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Axis48

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Posts posted by Axis48


  1. SILVER-EYE ISLAND

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    The Silver-Eye Island was an altogether uninteresting place, barren, rocky, and in a part of the sea that was not terribly easy to get to. Its use for material gain or as an island retreat were limited, but after it’s discovery some thirty years before the First War, it was eventually built up to be a Goblin outpost for ships passing from Kezan. It’s relative isolation from the rest of Azeroth saw it grow for those looking to deal in illicit goods or hideaway from the long arm of the law.

    Built up until late into the Second War, Silver-Eye Island eventually saw diminished use as the popularity of Zeppelins boomed. The decline of the ship traffic to the island gave a chance for the rise of gangs and turf wars on the small territory, this small scale war eventually saw two populist factions, the more formal Silverscale Company and the thuggish Gorgeous Boys.

    Silverscale Company was the last remnant of a local Venture Company branch, that took control of the front end business, happily controlling the docks that had not been destroyed in the conflict and much of the goods being sent to and from the island. Silverscale Company employs bruisers, a fleet of small ships, and a variety of merchants to staff the more ‘civilized’ parts of town while also granting a small cut to the Gorgeous Boys to keep a standing truce.

    The Gorgeous Boys who were little more than a collection of pirates and thieves, retreated more inland, to the back alleys and rises in the rocky crags. With less investment in morality, they regularly play a hand in stocking the arena bit, run slavery and gambling rings in the backstreets, and shakedown newcomers to the Silver-Eye Island. They keep the crime off the main streets and deal with any would-be criminal gangs that might affect the Silverscale Company or themselves.

    In the middle of their reorganization efforts, the island itself, amid it’s isolation, slowly found itself pulled into the Doldrums. This ever expanding region of Azeroth swallowed up Silver-Eye Island some twenty-one years after the First War. The change solidified Silverscale Company and the Gorgeous Boys hold on the island, cut off from outside power, any shipping they lost was replaced with local survivors, Sotoras, and shady travelers.

    The Shattering caused the island itself to drift once again, causing minor damage to the island itself, but little to those stranded there. While some buildings suffered, the main source of pain was the sudden destabilization of their main trading partner, the Tirasian colony of Sotoras, finding their economy stagnating, caused a rather tense situation among the residents. An influx of survivors of the cataclysmic events, as well as exiles from Kolai Island and Sotoras has meant much change for the lonely island. The future is uncertain.

     

    Major Characters

     

    Boss Hendle Silverscale - The leader of Silverscale Company since the gang fighting ended years ago. Formerly a Venture Company junior clerk, he gained his position mostly due to happenstance and good timing- coming upon a large amount of gold when the clerk’s office was blown apart. With that gold, he bribed, bought, and paid his way into the loyalty of many on the island, leading to his eventual perch in the executive mansion on Silver-Eye’s highest point. Restructuring his operation as the Silverscale Company, he employs a wide range of the islands residents, from the Gorgeous Boys, to dock workers, guards, clerks and so on ruling with a somewhat careless fist- more concerned with maintaining his position than the benevolence of his rule.

    Executive Cordine Dabbleblast - One of Hendle Silverscale’s friends in the clerk office before the change up, Cordine is a forgettable, greedy, short Goblin. He received the position mostly out of Hendle Silverscale’s need for management. Much of his life before involved short changing clients with the Venture Company, now, his day to day involves spending Silverscale profits on local luxuries and good company. Rumor has it, Cordine’s days are numbered since he’s been found to be spending company money.

    Executive Gash Sputtercrank - A Venture Company Bruiser who bullied his way into the position after Hendle Silverscale’s takeover of the island, Gash is a competent, brutal, and clever Goblin. He does not speak of his life before, but with his wits and muscle, most peg him for an ex-convict of some stripe. His work with the Silverscale Company is very effective, primarily working with Sotoras and the Gorgeous Boys. The Boss doesn’t bother Gash.

    Executive Norina Glitz - Previously a waitress, now an executive, Norina got in good with Hendle Silverscale prior to the takeover and has been living as an executive since. Her business dealings are never great, but she’s said to be the most personable of the executives and mostly does what Hendle Silverscale asks of her.

    Fen Kettleclang - The owner of the Silverscale Inn and business partner to the Silverscale Company, he’s owned the inn for nearly thirty years. There is little to be said for him other than his unscrupulous nature, interested in moving people through and leaving their coin behind. To his credit, he lacks the brutality of the Gorgeous Boys, but those looking to squat won’t get in his good graces.

    Loka Killclaw - Operator of the Silverscale Arena, she is a leftover from Captain Opej Ogrecrush’s crew. A brutal combatant, she won the rights to the arena in a wager with Boss Hendle Silverscale- where she now overseers the daily battles and events. She’s a curt woman, strong but quiet.

    Henry the Gorgeous - Leader of the Gorgeous Boys, he’s a big, mean, green goblin. Rather taken with his own vanity, he lives a life of pleasures grifted from the Silverscale Company and the residents of the island. Brutal when defied and kind when everything goes his way, Henry treats the island like his own personal garden, keeping out pests, pruning weeds, and cultivating what he wants to see grow.

    Beautiful Beatdown Ben - Second in command of the Gorgeous Boys, Benjamin Fuller is a soft spoken ex-soldier from a faraway land. He rarely discusses his personal affairs, but he’s seen as the more approachable of the two in charge of the Silverscale Company- but those that have got a mark on their head from the Gorgeous Boys should be wary of this swordsman.

    Lady Abigaille Springfield - The daughter of Lord Beauregard Springfield II, current leader of the people of Sotoras. Lady Springfield has taken up the charge of leading the refugees of Sotoras in the Springfield Holdings on Silver-Eye. An altogether pleasant woman, her relative naivety is aided by a cadre of advisors and soldiers leftover from their escape from their island home.

    Chief Urdo - Former leader of the Razorbranch of Kolai Isle, now lives in exile and leads Urdo’s Exiles. While he was once a rather brutal and sadistic warlord, time softened his heart and the Shattering turned him further. His supposed weakness saw him ousted from dominion of the nearby Kolai Island, he now lives among refugees on Silver-Eye Island, attempting to rally those sympathetic to take back his throne.

    Notable Locations

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    Silver-Eye Main Port - No doubt the first thing most people see of Silver-Eye Island, the main port, and the only one remaining after the Shattering. Located on the Western side of Silver-Eye Island, it’s home to several ships, ferrymen, and the Silverscale offices and holdings. Goods, slaves, and livestock all pass through the the main port in varying states before being shipped elsewhere or used across the island. The deals are never great, but there is no other place in the Doldrums where you can find so much.

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    Silverscale Inn - The first stop for many after a long voyage into the inhospitable Doldrums, the Silverscale Inn rests on the Eastern side of the Island, looking to the nearby Arena. One of the few places not jammed full of refugees on Silver-Eye, the inn is a place of competitively priced alcohol and private rooms if you’ve got the coin. Most people tend to use the cheaper open areas while they wait for the next arena match.

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    Silverscale Arena - One of the main draws of the island, the Silverscale Arena is as old as the island itself, where mortal, beast, and steel all meet. Popular among all who regular Silver-Eye, there is room for all to watch the battles and earn coin in or out of the pit.

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    Silverscale Executive Mansion - Overlooking the entirety of Silver-Eye Island from the rocky outlook above, the Executive Mansion houses Boss Hendel Silverscale and his executives. Isolated form the happenings below, the Silverscale company still keeps a heavy thumb on the residents of the island below, through social, economic, and physical force. Few get to see the refined grounds.

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    Springfield Family Holdings - A small part of Southern Silver-Eye Island, the Springfield holdings suffered much damage amid the shattering. Despite the damages, Lady Abigaile Springfield and those loyal to her fled here after the scourging of Sotoras. They wait here now, repairing the damaged houses and planning their future in these uncertain times.

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    Refugee Camp - Located on the Northeastern part of the island, this camp was once a storage and holding area for the second port on Silver-Eye Island. When the port was destroyed during the shattering, it’s disuse saw rise to a tent village where many of those now trapped in the Doldrums now find refuge. Among them are Chief Urdo and his exiles.

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    Gorgeous Boy Holdings - clustered around the inner rise of Silver-Eye, Henry the Gorgeous and his Gorgeous Boys have fenced off a private area where they can get up to their usual dealings and make plans. They protect the interests of the Silverscale Company and its main lift to the Executive Mansion, while doling out justice around town- their holdings are still rather dour.

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    Market Row - Just past the Arena and the Inn can be found the Market Row, the Row is home to many small shops, houses, and back alleys. Principally owned by the ‘Middle Class’ of Silver-Eye, Market Row represents the closest thing to comfortable living on the island.

     

    Notes

    Mostly sand and rock, little plant life can grow here meaning most food and building material came from outside the island, same for food.

    The central island is marked by a rise of harsh stone, with smaller rocks littered throughout.

    Many of the original buildings are well constructed and sturdy, but the rising population and the turf wars led to many ramshackle buildings, scaffolding rises, and tents to be erected in the city.

    There are signs of destruction in the city, ruined docks, buildings, and so on, much of this caused by the Shattering. While there are efforts to rebuild, the influx of refugees and survivors has put a strain on resources.

    Very little in terms of gatherable resources, save for fish.

     

    • Like 4

  2. RPG Patch 2.1.4

     

    BASE

    Basic Attack Mainhand Weapon Damage changed to 100% Weapon damage from 115%

    Full Attack Mainhand Weapon Damage changed to 135% from 140%

    GENERIC

    Charge Mainhand Weapon Damage changed from 115% to 105%.

    Overpower Mainhand Weapon Damage changed from 100% to 95%

    Cleave Mainhand Weapon Damage changed from 115% to 105%

    Bludgeon Melee Action Check ratio changed from 1050% to 950%

    Heavy Kick Melee Action Check ratio changed from 500% to 450%

    Throw Spear Melee Action Check ratio changed from 500% to 450%

    Revenge Missing Health ratio changed from 15% to 20% and Mainhand Weapon damage from 75% to 70%

    Boomerang Toss Melee Action Check ratio changed from 300% to 275%

    WARRIOR

    Mortal Strike Mainhand Weapon Damage changed from 125% to 120%

    Heroic Strike Mainhand Weapon Damage changed from 110% to 100%

    PALADIN

    Crusader Strike Mainhand Weapon Damage changed from 140% to 135%

    Blessing of Sanctuary Buff changed from 15% Damage Reduction and 2 Con to 18% Reduction and 1 Con

    SHAMAN

    Storm Strike Mainhand Weapon Damage changed from 140% to 135%

    DRUID

    Mangle Melee Action Check ratio changed from 300% to 275%

    ROGUE

    Mutilate Mainhand Weapon Damage changed from 85% to 80% and Offhand Weapon Damage changed from 85% to 80% 

    Eviscerate Flat Damage scale changed from 30 to 25

    PRIEST

    Power Word: Fortitude changed from granting 3 Con for 5 Rounds to increasing Maximum Health by 120 for 9 Rounds

     


  3. RPG Patch A,

     

    WARRIOR

    Mortal Strike damage scale changed from Mainhand Weapon Damage* 120% plus 75 as Physical Damage to Mainhand Weapon Damage* 125% plus 60 as Physical Damage.

    Heroic Strike damage scale changed from Mainhand Weapon Damage plus 2.0 Strength Scale * 115% as Physical Damage to Mainhand Weapon Damage * 110% plus 2.0 Strength Scale as Physical Damage.

