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  1. 3 points
    This is a Quick & Easy guide for new players. For more in-depth information, please visit Server Information and read the guides listed there. My Character Look at your character sheet. Open up the RPG Handbook and there you have it. You can also type: .rpg csheet to get a more detailed character sheet. The book will not show you buffs or debuffs you currently have. .rpg csheet will. This is the moment were you should make a ".rpg csheet"-Macro. It will come in very handy and you will use it a lot. Trust me. Let's look at your stats first: Strength: Your Hit-Chance vs. dodge in melee combat will be determined by either your strength or your dexterity, which ever is higher. Strength is a requirement for some gear, like plate armor. Strength increases the damage of some weapons and skills. Dexterity: Your Hit-Chance vs. dodge in melee combat will be determined by either your strength or your dexterity, which ever is higher. Dexterity increases the damage of some weapons and skills. Dexterity determines how much damage you avoid when you successfully dodge. Dexterity does not increase your chance to dodge! Dexterity increases the amount of energy you start with on your first turn in combat. Constitution: It increases your maximum HP by 100 per point. It reduces the amount of Fatigue you suffer from all actions, and increases your HP regeneration out of combat. Perception: It increases your chance to dodge. It determines who goes first in combat. It increases your chance to flee from combat. The amount of detailed information you receive when you .rpg csheet on another player or creature is determined by your perception. Willpower: It increases your Hit-Chance vs. dodge when using magic attacks. It increases the damage and healing of magic skills. The amount of skills your character can learn increases by one for every two points in Willpower. Willpower also decreases the magic damage you take. Ingenuity: It increases energy regeneration by one for every two points in Ingenuity. It increases the critical hit chance of physical damage skills by 0.5% per point, and magical damage skills by 1% per point. Critical Hits do 175% damage/healing. Some abilities scale with Ingenuity. What about the other stuff? Productivity is explained in the next paragraph. Fatigue rises with certain actions, like crafting, swimming, doing combat etc. and it decreases over time. A high fatigue decreases your healing/damage output, and increases your damage taken during combat. Story Stat is a special stat that is given out by GMs during events and can be used only during that event as a resource for special things. Energy is needed during combat to use abilities. Essence is a resource for some powerful abilities. It recharges slowly over time. IMPORTANT: More on Fatigue and Injuries Fatigue can rise from many actions taken in game, but mainly traveling with the boat, swimming and combat. The percentage number displayed under Fatigue in your RPG Handbook reduces your outgoing damage and increases your incoming damage during each turn of combat. Every time you get damaged in combat, you have a chance to receive an injury. There are several different kinds of minor injuries, and they can stack up. Too many injuries can become Major or Severe. There are several ways in the game to deal with injuries and fatigue. For example, using a campfire will reduce fatigue more quickly over time. Using a bedroll will greatly reduce the time that some wounds need to heal. There are also some abilities in your RPG Handbook under "Non-Combat Abilities" that can help with wound treatment. Click here for more details about injuries. How do I learn abilities? Open the RPG Handbook, go to "Abilities". This shows all abilities you currently have. The energy cost of each ability is shown in blue in the brackets. The essence cost of an ability is shown in purple. Click on "Ability Dictionary" to get a list of all abilities in the RPG. To learn an ability, click on it and then click on "Learn Ability". You can "unlearn" an ability once every 24 hours. Green abilities can be learned by any class. Blue abilities are class-specific. You can only ever have two class abilities. How do I equip myself? Every item is just "cosmetic". To give your item actual stats that work with the RPG, you have to apply a Token to it. You can get tokens from the vendor. Players can also craft tokens when they have the skill. To apply a token, simply right-click it and then left-click on the item. There is two types of tokens. Weapon Token and Armor Token. The weapon token only works on a fitting weapon. For example, the token for a Short Bow will only work on an item that classifies as Short