE spells, self shield spells) - Mana King(mystery)
[neutral]Illusionist(powerful illusion spells, debuffs, party buffs) - Seer(illusions deal elemental damage based on enemy weaknesses, enemy control spells, self buffs, enemy scan) - Prophet(mystery)
[dark]Black Mage(scythe replaces staff, melee spells, familiar, DoT, self buffs) - Soul Weaver(upgraded familiar, stronger DoT, summons, stronger melee spells, stronger self buffs, soul gauge) - Reaper(mystery)
Open and headstrong, the warrior was the last apprentice to follow the saint. His village cultivated powerful knights, capable of communicating and fighting alongside dragons. The village lasted long, but when it fell, he was the only survivor. It was not sure whether he followed the saint as an avenger of his people, a devout believer in the saint's ideals, or as the proud survivor of his kind, looking to reignite his people, but his loyalty was very much assured.
core stats: the warrior specializes primarily in strength, dexterity and agility are side stats, some advancements add balance to the mix
starting stats
Health: 420
Mana: 180
Strength: 16
Dexterity: 7
Agility: 7
Intelligence: 5
Willpower: 5
Balance: 6
Attack power: 8-24
Spell power: 3-9
Warrior specialization trees:
[dark]Champion(weapon specialization, rage gauge, high defense, high attack) - Destroyer(higher weapon specialization, higher defense, higher attack, no mana, all skills now cast from health) - Slayer(mystery)
[light]Defender(high health, shield specialization, self healing, self buffs, aggro draw) - Holy Guardian(further shield specialization, stronger aggro draw, higher health, weapon specialization, single hit skills) - Tower Knight(mystery)
[neutral]Dragoon(baby dragon pet, mixed magic/physical attacks and skills, higher mana) - Dragon Lord(second baby dragon pet, original grows up and becomes mountable, weapons specialization, higher spell power, higher agility) - Bahamut(mystery)
The priest is kind and respectful, offering aid to those in need, and acting as a sort of older brother to the other orphans. When he was found, a cult had infused a cross made of holy silver into his chest and given him the burning eye of an angel, allowing the priest a closer affinity with the gods, while causing angelic mutations to form on his body. The saint took special care of the priest, as these mutations are dangerous if uncontrolled. With the saint gone, the priest must choose to control these mutations and become closer to the heavens, purify his body and ascend, or mutate further, and become something else.
core stats: The priest is one of willpower and intellect, but must never ignore his balance, certain paths require strength
starting stats
Health: 180
Mana: 390
Strength: 6
Dexterity: 5
Agility: 5
Intelligence: 13
Willpower: 13
Balance: 6
Attack power: 3-9
Spell power: 6-20
Priest specialization trees:
[light]Ascended(higher mana, holy spells, stronger healing and buff spells) - Angel(holy flame spells, higher mana, higher defense, stronger support magic, passive wing skills) - Seraph(mystery)
[neutral]Templar(holy wrath spells, mace specialization, higher defense, higher mana, melee capabilities) - Inquisitor(stronger holy wrath spells, unique armor type, unique mace type, further mace specialization, stronger melee) - Divine Messenger(mystery)
[dark]Container(sword specialization, holy flame melee spells, higher health, unique armor) - Fallen(stronger holy flame skills, self healing, self buffs, higher health, torn wing passives, unique sword type) - Nephilim(mystery)
The enigmatic archer rarely shows her feelings to outsiders. She was the child of a friend of the saint, and was taken into the group when her family disappeared from the face of the planet. She descends from a clan of archers said to be able to shoot down even the heavenly lords themselves should the need arise. She has always been gifted with the bow, but when soul energy began to fill her arrows, the saint understood the legends, and intervened briefly in her training to teach her the method to turn that energy into arrows to fire from her bow. When the saint died, a darker power was awakened within her blade, and she must now choose to pursue this new power, continue training in her ancestral ways, or discover and follow the mysterious path her parents took.
core stats: The archer focuses on agility and dexterity, strength or balance may be required in some advancements
starting stats
Health: 150
Mana: 150
Strength: 6
Dexterity: 13
Agility: 13
Intelligence: 5
Willpower: 5
Balance: 6
Attack power: 6-20
Spell power: 3-6
Archer specialization trees:
[dark]Rogue(sword specialization, special bowgun weapon type, melee AoE, higher agility, mixed magic attacks) - Vanquisher(unique dual swords weapon type, dual wield specialization, higher agility, stronger melee AoE) - Blade Lord(mystery)
[light]Scout(unique bowgun weapon type, short sword weapon added, higher agility, soul arrows upgraded to soul bolts) - Frontiersman(upgraded bowgun weapon type, soul bolts made stronger, party buffs, ranged AoE attacks) - Void Walker(mystery)
[neutral]Vagabond(higher agility, passive buffs, more ranged capabilities, unique bow type, selectable pet) - Nomad(horse, better passives, bow specialization, pet grows stronger) - Seeker(mystery)