    ROGUE

    Mutilate damage scale changed from Mainhand Weapon Damage * 70% and Offhand Weapon Damage * 70% as Physical Damage to Mainhand Weapon Damage * 85% and Offhand Weapon Damage * 85% as Physical Damage.

    Blade Flurry ability removed and replaced with Eviscerate. 

    Eviscerate (10) (Martial) 
    Target Attack, Mainhand Weapon Damage * 20% plus 30, All remaining Energy will be consumed when using this skill and 25% Damage will be added per point of Energy consumed
     

    • Like 1

  4. RPG EQUIPMENT LIST - INTRO

    Quote

     

    Equipment follows a uniform in the way they it is laid out. The types of weapons you can wield are restricted only by your Attributes, and perform based on those same Attributes. Armor on the other hand is more based on how you choose to lay out your character and how much Strength and other Attributes you have.

     

    Weapons follow a simple method of function to perform and are relatively easy to understand. When applied to a weapon it should look something like this, “Common - Dagger(Dagger) - 5-55, 6% Crit, Dexterity Scale 5.0”. We have a lot of numbers, so let’s go over them. The first is simple, the rarity of the weapon, in this case ‘Common’ determines it’s availability in terms of crafting, followed by it’s name, ‘Dagger’ which is the flag it will have attached to a weapon, the subject in the ‘()’ is it’s in-game weapon subtype, the weapon MUST be assigned to that kind of weapon. Followed by that we have ‘5-55’, this is a flat damage scale assigned to the weapon, whenever it’s used, you’ll get a number in that range added to your weapon damage. Than it adds a flat amount of damage, in this case, your Dexterity multiplied by 5.0. The final thing of note is ‘6% Crit’, This means the weapon has 6% crit(Plus whatever base crit your character has, and it’s modifiers) which will allow it to deal bonus damage if it hits that ‘range’ on an attack.

     

    Weapons are very diverse, with everything from shields, to guns, to staves, and each has it’s own effects, with ranged weapons able to be used for ranged attacks, certain staves and offhands giving passive bonuses, and some weapons able to be dual wielded!

     

    Armor is a bit easier to follow, in this case, we have an initial functionality, when applied to a chest piece it would appear as this, “Rare - Runic Platemail - Requires 6 Strength, 15% Physical Mitigation, 10% Magical Reduction, Reduces Dodge Rating by 4”. This is again a lot of stuff, but it’s rather self-explanatory. The first item is it’s rarity in this case ‘Common’ determines it’s availability in terms of crafting, next is ‘Runic Platemail’ which is the flag it will have attached to an armor  the subject in the ‘()’ is it’s in-game armor subtype, the weapon MUST be assigned to that kind of armor.The next number is it’s stat requirement to use, in this case you need 6 Strength to wear it in combat. After that, it shows it provides 15% physical mitigation, reducing all physical damage by 15%, the next is similar, with 10% magical mitigation, which reduces magical damage taken by 10%.

     

     

    ARMOR

    Quote
    • Unarmoured - 0% Physical Mitigation, 0% Magical Mitigation

    Cloth

    • Common - Cloth Armour - Armour Rating +5%, Magic Resistance +10%
    • Uncommon - Hierophant’s Robes - Armour Rating +5%, Magic Resistance +5%, Outgoing Healing +4%, Requires 4 Wil
    • Uncommon - Merchant's Armour - Armour Rating +5%, Initiative +10, Requires 3 Ing
    • Uncommon - Wizard’s Mantle - Armour Rating +5%, Magic Resistance +15%, Dodge Rating -2, Requires 3 Wil
    • Rare - Brawler’s Harness - Armour Rating +15%, Physical Damage Dealt +8%, Requires 5 Str
    • Rare - Mana-Enriched Attire - Armour Rating +5%, Magic Resistance +5%, Healing Dealt +4%, Magic Damage +4%, Dodge Rating -2, Requires 3 Str
    • Epic - Phoenix Robes - Armour Rating +5%, Magic Res +5%, Fire Res +75%, Frost Res -50%, Dodge Rating -4, Healing Dealt +15%, Damage Dealt -10%, Requires Str 3, Wil 4
    • Epic - Robes of the Scholar - Armour Rating +10%, Magic Damage +10%, Dodge Rating -4, Requires 3 Str, 4 Wil

    Leather

    • Common - Leather Armour - Armour Rating +10%, Magic Resistance +5%
    • Uncommon - Nature's Armouring - Armour Rating +5%, Magic Resistance +5%, Dodge Rating +2, Requires 3 Dex
    • Uncommon - Wanderer’s Armour - Armour Rating +10%, Magic Resistance +5%, Hit Rating +2%, Requires 3 Str, 3 Ing
    • Rare - Assassin's Armour - Armour Rating +5%, Critical Strike +2%, Initiative +5, Requires 3 Str, 3 ing
    • Rare - Magic Eater’s Garb - Magic Resistance +15%, Arcane, Nature Resistance +15%, Fire, Frost Resistance +15%, Electric Resistance +15%, Requires 5 Wil
    • Epic - Garb of the Bloodthirsty - Armour Rating +5%, Magic Resistance +5%, Physical Damage +10%, Dodge Rating -4, Requires 3 Str
    • Epic - Malorne's Armour - Armour Rating +10%, Magic Resistance +5%, Dodge Rating +2, Magic Damage Dealt +6%, Healing Dealt +6%, Starting Energy +4, Max Energy +2, Requires Dex 3. Wil 4

    Mail

    • Common - Light Mail Armour - Armour Rating +15%, Magic Resistance +5%, Dodge Rating -2, Requires 3 Str
    • Uncommon - Heavy Mail Armour - Armour Rating +20%, Magic Resistance +5%, Dodge Rating -4, Requires 4 Str
    • Uncommon - Infantry Mail - Armour Rating +15%, Maximum Health +35, Dodge Rating -4, Requires 4 Str
    • Rare - Bladed Mail - Armour Rating +10%, Damage Dealt +5%, Dodge Rating -2, Requires 4 Str
    • Rare - Ranger's Guile - Armour Rating +10%, Magic Resistance +10%, Dodge Rating -2, Requires 3 Dex, 3 Wil
    • Epic - Flamescarred Scales - Armour Rating +5%, Magic Resistance +5%, Critical Chance +4%, Dodge Rating -2, Requires 3 Str, 3 Wil
    • Epic - Windrunner's Garb - Armour Rating +5%, Magic Resistance +5%, Dodge Rating +2, Initiative Bonus +4, Energy regen +1, HP Bonus -200, Requires Dex 6. Wil 4

    Plate

    • Common - Half-Plate Armour - Armour Rating +25%, Dodge Rating -4, Requires 5 Str
    • Uncommon - Full Plate Armour - Armour Rating +30%, Dodge Rating -6, Requires 7 Str
    • Uncommon - Knight’s Armour - Armour Rating +25%, Healing Received +6%, Dodge Rating -6, Requires 6 Str, 2 Wil
    • Rare - Battleplate - Armour Rating +35%, Dodge Rating -8, Requires 8 Str
    • Rare - Runic Plate Armour - Armour Rating +15%, Magic Resistance +10%, Dodge Rating -4, Requires 4 Str, 3 Wil
    • Epic - Lightbringer's Breastplate - Armour Rating +35%, Magic Resistance +10%, Holy Resistance +50%, Shadow Resistance +25%, Healing Dealt +12%, Dodge Rating -8, Damage Dealt -15%, Requires Str 7. Wil 7
    • Epic - Armour of the Invincible Juggernaut - Armour Rating +50%, Magic Resistance +15%, Damage Dealt -20%, Dodge Rating -8, Requires 10 Str


    WEAPONS

     

    Quote

    1-Hand
    Dagger

    • Common - Dagger [5-55, Dex 5.0, 6% Crit]
    • Common - Quivering Knife [5-35, Wil 3.0, 0% Crit], Physical Damage Taken -5%
    • Uncommon - Heartseeker's Dagger [5-25, Dex 5.0, 18% Crit]
    • Uncommon - Runeblade Dagger [10-20, Wil 3.0, 4% Crit], Healing Done +4%, Magic Damage +4%
    • Uncommon - Wicked Kris [0-5, Dex 10.0, 6% Crit]
    • Rare - Mage Blade [10-30, Wil 3.0, 0% Crit], Critical Strike +5%
    • Rare - Midnight Blade [-30, Dex 15.0, 8% Crit]
    • Rare - Parrying Dagger [1-5, Dex 4.0, 4% Crit], Dodge Mitigation +1.5
    • Epic - Bloodletter [10-20. Dex 4.0 + Per 3.0. 2% Crit], Weapon Damage Type: Chaos

    One Handed Sword

    • Common - Short Sword [20-60, Str 5.0, 0% Crit]
    • Uncommon - Broadsword [0-5, Str 10.0, 6% Crit]
    • Uncommon - Falchion [15-25, Dex 5.0, 16% Crit]
    • Uncommon - Longsword [1-10, Str 6.0 + Dex 6.0, 4% Crit]
    • Uncommon - Rapier [5-25, Dex 5.0, 8% Crit], Dodge Rating +1
    • Rare - Hero's Blade [15-65, 6% Crit], Bonus Damage: [Essence x10]
    • Rare - Sorcerous Sabre [5-35, Wil 5.0 + Dex 4.0, 4% Crit]
    • Rare - Sword of Kept Secrets [10-30, Wil 5.0, 0% Crit], Magic Damage + [Essence x1.75]%, Can only be used in the main hand.
    • Rare - Truestrike Sword [10-35, Ing 2.0, 4% Crit], Magical Hit Rating +2, Physical Hit Rating +2
    • Epic - Gambler's Sword [5-105, Ing 6.0, 2% Crit], Dodge Chance +4, Starting Energy +2, Damage Taken +35%

    One Handed Axe

    • Common - Hatchet [5-65, Str 5.0, 2% Crit]
    • Uncommon - Cleaver [10-40, Str 7.0, 8% Crit]
    • Uncommon - Light Kama [5-45, Dex 7.0, 4% Crit]
    • Rare - Rager's Axe [-30, Str 15.0, 8% Crit]
    • Rare - Ripper’s Chopper [5-25, Str 8.0, 12% Crit]
    • Epic - Lightning's Crack [10-60. Str 8.0 + Wil 3.0. 6% Crit]

    One Handed Mace

    • Common - Baton [5-85, Str 2.0, 2% Crit]
    • Common - Hammer [30-50, Str 5.0, 0% Crit]
    • Uncommon - Morning Star [10-50, Str 6.0, 8% Crit]
    • Uncommon - Sage's Mace [5-45, Str 3.0, 0% Crit], Healing Done +8%
    • Uncommon - Spiked Truncheon [0-25, Str 9.0, 0% Crit]
    • Rare - Cruel Conjurer's Scepter [10-20, Wil 2.0, 0% Crit], Magic Damage +2%, Starting Energy +6
    • Rare - Eternal Student's Mace [10-30, Ing 3.0, 0% Crit], Critical Strike +5%
    • Rare - Stone Fist [+15. Str 12.0 + Dex -2.0. 0% Crit]
    • Epic - Earthmother's Hand [5-55. Str 10.0. 0% Crit], Magic Damage Taken -8%, Dodge Rating -4