Bow. The armor token only works on your chest armor. That means, whatever you wear as chest armor will determine the overall type of armor your character wears in the RPG, regardless of what you have equiped on head, shoulders, feet, hands, etc. Important: To equip your weapon/armor in the RPG, you have to equip it normally like you would any other item in WoW, and then type: ".rpg equip". Otherwise it will not show up on your character sheet. How do I get better? The two main factors in getting better are: XP and Productivity. XP: You increase your XP by Training. Open the RPG Handbook, go to "More Actions" and click "Start Training". This will spend 4 productivity every 5 minutes training until you stop or run out. Based on your experience level, this will result in various amounts of XP gained. You can kill NPCs to make training faster, spending 12 productivity immediately after killing an NPC! Productivity: Productivity is used to buy XP. It is also used for gathering and crafting, explained later on. You regenerate 3 Productivity per hour, even when offline. Productivity is shared among all characters on your account! How do I craft stuff? Gathering: Fist you need to find a spot that has materials. For example, if you want to find wood, go to an area with trees. Then, open up your RPG Handbook, go to "More Actions" and click "Examine Local Resources." If there is any, it will show up in the chat window. To start gathering, open up your RPG Handbook, go to "More Actions" and click on "Start Woodcutting". Now you just have to wait. To stop gathering, click on "End Gathering". Each "tick" of gathering costs 3 Productivity. Crafting: Get a Manual from one of the vendors. As weaponsmith, you want to get the "Weaponsmithing Manual". You can buy crafting recipes from the vendor. Right-click a recipe and left-click on your Manual to add it. Then, open up your Manual to see all the recipes you know. Click on one of them and it shows you the materials you need. Then click "Craft" to create the item. You need to stand next to the crafting station that is shown in the recipe! Crafting an item costs various amounts of Productivity, depending on the item! How do I fight? Start or join a fight: Find an enemy or an already ongoing fight, open your RPG Handbook and click on "Start/Join a Fight". Your turn: You will be notified when it is your turn. The time on your turn is limited, so don't take too long. You will regenerate energy at every start of your turn. Your turn will end automatically when you run out of energy, or you end it manually by typing ".rpg act end". You should definately make a macro for that! You will use it a lot. Abilities: You can use as many abilities in your turn as you like, as long as you have the energy for it. To use an ability, open your RPG Handbook, go to "Abilities" and choose. Alternatively, you can macro it by doing ".rpg act <abilityname>". Example for Heroic Strike: ".rpg act heroicstrike". Making a macro for abilities you use very often is a great idea! Engaging: To use melee abilities, you need to be engaged to your target. There are several skills that can engage you to someone, but the most common one is the "Move" ability. Losing all your HP: When a player loses all of their HP, they get stunned until the fight is over. While in this state, they can get injured or executed. Ending a fight: To end a fight, type ".rpg fight end". The fight ends when every participant votes for it to end. Players that are stunned due to loss of all their HP will always automatically vote "yes".
  2. 1 point
    MONIKERS Kas & Grakken AGE ~100 Years Old SEX Male RACE Mountain Dwarf OCCUPATION Master Cartographer, Third Level Enchanter RESIDENCY Transient, (Formerly) Southern Loch Modan DISPOSITION Neutral Good FACTION Ironforge, Alliance, Explorer's League, "Briar Godhart's Trinket Confoundery" APPEARANCE Although commonly adorned with a myriad of astronomical and prospecting tools, Kasdroun's utensils are purposely strapped across his person for ease of use. His clothes, if not already freshly pressed, are commonly adorned with marks of charcoal, splatters of dirt, moth holes, and a complex array of knitted patches. Although changing from day to day, the man often wears a pair of common cloth trousers under riding chaps with their cuffs tied around his leather boots under the shank. Other than his clothes, Kasdroun's face wears many a wrinkle from years of stress and adventure. His white hair is combed back over his scalp and partly stuck in place with a mild amount of sweat while his beard is finely styled with delicate care. TOOLS & EQUIPMENT Cartography & Astronomy Tools Kasdraun's toolbox contains a cracked and broken compass, a rather complete set of drawing utensils, a dearly