    Fist

    • Common - Brass Knuckles [15-45, Dex 6.0, 2% Crit]
    • Uncommon - Heavy Glove [10-20, Str 5.0, Dex 4.0, 4% Crit]
    • Uncommon - Slashing Claws [15-85, Dex 2.0, 14% Crit]
    • Rare - Barbaric Fist [0-40, Dex 5.0, 6% Crit], Physical Damage +7%
    • Rare - Claw of The Beast King [10-20, Dex 10.0, 0% Crit]
    • Rare - Lazy Fist [0. Dex 18.0 + Ing -10.0. 0% Crit]
    • Epic - Shredding Talon [-15-45. Str 7.0 + Dex 5.0. 0% Crit], Dodge Rating +2, Physical Damage Dealt +8%, Physical Damage Taken +8%

    Off-Hand
    Shield

    • Common - Kite Shield [5-10, Str 2.0, 6% Crit], Dodge Rating +4, Dodge Mitigation +1, Requires 5 Str
    • Common - Round Shield [10-20, Str 4.0, 0% Crit], Dodge Rating +2, Dodge Mitigation +1, Requires 3 Str
    • Uncommon - Buckler [5-10, Str 1.5, 12% Crit], Dodge Rating +1, Dodge Mitigation +2.5, Requires 4 Str
    • Rare - Tower Shield [0-5, Str 4.5, 0% Crit], Dodge Rating +9, Dodge Mitigation +1.5, Requires 8 Str 
    • Epic - Madman's Smile [15-75, 20% Crit], Damage Dealt +10%, Damage Taken +20%
    • Epic - Magnetic Shield [10-20, Ing 2.0, 4% Crit], Damage Taken -10%, Dodge Rating -12, Requires 4 Str, 4 Ing

    Other Off-Hand

    • Common - Lantern [10-35, 12% Crit], Magical Hit Rating +2, Physical Hit Rating +2
    • Common - Sharp Eye Focus [15-25, 12% Crit], Critical Chance +5%
    • Uncommon - Displacer Ward [10-20, 8% Crit], Dodge Rating +6
    • Uncommon - Mage's Focus [15-45, 12% Crit], Magic Damage +5%
    • Rare - Barbed Trinket [20-80, 10% Crit]
    • Rare - Illusionist Focus [10-20, 12% Crit], Dodge Rating +1, Dodge Mitigation +2
    • Epic - Madman's Legacy [0-130, 12% Crit], Healing Taken -25%, Damage Taken +15%


    2-Hand
    Two Handed Sword

    • Common - Claymore [15-75, Str 6.5, 10% Crit]
    • Uncommon - Barbarian Blade [15-45, Str 12.0, 0% Crit]
    • Uncommon - Katana [15-45, Dex 10.0, 10% Crit]
    • Rare - Estoc [20-40, Str 8.0 + Dex 8.0, 2% Crit]
    • Rare - Greatsword [5-45, Str 15.0, 4% Crit], Dodge Rating -2, Damage Taken +10%

    Two Handed Axe

    • Common - Great Axe [10-70, Str 8.0, 10% Crit]
    • Uncommon - Battleaxe [15-75, Str 9.0, 6% Crit]
    • Rare - Edgelord's Cleaver [25-35, Str 15.0, 6% Crit], Dodge Rating -2, Damage Taken +10%
    • Epic - Horrific Executioner's Axe [10-200, Str 3.0 + Dex 3.0, 16% Crit], Physical Damage +15%, Damage Taken +25%

    Two Handed Mace

    • Common - Mace [20-100, Str 6.0, 0% Crit]
    • Uncommon - Massive Magus Focus [10-50, Wil 5.0, 6% Crit], Magic Damage +5%
    • Uncommon - Maul [20-80, Str 10.0, 0% Crit]
    • Rare - Divine Great Hammer [20-30, Str 5.0 + Wil 3.0, 0% Crit], Healing Done +16
    • Rare - Nature's Fist [5-45, Dex 5.0, 8% Crit], Dodge Rating +6
    • Epic - Keeper's Gavel [40. Str 15.0. 0% Crit], Initiative Bonus -10

    Polearm

    • Common - Spear [15-55, Dex 7.0, 12% Crit]
    • Uncommon - Halberd [30-50, Dex 10.0, 4% Crit]
    • Uncommon - Pike [10-30, Str 10.0, 12% Crit]
    • Rare - Bloody Voulge [25-40, Dex 15.0, 4% Crit], Damage Taken +10%
    • Rare - Lance [25-50, Str 7.0 + Dex 7.0, 4% Crit]
    • Epic - Runic Glaive [15-35. Dex 12.0. 0% Crit], Magic Damage Dealt +12%

    Staff

    • Common - Fighter's Staff [10-20, Str 5.0 + Dex 4.0, 4% Crit], Physical Damage +10%
    • Common - Warden's Staff [5-45, 0% Crit], Damage Taken -7%
    • Uncommon - Beast-Kin Staff [20-40, Dex 10.0 + Str 2.0,  8% Crit]
    • Uncommon - Stalwart Staff [10-20, 0% Crit], Dodge Rating +5, Dodge Mitigation +.5
    • Rare - Healing Chime [20-30, Wil 3.0, 4% Crit], Healing Done +20%
    • Rare - Wizard's Staff [15-40, Wil 4.0, 0% Crit], Magic Damage +14%
    • Epic - Chaos Beckoner’s Pylon [0-40, 4% Crit], Critical Strike Chance +18%, Damage Taken +25%
       

    Ranged Weapons
    Bows

    • Common - Short Bow [25-60, Dex 5.0, 6% Crit]
    • Uncommon - Composite Bow [15-55, Dex 7.0, 2% Crit]
    • Uncommon - Longbow [10-20, Dex 6.0 + Str 5.0, 4% Crit]
    • Rare - Slayer's Bow [-10, Dex 15.0, 10% Crit]
    • Epic - Truestrike [10-15, Dex 5.0, 100% Crit], Damage Taken +15%


    Crossbows

    • Common - Crossbow [20-75, Dex 3.5, 6% Crit]
    • Uncommon - Hunter's Cranequin [10-45, Dex 7.0, 4% Crit]
    • Rare - Arbalest [40-80, 6% Crit]
    • Rare - Deadaim Crossbow [35-55, Dex 8.0, 10% Crit]
    • Epic - Ballistae [10-25. Dex 15.0 + Str 7.0. 0% Crit], Hit Chance -8, 

    Guns

    • Common - Old Rifle [10-50, Dex 2.0 + Ing 4.0, 8% Crit]
    • Uncommon - Cartridge Rifle [25-40, Dex 6.0, 8% Crit]
    • Uncommon - Gunslinger’s Long Pistol [15-25, Dex 8.0, 2% Crit]
    • Rare - Flamespitter [20-40, Wil 6.0 Dex 6.0, 4% Crit]
    • Rare - Sniper Rifle [20-55, Dex 10.0, 0% Crit]
    • Epic - The Cannon [-40-120, Ing 10.0, 12% Crit], Damage Taken +15%

    Wands

    • Common - Old Wand [20-60, Wil 3.0, 4% Crit]
    • Uncommon - Magic Wand [10-80, Wil 3.0, 14% Crit]
    • Uncommon - Stylus of the Magi [10-20, Wil 5.0, 6% Crit], Magic Damage +5%
    • Rare - Inventor’s Focal Wand [10-40, Wil 6.0, 12% Crit], Critical Chance +5%
    • Epic - Jr. Mage's Wand [10-40, Wil 5.0, 0% Crit], Magic Damage Dealt +8%, Magic Damage Taken -10%

    ENCHANTMENTS

    Quote

    Weapons and armor have three enchantment slots each.
    Runes & Engravings are flat static bonuses to a statistic which can be applied to a piece of equipment. Runes fit to weapons, Engravings and fit to armor.
    Sigils & Aegis' are bonuses that activate under certain, general chance based conditions. Sigils fit to weapons, Aegis' attach to armor.
    These are crafted by Mystics.

    Weaponstones provide a flat, static damage bonus to a weapon(+5 or +10), as well as set the damage sub-type to the type of the stone. This does not change the main type, physical damage is still physical damage when it comes to armor rating. These are crafted by Weaponsmiths.

    Armor Undershirts and Armor Linings are crafted by Armorsmiths & Outfitters. These provide various levels of resistance to the damage sub-types. Some stronger undershirts and linings also add a weakness to the opposing type.

    In the current system, enchantments are not replaced by changing the RPG token attached to the piece of gear.

    Runes

    • [Small Rune of Clarity] +1 Magical Hit Rating
    • [Small Rune of Accuracy] +1 Physical Hit Rating
    • [Small Rune of Revenge] +5% Damage Dealt, 5% Damage Taken
    • [Small Rune of Benevolence] +3% Healing Dealt
    • [Small Rune of Sorcery] +3% Magic Damage 
    • [Small Rune of Anger] +3% Physical Damage 
    • [Small Rune of Ferocity] +2% Critical Strike
       
    • [Rune of Clarity] +2 Magical Hit Rating
    • [Rune of Accuracy] +2 Physical Hit Rating
    • [Rune of Revenge] +8% Damage Dealt, 8% Damage Taken
    • [Rune of Benevolence] +5% Healing Dealt
    • [Rune of Sorcery] +5% Magic Damage
    • [Rune of Anger] +5% Physical Damage
    • [Rune of Ferocity] +4% Critical Strike

    Sigils

    • [Small Sigil of Peace] 15% Chance to heal +7 damage when you heal.
    • [Small Sigil of Rejuvenation] 20% Chance on Healing with a Spell or Buff to Restore 1 Energy to the Target.
    • [Small Sigil of Affection] 20% Chance to heal 25 Health to your target and yourself when you deal damage.
    • [Small Sigil of Experimentation] 30% Chance on Dealing Magic Damage to deal an extra +30 Magic Damage to your Target and 30 Chaos Damage to Yourself
    • [Small Sigil of Recklessness] 30% Chance on Dealing Physical Damage to deal an extra +30 Physical Damage to your Target and 30 Chaos Damage to Yourself
    • [Small Sigil of Refreshment] When one of your Heals Critically Strikes, it Heals for 12 Additional Health.
    • [Small Sigil of Blasting] On Magical Crit deal +14 magical damage.
    • [Small Sigil of Crushing] On Physical Crit deal +14 physical damage.
    • [Small Sigil of Calm] 10% Chance to heal yourself for 10 health when you deal damage.
    • [Small Sigil of Curses] 15% Chance on Dealing Magic Damage to deal an extra 7 Magic Damage to the Target
    • [Small Sigil of Hate] 15% Chance on Dealing Physical Damage to deal an extra 7 Physical Damage to the Target
       
    • [Sigil of Peace] 25% Chance to heal +14 damage when you heal.
    • [Sigil of Rejuvenation] 30% Chance on Healing with a Spell or Buff to Restore 1 Energy to the Target.
    • [Sigil of Affection] 20% Chance to heal 40 Health to your target and yourself when you deal damage.
    • [Sigil of Experimentation] 30% Chance on Dealing Magic Damage to deal an extra +50 Magic Damage to your Target and 50 Chaos Damage to Yourself
    • [Sigil of Recklessness] 30% Chance on Dealing Physical Damage to deal an extra +50 Physical Damage to your Target and 50 Chaos Damage to Yourself
    • [Sigil of Refreshment] When one of your Heals Critically Strikes, it Heals for 24 Additional Health.
    • [Sigil of Blasting] On Magical Crit deal +25 magical damage.
    • [Sigil of Crushing] On Physical Crit deal +25 physical damage.
    • [Sigil of Calm] 17% Chance to heal yourself for 10 health when you deal damage.
    • [Sigil of Curses] 25% Chance on Dealing Magic Damage to deal an extra 15 Magic Damage to the Target
    • [Sigil of Hate] 25% Chance on Dealing Physical Damage to deal an extra 15 Physical Damage to the Target

    Engravings

    • [Small Engraving of Denial] +1 dodge mitigation.
    • [Small Engraving of Shifting] +2 dodge rating.
    • [Small Engraving of Faith] +10% healing taken.
    • [Small Engraving of Silk] -7% magical damage taken.
    • [Small Engraving of Iron] -7% physical damage taken.
       
    • [Engraving of Denial] +2 dodge mitigation.
    • [Engraving of Shifting] +4 dodge rating.
    • [Engraving of Faith] +15% healing taken.
    • [Engraving of Silk] -12% magical damage taken.
    • [Engraving of Iron] -12% physical damage taken.

    Aegis'

    • [Small Aegis of Desperation] 20% Chance on taking damage to heal for 12 health.
    • [Small Aegis of Solidarity] 30% Chance on receiving healing to heal for 12 health.
    • [Small Aegis of Billowing] 35% Chance on taking damage to gain 1 dodge mitigation for 1 round.
    • [Small Aegis of Agility20% Chance on taking damage to gain 3 dodge rating for 1 round.
    • [Small Aegis of Disbelief] 20% Chance on taking magical damage to gain 10% magical mitigation for 1 round.
    • [Small Aegis of Pride] 20% Chance on taking physical damage to gain 10% physical mitigation for 1 round.
       
    • [Aegis of Desperation] 20% Chance on taking damage to heal for 24 health.
    • [Aegis of Solidarity] 60% Chance on receiving healing to heal for 12 health.
    • [Aegis of Billowing] 35% Chance on taking damage to gain 2 dodge mitigation for 1 round.
    • [Aegis of Agility40% Chance on taking damage to gain 3 dodge rating for 1 round.
    • [Aegis of Disbelief] 40% Chance on taking magical damage to gain 10% magical mitigation for 1 round.
    • [Aegis of Pride] 40% Chance on taking physical damage to gain 10% physical mitigation for 1 round.


    RINGS

    Quote

    These rings may be obtained by completing Level 85 Bulk Orders. 
    Other rings may exist in the world, but their effects shall be discovered in game.
    You may use the [Identifying Glass] object on a ring to see their effect in game. It can be bought from the Bag-selling NPC.
    All of the profession rings require attunement. (Must be equipped for 1h to take effect, may only wear 2 attuned item at any time.)

    Armorsmith

    • [Defender's Band] +5% Damage Reduction, -5% Damage Output
    • [Ring of Cooperation] +5% Healing Taken
    • [Heavy Silver Ring] -5% Physical Damage Taken

    Weaponsmith

    • [Slayer's Band] +2.5% Physical Damage
    • [Ring of Bravery] +3% Outgoing Damage, +3% Incoming Damage
    • [Stratagem Band] +2 Dodge Rating

    Outfitter

    • [The Jade Eye] +1 Dodge Mitigation
    • [Cutthroat Band] +2% Critical Strike
    • [Falcon's Hook] +1 Hit Rating

    Provisioner

    • [Clergy Ring] +2.5% Outgoing Healing
    • [Quicksilver Ring] +2 Initiative
    • [Band of Vigor] +25 Maximum HP, +1 Starting Energy

    Mystic

    • [Invoker's Signet] +2.5% Magic Damage
    • [Starry Band] +1 Maximum Energy
    • [Cobalt Ring] -5% Magic Damage Taken

     


  5. RPG ABILITY DICTIONARY

    The RPG system has a long list of abilities and spell effects for players to use in game. This document will list those abilities and the terms associated with them. Discussion, questions, and suggestions can be made in THIS thread.

     

    RPG TERMS

    Quote

     

    RPG System - The general term for everything related to the custom system we have on the server for combat, economics, and otherwise. This is a catch all term.

    RPG Handbook - The item that all players start with that allows you quick access to your character sheet, abilities, fight, and states.

    HP - Health Points, this is the stat that governs how much damage you can suffer before falling in combat.

    Energy - A resource that regenerates in combat and allows you to perform actions on your turn, various effects return Energy, but the primary source is the Ingenuity Attribute.

    Essence - A resource that regenerates slowly over the day. It allows you to perform powerful or special moves in and out of combat.

    Fatigue - A tracked stat on your character, accrued from fighting, swimming, or travel- this effect can make your character more clumsy or even hurt themselves if you get too tired.

    Physical Damage - A damage school based on weapons, physical strikes, and bleeding and disease. Physical Damage is usually mitigated by armor and other effects.

    Magic Damage - A damage school based on spells, lingering magic, and explosions. Magic Damage is usually mitigated by the Willpower attribute and other effects.

    Chaos Damage - A damage school that is context specific. Chaos Damage ignores damage mitigation.

    Melee Action Check - An ability modifier that takes your Strength or Dexterity (Whichever is higher) plus 2D5 getting a score used for attacks, skill checks, and so on.

    Magical Action Check - An ability modifier that takes your Willpower plus 2D5 getting a score used for attacks, skill checks, and so on.

    Dodge Rating - Effects your chance to dodge incoming damage, dodging an attack requires your dodge rating to outscore an enemy's Hit Chance. Granted by Perception and certain equipment and spells.

    Dodge Mitigation - Effects how much damage you ignore when you successfully dodge. Granted by Dexterity and certain equipment and spells.

    Hit Chance - Effects the accuracy of your attacks and spells, usually granted by the primary 'damage' attribute of your attack, like Strength, Dexterity, or Willpower. Some equipment and effects also grant Hit Chance.

    Weapon Damage - A function of the relevant weapon, Main Hand, Off-Hand, and Ranged Weapons exist and are used for different attacks. 

    Engaged - A target's ability to interact at melee range. At the start of a fight all targets are disengaged, but can use 'Move' or other actions to get close to a target to hit them with melee range attacks. Some attacks require you to be Engaged, others require you not be Engaged.

    Self - An Ability targeting type, usually means the ability only effects your own character.

    Target - An Ability targeting type, usually means you must have a target selected in game to hit with the ability.

    Cleave - An Ability targeting type, usually means it will target everyone engaged to your own character.

    Party - An Ability Targeting type, usually means it will affect yourself and everyone in your party.

    Attack - An Ability action type, usually means a negative effect or damage will be dealt to the target.

    Heal - An Ability action type, usually means health will be restored to the target.

    Utility - An Ability action type, usually means an effect or permanent change will occur on the target.

    Buff - An Ability action type, usually means a lasting, positive effect or heal will be dealt to the target.

    Debuff - An Ability action type, usually means a lasting, negative effect or damage will be dealt to the target.

    Martial - An Ability school used for physical abilities with a focus on melee attacks.

    Tactical - An Ability school used for physical combat oriented utility actions.

    Subterfuge - An Ability school based around dirty fighting and flashy skills.

    Marksman - An Ability school used for physical abilities with a focus on ranged attacks.

    Audacity - An Ability school used for skills that lynchpin on luck and the Ingenuity attribute.

    Divine - An Ability school used for spells with a holy or pure spirit.

    Unholy - An Ability school used for spells of shadow and fel.

    Arcane - An Ability school used for spells of learned, principled magic.

    Wild - An Ability school used for feral magic of the elements and nature.

    Shapeshifting - An Ability school used for changing your race or class.

    Generic - An Ability school used for non-specific utility actions and attacks.

     

     

    RPG ABILITIES

    Quote

     

    RPG Abilities will be broken down in the following format:

     

    TEST SPELL (10) Essence (1) Ranged (Generic) 

    Target Buff, Does things and stuff based on your Perception * 2- lasts for 1 Rounds

     

    'Test Spell' will refer to the name associated with the spell it acts as a small descriptor. '(10)'  is it's Energy Cost. 'Essence (1)' is the abilities cost in the limited resource Essence. 'Ranged' is an extra tag on a spell, if a spell is tagged as ranged, you do not need to be engaged to your target to use it. '(Generic)' refers to the ability school it belongs to. The next line begins with 'Target Buff' this refers to the target choice, in this case it only targets someone else and it applies an effect over time. 'Does things and stuff based on your Perception * 2' describes the abilities function. '- lasts for 1 Rounds' is a description of how long the effect lasts, this is only present on buffs and debuffs.

     

     

     

    Base Actions
    Quick Attack (8) (Martial) 
    Target Attack, Mainhand Weapon Damage * 45% as Physical Damage
    Basic Attack (15) (Martial) 
    Target Attack, Mainhand Weapon Damage * 100% and Offhand Weapon Damage * 20% as Physical Damage  
    Full Attack (20) (Martial)  
    Target Attack, Mainhand Weapon Damage * 135% and Offhand Weapon Damage * 70% as Physical Damage
    Ranged Attack (6) Ranged (Marksman) 
    Target Attack, Ranged Weapon Damage * 40%, Can not be used while Engaged
    Precision Shot (16) Ranged (Marksman) 
    Target Attack, Ranged Weapon Damage * 140% As Physical Damage, Can not be used while Engaged
    Change Weapon (5) (Generic) 
    Self Utility, Changes the current Equipped Weapons to what is equipped on the Paperdoll
    Flee (10) (Generic) 
    Self Utility, Attempts to escape the current fight, All remaining Energy will be consumed when using this skill, Can not be used until your Second Turn. If you Remain near the active fight for the next 2 hours, you have a chance to gain additional injuries and fatigue throughout
    Execute (20) (Generic) 
    Target Utility, kills a target when they are at 0 Health
    Injure* (15) (Generic)
    Target Utility, injures a target player when they are at 0 Health, can specify the injury
    Move (10) Ranged (Generic)
    Target Utility, Attempt to Engage a Target. If self targeted, you will attempt to break all current Engagements via a Melee Action Check versus engaged Target’s Melee Action Check
    Guard (10) Ranged (Generic) 
    Target Buff, Any ‘Move’ Action taken to the target is redirected to the caster instead, you will also engage all characters currently engaged to the target, can not be used while currently engaged, this effect will be removed if you move or break engagements- lasts until canceled
    End (0) (Generic)
    Ends your turn.
    Use Potion (8) (Generic)  
    Self Utility, Consumes a potion and grants its effects. This ability is automatically triggered when clicking a potion in your inventory on your turn
    Use Scroll (12) (Generic)  
    Self Utility, Consumes a Scroll and grants its effects. This ability is automatically triggered when clicking a potion in your inventory on your turn
    Wand Attack (14) Ranged (Marksman) 
    Target Attack, Mainhand Weapon Damage * 85% as Magic Damage, This spell can only be used if you have a Wand Equipped