in need of repair folding pillar compass, and accompanying case. The tools themselves are contained within a simple wooden box adjoined to what could only be described as a holster for a damaged sextant. Length of Rope, 50' Quite possibly the most useful tool for anyone trying to get anywhere in undeveloped land, this length of rope is usually strung across Kasdroun's chest. "Survival" Pick Although commonly lost, a replacement is never too difficult to come by. While he is usually strapped without a weapon, Kasdroun often keeps by his side a sharpened climbing pick for self defense and terrain movement. (Lost) Hellacious Hymns for Holding Horrors, Avenues of the Arcane, Embroidery in the Mystical: An Enchanter's Edification, & Other Magical Works A series of novels, pamphlets, and instructional tomes used for learning and casting any sort of magical spell that have now found themselves no longer on Kasdroun's person. How peculiar. HISTORY Soon ™
  3. 1 point
    (Appearance) The kaldorei stood strong, taller than most of her race. Dressed in cloth, her hair was white, and braided at the back. Her skin, as well, was a pale white color. The murky white glow of most of her race's eyes was prevalent in hers, though a lux duller than most... her face was bare of markings, despite the maturity of her countenance. These features suggest the woman wasn't of traditional upbringing that most kaldorei had. A highborne, most likely. (History) Mobi was born 14,127 years ago, one of the oldest generations of her kind. She grew up in a noble family, but she spent all of her time studying the ancient wood-tomes and inscriptions, finding comfort in the pursuit of knowledge rather than exercising her power. Her size became apparent, and she had a few offers to become a warrior, and serve those of higher status, but she refused all of them... especially considering the rumors she began to hear later on. In fact, as soon as the fighting began, Mobi took five of the most important tomes she could find, and left. Most of her time afterward was spent in the wild, and the massive explosion that separated the supercontinent of Kalimdor came shortly after her departure. Here, she learned many survival skills which have dulled in the present due to her lack of usage. Though, they may come in handy, now that she has found herself stranded on the Doldrums... (Ability) Mobi is an ancient mage. Her techniques may be archaeic, but she is quite strong when the time comes to fight. She can use most weapons, even a longsword, but the first weapon she learned to use was a spear. (WIP)
  4. 1 point
    From a young age, Elliot sat among the dunes with his legs relaxed as he watched the sun rise over the coast of Westfall. Feeling the warmth and blinded by the glints of reflections in the water. He often imagined he'd see it all one day, Kalimdor, the ruins of Alterac and maybe even seeing the lost kingdom of Lordaeron even spotting the towering spires would have been enough for him. He'd go down in history. When he wasn't doing chores he'd play on the beach with his friends playing pirates and building rafts to push out as far as they could go. One girl, in particular, caught his eye, her name was Emily Murphy and she ran as reckless and wild as he did. He promised one day he'd give her the world. His love for her was almost as deep as the oceans themselves, and together they curled under candlelight and dreamed up their ship on scraps of paper as they'd giggle and draw elaborate designs a ship with a thousand rooms, they'd grow old together, and throw parties with all of their crew. It was perfection. As the years passed these two found their love of the sea a little closer to home as they found work at the docks, helping to build ships, sweep decks, anything they could. Sleeping in spare cabins or working hours in overrun taverns for a place to sleep. It wasn't perfect but they made it work between them. On his eighteenth birthday he spent almost everything he'd saved and took Emily up to a ship they used to work on that was illuminated with candles, he told her he thought he saw a shooting star and when she turned to tell him sadly that she missed it, he was down on one knee. Obviously, she said yes and wanted to show him a present that she made him. She took him excitedly towards the end of the docks tucked away from view and showed him a small boat that looked just about seaworthy. Emily beamed at him proudly, ushering him on with a few joyful pushes and claps of her hands. They managed to get as far as their small boat could take them.. but something was wrong, the ship flipped upon itself and when Elliot awoke he was alone with a mouthful of sand and a lungful of water. Where was he? Where was Emily?! "Light......."