    Physical Abilities
    Charge (18) Ranged (Martial) 
    Target Utility, Attempt to Engage a Target, if you engage to the target than target Attack, Mainhand Weapon Damage * 105% as Physical Damage, than Self Debuff, increases all Damage taken by 30%- lasts for 1 Round, Can not be used while Engaged
    Evade (12) (Tactical) 
    Self Buff, Increases your Dodge Rating by your Melee Action Check * 75%- lasts for 1 Rounds
    Grapple (8) (Tactical) 
    Target Attack, Perform a Melee Action Check against your target, if you succeed, than Debuff Target and Self, The next ‘Move’ action taken by the target fails- lasts for 3 Rounds
    Rend (10) (Martial) 
    Target Debuff, Strength Scale 2.0 as Physical Damage per Round- lasts for 8 Rounds
    Overpower (16) (Martial) 
    Target Attack, Mainhand Weapon Damage * 90% as Physical Damage, The Hit Chance of this Ability is increased by Melee Action Check/2
    Poison Strike (8) (Subterfuge)
    Target Debuff, Dexterity Scale 2.5 as Physical Damage per Round- lasts for 6 Rounds
    Cleave (18) (Martial) 
    Cleave Attack, Mainhand Weapon Damage * 95% as Physical Damage to all targets engaged to you
    Crippling Shot (14) Ranged (Marksman) 
    Target Attack, Ranged Weapon Damage * 100% as Physical Damage, than Target Debuff, Target loses 2 Energy per round- lasts for 2 Rounds
    Searing Arrow (15) Ranged (Marksman) 
    Target Attack, Ranged Weapon Damage * 125% As Magic Damage, Can not be used while Engaged
    Kill Shot (18) Essence (1) Ranged (Marksman) 
    Target Attack, Target’s missing health * 9% plus Ranged Weapon Damage * 50% as Physical Damage, this attack automatically Critically Strikes, Can not be used while Engaged, This attack can not do more than 250 Damage before Critical Strikes
    Bludgeon (16) (Martial) 
    Target Attack, Melee Action Check * 800% as Physical Damage
    Heavy Kick (10) (Martial) 
    Target Attack, Melee Action Check * 450% as Physical Damage
    Throw Spear (12) Ranged (Marksman) 
    Target Attack, Melee Action Check * 450% as Physical Damage, Can not be used While Engaged
    Demoralizing Shout (14) (Tactical) 
    Cleave Debuff, All targets engaged to you deal Melee Action Check * 1.1 Percent less Damage- lasts for 4 Rounds
    Encouragement (10) Ranged (Tactical) 
    Target Attack, Melee Action Check * 500% as Physical Damage, than Target Buff, Increases outgoing Damage by Melee Action Check * 2.5 Percent- lasts for 1 Rounds, Can not be cast on Self
    Attack Order (15) Essence (1) Ranged (Tactical) 
    Target Debuff, Reduce Target’s Dodge Rating by Melee Action Check/4 and Increases Incoming Physical Damage by 10%- lasts for 5 Rounds
    Bolster (12) Essence (1) Ranged (Tactical) 
    Target Buff, Reduces Incoming Damage by Self Dodge Rating * 4 Percent- lasts for 2 Rounds, Can only be used on a target with the ‘Guard’ buff, Can not be used on Self
    Shiv (8) (Subterfuge)
    Target Attack, Offhand Weapon Damage * 45% as Chaos Damage, This attack is affected by your current Physical Damage modifiers
    Point Blank Shot (14) (Marksman) 
    Target Attack, Ranged Weapon Damage * 120% as Physical Damage 
    Revenge (18) Essence (1) (Martial) 
    Target Attack, Self Missing Health * 20% plus Mainhand Weapon Damage * 70% as Physical Damage, This attack can not do more than 250 Damage before Critical Strikes
    Shield Slam (16) Essence (1) (Martial) 
    Target Attack, Offhand Weapon Damage * 100% plus Self Dodge Rating * 200% as Physical Damage, than Target Utility, If this Attack Critically Strikes, remove 1 Buff, This spell can only be used if you have a Shield Equipped, The Critical Strike Chance of this Action is increased by 35%
    Obliterate (18) Essence (1) (Martial) 
    Target Attack, Mainhand Weapon Damage * 165% as Physical Damage(On the next turn, target must remain Engaged to Self), this attack automatically Critically Strikes, than Self Debuff, Can not perform any Action and sets Energy Regeneration to 0- lasts for 1 Rounds
    Twin-Snipe (18) Ranged (Marksman) 
    Target Attack, Ranged Weapon Damage * 90% As Physical Damage, than Target Attack. Ranged Weapon Damage * 90%, Your Hit Chance for this attack is reduced by 3, Can not be used while Engaged
    Toxic Shot (10) Ranged (Marksman) 
    Target Debuff, Dexterity Scale 2.5 as Physical Damage per Round- lasts for 6 Rounds
    Disengage (16) Essence (2) (Marksman) 
    Target Attack, Ranged Weapon Damage * 70% as Physical Damage, than Self Utility, Break all engagements, This counts as a move action
    Wyvern Sting (15) Ranged (Marksman) 
    Target Attack, Ranged Weapon Damage * 125% As Physical Damage, if the Target has a Debuff on them remove it and Wyvern Sting deals Chaos Damage affected by your Physical Damage modifiers instead, Can not be used while Engaged
    Shield Block (12) (Tactical) 
    Self Buff, Reduces incoming and outgoing Damage by Self Dodge Rating * 2 Percent, This spell can only be used if you have a Shield Equipped- lasts for 3 Rounds
    Boomerang Toss (12) Ranged (Marksman) 
    Target Attack, Melee Action Check * 275% as Physical Damage, than Target Utility, Removes 2 Energy, Can not be used While Engaged
    Burgeoning Rage (16) Essence (1) (Tactical)
    Self Buff, Increases your Strength and Dexterity by .5 and Increases Incoming Damage by 5% per turn, this effect stacks- lasts for 13 Rounds
    Battle Cry (10) Ranged (Tactical) 
    Party Buff, Increases Physical Damage done by 4% and Critical Strike Chance by 1.5% for all members of your party, this effect stacks to a maximum of 5- lasts for 5 Rounds
    Throw Stone (6) Ranged (Marksman)
    Target Attack, Melee Action Check * 175% as Physical Damage
    Weaving Strike (12) (Subterfuge)
    Target Attack, Mainhand Weapon Damage * 60%, than Self Buff, Restores 2 Energy- lasts for 2 Rounds
    Righteous Protection (14) Essence (1) (Divine) 
    Self Buff, Increases Constitution by 1, Dodge Rating by 1, and Incoming Healing by 20%, you may not cast Wild and Unholy spells while this Buff persists- lasts for 11 Rounds
    Unholy Strength (14) Essence (1) (Unholy)
    Self Buff, Increases Constitution by 1, Hit Chance by 1, and Restores Health equal to your Missing Health * 4% per Round, you may not cast Arcane and Divine spells while this Buff persists- lasts for 11 Rounds
    Dusk Strike (16) (Unholy)
    Target Attack, Mainhand Weapon Damage * 80% as Physical Damage, than Target Debuff, Willpower Scale 5.0 as Magic Damage per Round- lasts for 2 Rounds
    Rake (18) (Martial)
    Target Debuff, Melee Action Check * 200% as Physical Damage per Round- lasts for 7 Rounds
    Flurry (5) (Subterfuge)
    Target Attack, Mainhand Weapon Damage * 19% and Offhand Weapon Damage * 19% as Physical Damage
    Pierce (16) (Subterfuge)
    Target Attack, Mainhand Weapon Damage * 50% and Offhand Weapon Damage * 20% as Physical Damage, than Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Shatter Shot- lasts for 8 Rounds
    Shatter Shot (12) Ranged (Marksman) 
    Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Pierce, This spell can only be used if you have a Ranged Weapon Equipped- lasts for 8 Rounds


    Class Actions

    Players may only choose 2 of these per class that they belong to.

     

    Warrior

    Mortal Strike (20) Essence(1) (Martial) 
    Target Attack, Mainhand Weapon Damage* 135% plus 20 as Physical Damage, than Target Debuff, Reduces Incoming healing by 35%- lasts for 3 Rounds
    Devastate (15) (Martial) .cast 44079 self cast at target
    Target Attack, Target Attack, Mainhand Weapon Damage * 30%, The Damage of this Attack is increased by 100% for Each Stack of ‘Pierced Armor’ on the Target, than Target Debuff, Reduces the Target’s Current Physical Damage Reduction by 25%, this effect stacks to a maximum of 3, This Effect Stacks With Shatter Shot- lasts for 8 Rounds, This spell can only be used if you have a Shield Equipped
    Whirlwind (20) (Martial) 
    Cleave Attack, Mainhand Weapon Damage * 100% and Offhand Damage * 50% as Physical Damage to all targets Engaged to you
    Enraged Regeneration (14) Essence (2) (Tactical) 
    Self Buff, Restores Health Equal to 10% of your Maximum Health per Round, the Healing from this ability can not critically strike- lasts for 3 Rounds
    Recklessness (5) Essence (2) (Tactical) .cast 90929 self cast than .unaura 90929 self after a moment
    Self Buff, Increases Critical Strike chance by 45% and Incoming Damage by 35%- lasts for 2 Rounds 
     

    Paladin
    Crusader Strike (18) (Divine) 
    Target Attack, Mainhand Weapon Damage * 135% as Magic Damage, The Hit Chance of this Ability is increased by Melee Action Check/1.5
    Blessing of Sanctuary (14) Ranged (Divine) 
    Target Buff, Reduces incoming damage by 18% and Grants 1 Constitution - lasts for 5 Rounds
    Holy Shock (12) Ranged (Divine) 
    Target Attack, Magical Action Check * 385% as Magic Damage, if the target is friendly it heals instead, The Critical Strike Chance of this Action is increased by 18%
    Judgement (10) Ranged (Divine) 
    Target Debuff, Every successful Attack Action made against the this target restores 8 Health and 1 Energy- lasts for 4 Rounds
    Devotion Aura (8) (Divine) 
    Party Buff, Inspires everyone in your party, reducing incoming Physical Damage by 5%- lasts until Cancelled, Can not be removed

    Hunter
    Beastial Wrath (18) Essence (2) (Tactical) 
    Self Buff, Increases Ingenuity by Ingenuity * .6 and Increases Damage dealt by 25% - lasts for 4 Rounds
    Aimed Shot (18) Essence (1) Ranged (Marksman)
    Target Attack, Ranged Weapon Damage * 90% plus Dexterity Scale 5.0 as Physical Damage, than Target Debuff, Reduces Incoming healing by 50%- lasts for 3 Rounds, Can not be used while Engaged, This attack automatically Critically Strikes
    Black Arrow (12) Ranged (Marksman) 
    Target Debuff, Dexterity Scale 2.5 plus Willpower Scale 2.5 as Magic Damage per Round, This spell can only be used if you have a Ranged Weapon Equipped- lasts for 7 Rounds
    Frost Trap (10) Ranged (Tactical) 
    Target Debuff, The next ‘Move’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
    Aspect of the Dragonhawk (12) Essence (1) (Subterfuge) .cast 8115 self cast than .unaura 8115
    Self Buff, Increases Dodge Chance by 2 and Outgoing Physical Damage by 12%, This spell can only be used if you have a Ranged Weapon Equipped- lasts until Cancelled
     

    Shaman
    Lava Burst (18) Essence (1) Ranged (Wild)
    Target Attack, Magical Action Check * 800% as Magic Damage, if the Target has a Debuff on them remove it and Lava Burst automatically Critical Strikes
    Windfury Weapon (12) Ranged (Wild)
    Target Buff, Increases Target’s Outgoing Physical Damage by 8% and whenever the Target deals Physical Damage, they deal an additional 8 Points of Physical Damage- lasts for 4 Rounds, if cast on Self the buff duration is increased to 8 Rounds
    Healing Wave (16) Ranged (Wild) 
    Target Heal, Magical Action Check * 700%  as Healing, than Target Buff, Reduces incoming Damage by 10%- lasts for 2 Rounds
    Earth Shock (10) Ranged ( Wild) 
    Target Attack, Melee Action Check plus Magical Action Check * 200% Willpower as Magic Damage, than Target Debuff, Reduces Outgoing Damage and Healing by 5%- lasts for 2 Rounds
    Dispel Magic (14) Ranged (Arcane)
    Target Utility, Removes one Buff and one Debuff from the Target, Can not be cast on Self

    Druid
    Moonfire (10) Ranged (Wild)
    Target Attack, Willpower Scale 4.0 as Magic Damage, than Target Debuff, Willpower Scale 4.0 as Damage per Round- lasts for 2 Rounds
    Rejuvenate (10) Ranged (Wild)
    Target Buff, Willpower Scale 4.5 as Healing per Round- lasts for 3 Rounds
    Mangle (10) (Martial)
    Target Attack, Melee Action Check * 275% as Physical Damage, than Target Debuff, Increases incoming Physical Damage by 10%- lasts for 8 Rounds
    Mark of the Wild (12) Ranged (Wild)
    Target Buff, Increases all Attributes by 1 and reduces incoming Damage by 5%- lasts for 5 Rounds
    Barkskin (10) Essence (1) (Tactical)
    Self Buff, Reduces incoming Damage by 35%- lasts for 2 Rounds

    Rogue
    Mutilate (18) (Subterfuge)
    Target Attack, Mainhand Weapon Damage * 80% and Offhand Weapon Damage * 80% as Physical Damage, The Damage of this spell is increased by 20% for each Debuff on the target, to a maximum of 60%
    Killing Spree (20) Essence (1) (Subterfuge)
    Target Attack, Target Attack, Mainhand Weapon Damage * 37.5% and Offhand Weapon Damage * 37.5% as Physical Damage, Than Target Attack, Target Attack, Mainhand Weapon Damage * 37.5% and Offhand Weapon Damage * 37.5% as Physical Damage, Than Target Attack, Target Attack, Mainhand Weapon Damage * 37.5% and Offhand Weapon Damage * 37.5% as Physical Damage
    Hemorage (10) (Subterfuge) 
    Target Attack,  Mainhand Weapon Damage * 20% and Offhand Weapon Damage * 8% as Physical Damage, than Target Debuff, Whenever the Target receives Physical Damage from an Attack Action they receive an additional 4 Points of Physical Damage- lasts for 5 Rounds
    Shadowstep (6) Essence (1) Ranged (Subterfuge) 
    Target Utility, Perform a ‘Move’ action to a Target unit and bypasses the ‘Guard’ Buff, This action removes all other Engagements on Self
    Vanish (4) Essence (4) (Subterfuge) 
    Self Utility, Breaks all Engagements and Removes all Buffs and Debuffs

    Priest
    Power Word: Fortitude (12) Ranged (Divine) 
    Party Buff, Increases Constitution by 1 for everyone in your Party- lasts for 11 Rounds
    Greater Heal (18) Ranged (Divine) 
    Target Heal, Magical Action Check * 1000% as Healing
    Shadow Form (8) (Unholy) 
    Self Buff, Engulfs you in Shadows increasing Outgoing Magical Damage by 8% and reducing Incoming Damage by 4%, but preventing you from using Wild and Divine Skills. Can be used outside of Combat, cast this spell again to remove this Buff, can not be removed by any other means
    Devouring Plague (15) Ranged (Unholy) 
    Target Debuff, Willpower Scale 3.5 as Magic Damage per round and the Caster is healed for the Damage Dealt- lasts for 5 Rounds
    Dispel Magic (14) Ranged (Arcane)
    Target Utility, Removes one Buff and one Debuff from the Target, Can not be cast on Self

    Mage
    Ice Lance (8) Ranged (Arcane) 
    Target Attack, Willpower Scale 4.0 as Magic Damage, The Damage of this spell is increased by 40% for each Debuff on the target, to a maximum of 200%
    Pyroblast (18) Essence (1) Ranged (Arcane) 
    Target Attack, Magical Action Check * 1200% as Magic Damage(On the next turn), this attack automatically Critically Strikes, than Self Debuff, Can not perform any Action and sets Energy Regeneration to 0- lasts for 1 Rounds
    Arcane Explosion (12) (Arcane) 
    Cleave Attack, Magical Action Check * 425% as Magic damage to all targets engaged to Self
    Ice Block (8) Essence (2) (Arcane) 
    Self Buff, Automatically ends your turn, Removes all debuffs and prevents them from being applied to you, and reduces Incoming Damage by 100%, you can not perform any ability or action while this buff is active- lasts for 2 Rounds
    Mana Shield (5) (Arcane) 
    Self Buff, Consumes your remaining Energy and You receive Temporary HP equal to your remaining Energy * (Magical Action Check/2)- lasts for 4 Rounds, Sources of Temporary HP do not stack

    Warlock
    Curse of Exhaustion (10) Ranged (Unholy) 
    Target Debuff, The next ‘Move’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
    Fel Armor (10) Essence (1) (Unholy)
    Self Buff, Increases Outgoing Magic Damage by 15% and Restores Health Equal to your Maximum Health * 2% per Round, you may not cast “Divine” spells while this Buff persists- lasts 13 Rounds
    Chaos Bolt (18) Essence (1) Ranged (Unholy) 
    Target Attack, Magical Action Check * 900% as Chaos Damage, This attack is affected by your current Magic Damage modifiers
    Curse of Agony (8) Ranged  (Unholy) 
    Target Debuff, Willpower Scale 2.5 as Magic Damage per Round- lasts for 6 Rounds
    Shadow Bolt (18) Ranged (Unholy) 
    Target Attack, Magical Action Check * 1050% as Magic Damage

    Death Knight
    Hysteria (14) Ranged (Unholy)
    Target Buff, Increases Outgoing Damage by 25%, than Target Debuff, Target’s Constitution * 5.0 plus 35 as Chaos Damage per round, This attack is affected by your current Magic Damage modifiers- Lasts 4 Rounds
    Lichborne (5) Essence (2) (Unholy) 
    Self Utility, Remove all Debuffs and Buffs
    Ebon Plague (15) (Unholy) 
    Target Debuff, Strength Scale 3.0 and Willpower Scale 3.0 as Magic Damage per Round and incoming Magic Damage is increased by 10%- lasts for 5 Rounds
    Death Strike (14) (Unholy) 
    Target Attack, Mainhand Weapon Damage * 60% and Offhand Weapon Damage * 20% as Physical Damage, you Heal for the Damage done by this ability
    Plague Strike (18) (Unholy)
    Target Attack, Mainhand Weapon Damage * 120% plus Offhand Weapon Damage * 48% as Magic Damage, The Damage of this spell is increased by 8% for each Debuff on the target, to a maximum of 24%



    Magical Action

    Buffs
    Iron Skin (15) (Arcane) 
    Self Buff, Reduces Physical Damage Taken by Willpower * 5 Percent- lasts for 5 Rounds
    Magic Barrier (15) (Arcane) 
    Self Buff, Reduces Magic Damage Taken by Willpower * 5 Percent- lasts for 5 Rounds
    Sorcerer’s Attunement (12) (Wild) 
    Self Buff, Increases Willpower by Willpower Scale .33- lasts for 6 Rounds
    Ogre’s Attunement (12) (Wild) 
    Self Buff, Increases Strength by Willpower Scale .33- lasts for 6 Rounds
    Scoundrel’s Attunement (12) (Wild)
    Self Buff, Increases Dexterity by Willpower Scale .33- lasts for 6 Rounds
    Mark of the Bulwark (12) Ranged (Arcane) 
    Target Buff, Reduces Damage taken and Damage dealt by Willpower * 3.5 Percent- lasts for 5 Rounds
    Mark of the Rager (12) Ranged (Arcane) 
    Target Buff, Increases Damage taken and Damage dealt by Willpower * 3.5 Percent- lasts for 5 Rounds
    Mark of the Master (16) Essence (1) Ranged (Arcane) 
    Target Buff, Decreases Damage taken and Increases Damage dealt by Willpower * 3.5 Percent- lasts for 5 Rounds
    Mark of the Mender (12) Ranged (Arcane) 
    Target Buff, Willpower Scale 4.5 as Healing- lasts for 3 Rounds
    Evoke: Holy (10) (Divine)
    Self Buff, Increases Outgoing Healing by 20%, you may not cast “Unholy” spells while this Buff persists, Requires, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
    Evoke: Shadow (10) (Unholy)
    Self Buff, Reduces Incoming Damage by 12%, you may not cast “Divine” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
    Evoke: Arcane (10) (Arcane)
    Self Buff, Increases your Maximum Energy by 6, you may not cast “Wild” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
    Evoke: Elements (10) (Wild)
    Self Buff, Increases Damage done by 15%, you may not cast “Arcane” spells while this Buff persists, This spell can only be used if you have a Wand Equipped- lasts for 8 Rounds
    Arcane Brilliance (18) (Arcane) 
    Party Buff, Inspires everyone in your party, Increasing Maximum Energy by 2 and Outgoing Magic Damage and Healing by 8%- lasts for 11 Rounds

    Attack
    Molten Blast (15) Ranged (Arcane) 
    Target Attack, Magical Action Check * 775% as Magic Damage
    Icy Crush (12) Ranged (Wild) 
    Target Attack, Magical Action Check * 500% as Magic Damage
    Arcane Jolt (6) Ranged (Arcane) 
    Target Attack, Magical Action Check * 225% as Magic Damage
    Shadow Blast (16) Ranged (Unholy) 
    Target Attack, Willpower Scale 5.0 as Magic Damage, than Target Debuff, Magical Action Check * 675% as Magic Damage per Round- lasts for 1 Rounds
    Divine Sheer (16) Ranged (Divine) 
    Target Attack, Magical Action Check * 650% as Magic Damage, The Hit Chance of this Ability is increased by Magical Action Check /2
    Scorching Touch (10) (Wild) 
    Target Attack, Willpower Scale 3.0 as Magic Damage, than Target Debuff, Willpower Scale 4.5 as Magic Damage- lasts for 2 Rounds
    Frost Barbs (18) Ranged (Arcane)
    Target Attack, Magical Action Check * 725% as Magic Damage, than Target Debuff, Incoming Damage is increased by 10%- lasts for 2 Rounds
    Arcane Salvo (20) Essence (1) Ranged (Arcane)
    Target Attack, Magical Action Check * 800% as Magic Damage, than Self Buff, Restore 3 Energy per Round- lasts for 3 Rounds
    Siphon of Darkness (14) Ranged (Unholy) 
    Target Attack, Magical Action Check * 400% as Magic Damage, The caster Heals for the Damage done by this attack
    Holy Strike (14) (Divine) 
    Target Attack, Melee Action Check plus Magical Action Check * 350%  as Magic Damage
    Fiery Burst (18) (Arcane) 
    Cleave Attack, Magical Action Check * 900% as Magic Damage to all targets engaged to you
    Lightning Rod (20) Essence (1) Ranged (Wild) 
    Target Attack, Magical Action Check * 500% as Magic Damage, than Cleave Attack, Magical Action Check * 900% as Magic Damage to all to all targets engaged to the target
    Sting of the Wild (14) Ranged (Wild) 
    Target Attack, Magical Action Check * 575% as Magic, than Target Debuff, Reduces Outgoing Damage by 10%- lasts for 1 Rounds
    Lightning Bolt (16) Ranged (Wild) 
    Target Attack, Magical Action Check * 650% as Magic Damage,  The Hit chance of this Ability is increased by Magical Action Check/2
    Overwhelming Blast (20) Essence (2) Ranged (Arcane) 
    Target Attack, Magical Action Check * 600% as Magical Damage, than Target Utility, Remove all Engagements and the ‘Guard’ Buff
    Dark Vestiges (18) Essence (1) Ranged (Unholy) 
    Target Attack, Target’s Missing Health * 21% plus Willpower Scale 6.0 as Magical Damage, This attack can not do more than 250 Damage before Critical Strikes
    Arc Lightning (8) Ranged (Wild) 
    Target Attack, Magical Action Check * 375% as Magical Damage, than Target Utility, Restore 3 Energy, Can not be cast on Self
    Clutch of Winter (20) Ranged (Arcane) 
    Target Attack, Magical Action Check * 625% as Magic Damage, Target Debuff, The next ‘Move’ or ‘Flee’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
    Focused Burn (20) Ranged (Wild) 
    Target Attack, Magical Action Check * 1100% as Magic Damage
    Shadow Consumption (20) Essence (1) (Unholy)
    Cleave Attack, Magical Action Check * 550% as Magic Damage to all targets engaged to you, The caster Heals for half the Damage done by this attack
    Shadow Lash (14) Ranged (Unholy)
    Target Attack, Magical Action Check * 525% as Magical Damage, The Damage of this spell is increased by 30% for each Debuff on the target, to a maximum of 60%
     