  5. 1 point
    'To ignore a chance at learning something new is to be truly ignorant.' [PHYSICAL AND CHARACTER DESCRIPTION] Full Name: Eleanor Pierce Pronunciation of their name(first, middle/middle names and last): Elly-ay-nor Pi-er-ce. Nickname(s): Elly. El. Sex: Female Race/species: Human Age(and how old they look): Eleanor appears to be in her late teens, going on how she looks. Height: 5 foot 2 inches Eye color(s): Cyan Contacts?: None Glasses?: None Face shape: Slim jawline Eye Description: To say that her eyes were blue was like saying that the sun was yellow. Sufficient but not accurate to capture the burning. Nose Description: Short, not stumpy. Lip Description: A deep curve on her lips makes the world stop around her. A smile that brings back a million memories in a split second. The precious dimple that crinkles skips a beat.. She has a smile that makes you feel happy about being alive and just a bit more human. Body build(slim, muscular, etc.): Slim, not toned. She's clearly not a fighter. Hair color: Eleanor's strawberry blonde hair tumbled forwards over her face, bleached ever-so-slightly whiter by the sun and appearing more pale against her summer tan. With her longer hair she'd been in the habit of flicking it back or else tying it up, but with the shoulder length bob it simply moved all on its own. Skin color: Spring arrived with a gentle heat that promised a hot summer ahead. As the days passed Eleanor became a soft shade of brown right through the sunscreen, giving her skin a gentle hue that brought out the blue of her eyes. Scars: No scars can be located to Eleanor's body. She's clearly not seen very many fights in her young life. Birthmarks(and what they are/were): Eleanor's body is unmarked by birth, quite the lucky occurrence. Tattoos(what they are and where): The girl has decided to not mark her body with ink, preferring to keep her skin tanned and unmarked. Piercings(what they are and where): She has, in a similar state to the tattoos, chosen to keep her body free of piercing. [PSYCHOLOGICAL DESCRIPTION AND PERSONALITY DETAILS] Mental state: Stable Personality snapshot: Herbalist with the inability to sense danger. Most prominent personality trait: Will to learn and constantly adapt to the surroundings that she places herself in. Best traits of their personality: Always ready to learn, able to adapt to situations and constantly derive positive habits from others. Worst traits of their personality: Too curious and lacks the ability to sense danger. [ALIGNMENT] True Neutral. [CHARACTER EQUIPMENT(As of making this sheet)] Arcanist’s Robe - A uniformed robe and cowl, with a plated covering, protecting her shoulders, chest and midriff. Designed to take the impact of sharp strikes, yet not designed for blunt impact. A number of pouches and vials can be seen around her midriff, tied to the plate. The cowl hides her face in dark conditions, yet allows those near her to see her identity in plain daylight. Small-Arms - A small mace, with a spiked end. Used for smashing into armoured targets, when imbued with the holy power of the Light. Deals more damage than your average rolling-pin. Located around her waist, wrapped there by a thin binding. - Easy to steal, should a thief wish to test his luck. Main-Arms - A large steelforged poleaxe, with many dents and damage to the metal - It’s due a trip to the blacksmith. Eleanor has found that using such a weapon, while not completely adhering to the common stereotype of an average arcanist, can be extremely useful. Used for slicing unarmoured foes to pieces and if not, remove limbs if able. Heavy and not easy to maneuver with deft strikes. Used for slashing and thrusting and is nearly always tied loosely to her back, able to be yanked from the simple knot if required. [OOC NOTES] Hey hey, folks. - This is pretty lazily done and lacks any formatting skill, but eh. - Whatever. Here you go. To tl;dr this, Eleanor Pierce is an arcanist that'll get up close if needed. - She'll help those that'll help her. Her main goals are locked around the mass-collection of knowledge, from any source. She's unwaveringly curious, to a fault.
  6. 1 point
    "Who knows where the whims of fate may lead us?" The open ocean, an ultimate opportunity. The life it offered was one of perfect freedom and fortune abound, but the sea is a cunning beast. Just as the still, glassy waters will churn in an instant to sink any ship, so too will the perfect life atop the sea turn on those it's lured and send them to their doom; a dark and desolate place, untouched by time somewhere deep beneath the waves. So why, then, do men venture forth unto their untimely demise? Why, after seeing all those that have taken the path before them, do men tear open the sails of their ships and steer their rudders towards certain death? A question posed with many different answers, but there is only one when it comes to the story of Issac Grimm. Glory alone drove our would-be hero to a life among the salt and spray. Fortune favors the bold and he felt himself brave enough to eek out a living however he could manage along the many coasts of Azeroth. From Durotar to Kul Tiras, Gadgetzan to Booty Bay, a stroke of luck brought in gold by the fist-full, and life was very good for a time. But the ancient beast would betray our fair hero, dashing his life against the rocks and leaving him to either float on, or drown in the current. Too brash for humility and too young to accept defeat, Issac took back to the waters that had wronged him so, never the kind to shrink from a challenge. That was the true nature of the sea, at least when viewed from our protagonists wild, blue eyes: something to be conquered. Powerful though it was, the sea churned and boiled against the Shattering, sending islands to the four corners of the map and thrashing all those that lived upon them with storms and waves abound. So too was Issac Grimm caught up in Deathwing's mix, his life-long search for status atop the ocean interrupted by the Earth-Warder. And so we find our hero in the midst of the misty waters of the Doldrums. A dangerous life lived in earnest almost perfectly erased; Issac had nothing to show of his efforts. Discouraged, but never defeated, he found it keen to trudge forward covered in the sand and salt of Silver-Eye Island. In truth, it was just another chance to sway the whims of fate in his favor.