    Debuffs
    Corroding Magic (10) Ranged (Unholy) 
    Target Debuff, Willpower Scale 2.5 as Magic Damage per Round- lasts for 6 Rounds
    Unstable Magic (12) Ranged (Arcane) 
    Target Debuff, Willpower Scale 3.25 as Magic Damage per Round- lasts for 5 Rounds
    Fuse Magic (14) Ranged (Wild) 
    Target Debuff, Willpower Scale 2.0 as Magic Damage per Round- lasts for 15 Rounds
    Cripple (12) Ranged (Unholy) 
    Target Debuff, Target loses 3 Energy per Round- lasts for 5 Rounds
    Amplify Magic (12) Ranged (Arcane)
    Target Debuff, Increases Incoming Magic Damage and Incoming Healing by 15%- lasts for 5 Rounds 
    Terrify (6) Essence (1) Ranged (Unholy) 
    Target Debuff, The next ‘Move’ action taken by the target fails, than Target Buff, Immune to ‘Move’ impairing Debuffs- lasts for 3 Rounds
    Mark of the Scorned (14) Ranged (Arcane) 
    Target Debuff, Reduces Incoming healing by 35%- lasts for 6 Rounds
    Insect Swarm (14) Ranged (Wild) 
    Target Debuff, Willpower Scale 2.25 as Physical Damage and Target’s Hit Chance is reduced by 2- lasts for 7 Rounds
    Engulfing Flames (18) Ranged (Unholy) 
    Target Debuff, Willpower Scale 2.5 as Chaos Damage per Round, This attack is affected by your current Magic Damage modifiers- lasts for 8 Rounds
    Proselytize (14) Essence (1) Ranged (Divine) 
    Target Debuff, You may not cast “Unholy” spells while this Debuff persists and Increases Incoming Healing by 50%, Can not be cast on Self- lasts for 2 Rounds
    Mounting Corrosion (12) Ranged (Unholy)  
    Target Debuff, Reduces the Target’s Current Magical Damage Reduction by 25%, this effect stacks to a maximum of 3- lasts for 8 Rounds 

    Utility
    Blink (10)  (Arcane) 
    Self Utility, Attempt to break all current Engagements via a Magical Action Check versus engaged Target’s Melee Action Check
    Meditation (6) Essence (3) (Arcane) 
    Self Utility, Restore Energy equal to your Willpower * 2.5
    Purge (12) (Wild) 
    Target Utility, Removes 1 Buff and 1 Debuff from the Target, Can not be cast on Self
    Purify Spirit (4) Essence (1) (Divine) 
    Self Utility, Removes all Debuffs from Self, than Self Attack, Constitution Scale 5.0 plus 75 as Chaos Damage, This attack is affected by your current Magic Damage modifiers
    Divine Shield (18) Essence (1) (Divine) 
    Self Buff, Automatically ends your turn, Removes all debuffs and prevents them from being applied to you, and reduces Incoming Damage by 100%, you can not perform any ability or action while this buff is active- lasts for 2 Rounds
    Light Spike (8) Ranged (Divine) 
    Target Heal, Magical Action Check * 275% as Healing
    Nature’s Guidance (10) Ranged (Wild)  
    Target Heal, Magical Action Check * 225% as Healing, than Target Buff, Increases all Attributes by 1- lasts for 1 Rounds

    Improvised Action
    Dive (8) Essence (1) (Audacity) .cast 24222 self cast 
    Self Utility, Attempt to break all current Engagements via Ingenuity * 3.5 versus engaged Target’s Melee Action Check
    Shove (12) (Audacity) 
    Target Utility, Target loses energy equal to your Ingenuity * 1.5
    Distracting Flourish (10) Essence (1) Ranged (Audacity) 
    Target Debuff, Target deals Ingenuity * 5 Percent less damage- lasts for 1 Rounds
    Scream (20) Essence (2) (Audacity) 
    Self Heal, Ingenuity Scale 12.5 as Healing, than Self Buff, Increases Ingenuity by Ingenuity * .6, Increases Outgoing Damage by 10%- lasts for 4 Rounds
    Focus Energy (8) Essence (1) (Audacity) 
    Self Buff, Increases your Critical Strike chance by Ingenuity * 3.5 Percent, than Self Utility, Restore 6 Energy- lasts for 0 Rounds
    Parry (8) Essence (1) (Audacity) 
    Self Buff, Increase Dodge Rating by 2 and increases Dodge Mitigation by Ingenuity Scale 1.2- lasts for 1 Rounds
    Appeal (6) Essence (1) (Audacity)
    Self Buff, For each target in your current fight, reduce Incoming Damage by Ingenuity * 2 Percent- lasts for 1 Rounds
    Both Eyes Open (4) Essence (1) (Audacity) 
    Self Buff, Increases Magical and Physical hit chance by Ingenuity *.7- lasts for 2 Rounds, For Each Missing Eye you have, reduce Duration by 1
     

    Transformation
    Cat Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
    Self Utility, Transforms you into the Druidic Cat race, removing your current Racial bonuses and applying the Druidic Cat race, Increasing Physical Damage done by 8% and Critical Strike Chance by 4%, but preventing you from using Marksman, Wild, Arcane, Unholy, and Divine Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
    Bear Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
    Self Utility, Transforms you into the Druidic Bear race, removing your current Racial bonuses and applying the Druidic Bear race, Reducing all Damage taken by 12%, but preventing you from using Marksman, Wild, Arcane, Unholy, and Divine Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
    Worgen Form (8) (Shapeshifting) *SPECIAL NOTE, THE WORGEN RACE RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
    Self Utility, Transforms you into the Full Worgen race, removing your current Racial bonuses and applying the Full Worgen race, Increases Critical Strike Chance by 4% and Increasing Incoming Damage by 2.5%. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
    Treant Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
    Self Utility, Transforms you into the Druidic Treant race, removing your current Racial bonuses and applying the Druidic Treant race, Increasing Outgoing Healing by 10% and Reducing incoming Physical Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.
    Moonkin Form (8) (Shapeshifting) *SPECIAL NOTE, THE DRUID CLASS RECEIVES THIS AUTOMATICALLY WITH NO ABILITY SLOT COST*
    Self Utility, Transforms you into the Druidic Moonkin race, removing your current Racial bonuses and applying the Druidic Moonkin race, Increasing Outgoing Magical Damage by 7% and Reducing incoming Physical Damage by 5%, but preventing you from using Marksman, Tactical, Subterfuge, Unholy, and Martial Skills. Can be used outside of Combat, cast this spell again to remove this transformation, can not be removed by any other means.


    Non-Combat
    Field Medical Treatment (0) Essence (3) (Non-Combat)
    Target Buff, Target is buffed for Fifteen Minutes, when the buff expires Remove 1 random Light Injury and all it’s stacks, Can not be used in combat, Must be within 10 Yards of the target if not self cast, Learning Field Medical Treatment Requires the use of a Book of Medicine
    Surgery (0) Essence (3) (Non-Combat)
    Target Buff, Target is buffed for Forty Minutes, when the buff expires Removes Grave Wounds from the Target, Requires and consumes a Medical Kit, Can not be used in combat, Can not cast on self, Must be within 10 Yards of the target, Learning Surgery Requires the use of a Book of Medicine
    Vital Spirit (0) Essence (3) (Non-Combat)
    Self Utility, Reduces Fatigue by 550, Can not be used in combat

     

    Quote

    REMOVED SPELLS
    Power Word: Shield (8) Ranged (Divine) 
    Target Buff, Magical Action Check * 500% as Temporary HP- lasts for 2 Round
    Deep Freeze (10) Essence (1) Ranged (Arcane) 
    Debuff Target, Increases incoming damage by 25% and the target fails the next ‘Move’ action- lasts for 1 Rounds
    Earth Shield (8) Ranged (Wild) 
    Target Buff, The next time the target would take damage they also heal for Willpower Scale 10.0 before the damage takes place- lasts for 5 Rounds
    Shield Wall (10) Essence(1) (Tactical) 
    Self Buff, Reduces incoming damage by 50%- lasts 2 Rounds
    Focus Strike (15) Essence (1) (Audacity) 
    Target Attack, Mainhand Weapon Damage * 115% as Physical Damage, this attack gains your Ingenuity * 4 Percent increased chance to Critically Strike
    Soul Link (15) (Unholy) 
    Self Buff, Reduces Incoming Damage by 20%- lasts until cancelled 
    Eviscerate (15) (Subterfuge) 
    Target Attack, Mainhand Weapon Damage * 20% plus 20, Up to 5 Additional Energy will be consumed when using this skill and 73% Damage will be added per point of Energy consumed

     

    • Like 2

  6. RPG System Primer - Intro

     

    The RPG System is a fascinating system that is integrated into your base character and allows you to develop your character your way, without a heavy focus on AFKing or split second skill. While the system does encourage intelligent play, devotion of time, and risk management, the system is more even handed and staggered, so that everyone has a ‘chance’.

     

    The system uses a series of commands to function, almost all of them reached via the ‘.rpg’ command, found in your RPG Handbook, or RPG UI. Simply typing this ingame will give you a huge breakdown of commands and extensions, allowing you to see the vast list of things you can do in the system. We are, however, discussing combat details today.

    An index is available to control+f to all the topic at any time, topics can also be condensed for easier viewing.

    1. RPG Character
    2. Making a Character
    3. RPG Combat
    4. RPG Equipment
    5. RPG "Terms"

     

    RPG Character

     

    Quote

     

    The easiest way to understand your character is the simple command ‘.rpg csheet’ while targeting yourself(You can also see this information using the item ‘RPG handbook’ which all characters get on creation!). This will give you a huge breakdown of your character, from individual stats, available skills, class information, and XP. If you use ‘.rpg csheet’ on another target, it will give you a less informative breakdown of them, with a rough estimate of their ‘skilled experience’ and their relative health that is modified based on your attributes score.

     

    From here we see a TON of information!

    o7S1lTi.png


     

    The first item seen on a ‘Csheet’ is your name and XP Totals, one is the Total XP you have earned on a character, the other is the amount available to spend.