  7. 1 point
    TWINWHISTLE AGE 162 RACE Gnome OCCUPATION Examiner of Arcanic Artifacts, Fourth Level Wizard RESIDENCY Transient; (Formerly) The Mystic Ward, Ironforge DISPOSITION Neutral Good FACTION Gnomeregon, Grand Alliance, Hall of Mysteries (Ironforge) APPEARANCE Strength. Courage. Menace. These are all words never once uttered in proximity to Twinwhistle's name. His is a meek and unimposing existence, though not without it's fair share of personal intrigue. What the gnome lacks in any exceptional physical attributes at all he makes up for with a vast intellect and quick wit fueled by the curiosity so well-owned by gnomefolk. This brilliance is reflected in Twinwhistle's sharp eyes, centered by a pair of brilliant blue irises. Perhaps the only sharp thing about him. An honest face framed a prominent nose bearing an upward curve, gray-blonde whiskers and a mop of hair atop his head to match. His robes were plentiful and weathered, a pleasant maroon sea offset by islands of brown accouterments. Dusted boots and a pouch-and-trinket laden belt served to keep him firmly weighted to the ground, his leather gloves stained with reagents for the alchemical and the arcane. A much-used messenger bag dangles at his side. At times, a pipe wrought of starwood tickles his pursed lips. HISTORY "Oh, for the love of--... !" Twinwhistle hissed unpleasant things between bared teeth. His eyes were assaulted by an array of blue and pink hues, unhindered magic sparking freely off the surface of a fist-sized orb made of intricately carved bronze. At it's forefront sat a deep red ruby, polished smooth and inset among the grooves and canals that textured the trinket's surface. Such odd arcana was less odd to Twinwhistle than others (it was, in fact, his very job to deal with them), but this one had proved incredibly troublesome. A restless night of dousing the orb in every divination and enchantment in his repertoire with no discernible results had culminated in him wearily tossing the thing against his work table in defeat. This elicited the aforementioned response, much to the gnome's surprise and confusion. The orb certainly was magic, but despite his best efforts he couldn't figure out the whats or the whys. He hadn't the faintest clue why, but that blood-tinged gemstone felt as though it glared at him from the mistreatment. Unease welled in the back of his brain. Unfortunate for Unease, because Frustration and Confusion had rented the whole sleep-deprived blob for themselves tonight, and swiftly gave Unease the boot. The gnome pondered his fruitless predicament for a moment. After taking the latest events shorthand into consideration, Frustration and Confusion answered the doorbell. Anger had showed up looking for a good time. He swiftly grabbed the orb up and began to give it a good, vigorous thrashing. Shaking it harshly in both hands, it protested in the form of exponential magical release. His study, once bathed a comfortable orange candlelit glow, now basked in a strobe of flashing blue. "Just what the devil are you, then?!" he squeaked, slamming the thing back down to the table and glaring at it as if it had just spat on his boots and called his mother a trogg. There was a faint shimmer of the orb's ruby centerpiece. Twinwhistle's panting drew short when the trinket gave retort; REPLY HAZY, TRY AGAIN. Twinwhistle perked up, his brows tossed skyward. "What?" he blurted. The orb was silent. A pause. He gave the thing another shake. "What?" SIGNS POINT TO YES. The gnome was at a complete loss. Yes? Yes to what? Literally, 'Yes' to 'What'? He sat the orb down and rubbed his temples. He had a feeling he wouldn't be getting any sleep anytime soon. More to come Soon™.
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