     

    The next item is your current Productivity and daily Productivity caps. Productivity is a resource that regenerates over time, a player will earn 60 in a day (5 every 2 hours) and they can spend it on crafting, gathering, leveling up their attributes, buying items, and more! The Productivity caps refer to how much you can spend on a ‘school’ in a given day, you have a cap of 45 for combat and 45 for production each day.

     

    Below that section, rather obviously lists the levels you have in your Gathering and Production skills. You can level all of them, a select few, or even 1 all at once- with their effects governed by what rank you have 1-100.

     

    After is your faction tag, which can often determine their reaction to you- Horde characters are generally hostile to Alliance, Twilight’s Hammer is hostile to everyone, Neutral characters are generally non-hostile. You should become familiar with how people might react to you based on your faction.

     

    Next is training level, race, and class- above you can see an Untrained Human Warrior. THe first section, in this case untrained is determined by how much XP you’ve spent leveling your attributes- you can use this to see how deadly a foe is. Race and class are next, each race and class has different spells, abilities, and attributed stats - it’s important to become familiar with the combinations to assist your battle plans.

     

    Listed next to it is the total ‘Silver’ you have on your character, which you can trade to other characters, NPCs, store in a bank, and more. It’s legal tender among civilized people and you should be on the lookout for chances to earn it!

     

    Now we have a look at the combat stats. Each character begins with 250/250 HP, 20/20 Energy, 4/4 Essence, and Fatigue Percent. These stats represent much of your effectiveness in combat, HP governing how much damage you can take, Energy governing what you can do in a turn, Essence allowing you to use powerful abilities, and Fatigue representing how exhausted and prone to injury you are.

     

    After that, we have a list of our six Attributes, Strength, Dexterity, Constitution, Perception, Willpower, and Ingenuity each of which has a unique purpose in combat and otherwise. All of these have a viable strategy to them, allowing you to build out your character and find new ways to do battle, RP, and level up using your XP.

     

    Next is abilities. Each character gets several starting abilities, ranging from simple weapon attacks and utility skills to movement and executions! These base abilities are further enhanced by your Attributes, Equipment, and consumables and can be switched out and learned to a cap based on your Attributes and Buffs.

     

    The last section is armor and weapons. The RPG system allows you to equip armor and weapons to your character, further customizing your character’s strengths and weaknesses. You have Main-Hand and Off-Hand(Which can both be filled with a Two-Hander or a Ranged Weapon)and Armor.

     

     

    Making a Character

     

    Quote

     

    The first, obvious thing to do is to know what you want to do. Are you a melee character or a ranged character? Are you going for heavy armor or light armor? Are you focused on abilities or weapon attacks? Do you want to focus on buffs and debuffs, heal, or deal damage? You can mix and match all these and make a character that matches your playstyle, everything has a purpose and everything has a counter.

     

    Your first choice on making a character will be your Race. You should always pick a race that you enjoy and that you can fit your RP around and each race will come with certain inherited stats that make them better at certain things! The effects of each race are listed below:

     

    Gnome - Increases max energy by 1

    Goblin - Increases Outgoing and incoming damage by 5%

    Dwarf - Reduces Incoming Physical Damage by 5%

    Undead - Reduces Incoming Healing by 10%, Increases Maximum Health by 25

    High Elf - Reduces Incoming Magic Damage by 5%

    Blood Elf - Reduces Incoming Magic Damage by 5%

    Human - Increases Hit chance by 1

    Orc - Increases Outgoing Damage by 2.5%

    Night Elf - Increases Dodge Chance by 1

    Jungle Troll - Increases Incoming healing by 5% and increases out of combat HP regen by 10

    Pandaran - Reduces Incoming and Outgoing Damage by 5%

    Worgen - Increases Critical Strike chance bt 2% and grants you the Worgen Form Spell

    Draenei - Increases Outgoing Healing by 10%

    Forest Troll - Increases Incoming Healing by 5% and increases out of combat HP regen by 10

    Tauren - Increases health granted from Constitution from 50 to 53

    Ogre - Increases Maximum Health by 13

     

    ---

     

    Once in game, you’ll have to pick a class! Each class has a select toolkit of spells and abilities which can be found HERE and will also have certain base attributes, listed below:

     

    L9drb35.png

     

    Once you have chosen both of these, you can begin to ‘Build’ your character with your Combat XP, which is alloted to you on creation, and more can be earned over time. You can level up your skills using your RPG handbook or with the ‘.rpg buy’ command. The Attributes are Strength, Dexterity, Constitution, Perception, Willpower, and Ingenuity. Each attribute has several effects, which are listed below:

     

    Strength governs your ability to wear armor(All armors have some strength requirement), it determines your ability your overcome an enemy’s dodge rating when using Strength weapons and abilities, it allows governs the scaling of certain weapons, if your Strength is the highest between Strength and Dexterity- Strength will govern your Melee Action Check, and Strength scales with certain abilities.

     

    Dexterity governs how much damage your actual ‘dodges’ mitigate from the attack(Up to 80%), it determines your ability your overcome an enemy’s dodge rating when using Dexterity weapons and abilities, it allows governs the scaling of certain weapons, if your Dexterity is the highest between Strength and Dexterity- Dexterity will govern your Melee Action Check, Detexerity will determine how much energy you begin with in combat(Before Energy Regeneration from Ingenuity), and Dexterity scales with certain abilities.

     

    Constitution increases your maximum HP by 50 for each point invested, it will reduce the amount of ‘Fatigue’ you suffer from all actions, and will also increase your natural HP regeneration outside of combat.

     

    Perception governs your ability to dodge attacks(but not the amount of damage it mitigates), it is the primary determinant of who goes first in combat, It is the primary determining factor in your ability to flee in combat, and it also provides more accurate information when using the ‘.rpg csheet’ command on a player or NPC.

     

    Willpower governs the number of abilities your character can learn(A player has 3 base, plus 1 for every 2 Willpower they have), it determines your ability your overcome an enemy’s dodge rating when using Willpower weapons and abilities, it allows governs the scaling of certain weapons, and Willpower scales with certain abilities.

     

    Ingenuity governs the amount of Energy regeneration you have in combat(A player has 10 regeneration per turn base, plus 1 for every 2 Ingenuity they have), it increases your physical critical strike chance by .5% per point, it increases your magical critical strike chance by 1% per point, and Ingenuity scales with certain abilities.

     

    Putting points in attributes is powerful and each has a strong effect, making them expensive. You can buy them with your RPG handbook or the ‘.rpg buy attr ATTRIBUTENAME’ command, the cost of attributes scales as you level them up, scaling exponentially.

     

    Next, as promised, is abilities! There are a whole host of non-base abilities, and we WON’T go over all of them here, there is a document listing all of them that will feature elsewhere. In the meantime, the easiest way to learn about abilities is to look for them in your RPG Handbook in the ability dictionary or use the command ‘.rpg info ABILITYNAME’ for example: .rpg info rend, .rpg info moonfire, or .rpg info strength.

     

    We have a huge number of abilities to learn, with each class having 4 ‘unique’ abilities and then a host of neutral ones. To see them all simply type ‘.rpg buy list’ or look at them in your RPG Handbook in the Ability dictionary, you will see class spells in blue, the neutral ones in green, and generic spells in white. They will also have numbers next to them, the numbers in light blue are there Energy Costs, whereas the purple number is it’s Essence cost.

     

    Once you have figured out what you might like, you can purchase some abilities! Do this by using the RPG handbook in the ability dictionary, using the buy command or with the‘.rpg buy ability ABILITYNAME’ command, abilities are free to learn, but you can. Keep in mind you can only buy 3 +(Willpower/2) abilities for your character, if you want to learn another after you’ve purchased one, you’ll need to forget an old ability using your RPG Handbook’s ability page or with ‘.rpg forget ABILITYNAME’. Keep in mind, you can only forget an ability once every 48 hours, so tailor your builds wisely!

     

    Once you’ve worked out what you’re buying, buy it, and finalize your build, the next thing to get is armor and weapons! We have the process MUCH more simple and easy to use! Simply find a token that matches the type of equipment you have, so for example, a ‘Longsword Token’ matches a One-Handed Sword, click the token, then click the weapon. Same for armors. Once you’ve done this, you can put the item on your Paperdoll in the Wow interface and type ‘.rpg equip’. This will put all those items on your character in the RPG system and you are set to go! Keep in mind, certain armor and weapons have attribute requirements- you can only equip heavy things or interesting items if you have those attribute scores, so double check before you finish!

     

     

    RPG Combat

     

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    After all that information, Combat may be the simplest to do! To initiate a fight, simply use the RPG handbook Fight/States button or the ‘.rpg fight create’ command. To accept a challenge or to join an existing fight use the RPG handbook or the ‘.rpg fight join FIGHTNUMBER’ command and you will be thrown into the mix! Certain fights, like those with NPCs may automatically ‘add you’ to the fight if you get too close!

     

    A battle can seem intimidating at first, but you have plenty of options! You can check on the fight states and engagements with your RPG handbook or various commands like ‘.rpg csheet’, ‘.rpg fight info’, and ‘.rpg act list’. All of these can keep you up to date on how you and others are doing, whose turn it is, what’s happening, and what you can do.

     

    If it is your turn in a fight, you will first get a breakdown of how much Energy you generated and any buffs or debuffs that ticked. Than you will get a chance to act, you have many options and it’s usually best to check in your RPG handbook and look at your energy, HP, and available spells and act on the situation, you can also check  with ‘.rpg act list’ and ‘.rpg csheet’. Not only will you see what you can do and how much Energy and Essence it will cost, it will also help you to understand your future actions as well.

     

    You can use as many actions as you like in a turn, so long as you have the Energy and Essence for it, and when you finish you will use the ‘End spell found in your RPG handbook ability page or with ‘.rpg act end’ command to pass your turn. When a turn ends, some buffs and debuffs will take effect and you will go to whoever is next’s turn.

     

    Combat will go back and forth until the party’s agree to end the fight with RPG Handbook’s end fight button ‘.rpg fight end’, the player who is not incapacitated using ‘.rpg act end’, all but one player is executed or injured, or all parties are knocked out.

     

    Once out of combat, players will have to deal with any sustained injuries or deaths, the fatigue, and lost HP and essence- which can heal over time or with certain items and abilities.

     

     

    RPG Equipment

     

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    The equipment follows a uniform in the way they are laid out. The types of weapons you can wield are restricted only by your Attributes, and perform based on those same Attributes. Armor on the other hand is more based on how you choose to lay out your character and how much Strength and other Attributes you have.

     

    Weapons follow a simple method of function to perform and are relatively easy to understand. When applied to a weapon it should look something like this, “Common - Dagger(Dagger) - 5-55, 6% Crit, Dexterity Scale 5.0”. We have a lot of numbers, so let’s go over them. The first is simple, the rarity of the weapon, in this case ‘Common’ determines it’s availability in terms of crafting, followed by it’s name, ‘Dagger’ which is the flag it will have attached to a weapon, the subject in the ‘()’ is it’s in-game weapon subtype, the weapon MUST be assigned to that kind of weapon. Followed by that we have ‘5-55’, this is a flat damage scale assigned to the weapon, whenever it’s used, you’ll get a number in that range added to your weapon damage. Than it adds a flat amount of damage, in this case, your Dexterity multiplied by 5.0. The final thing of note is ‘6% Crit’, This means the weapon has 6% crit(Plus whatever base crit your character has, and it’s modifiers) which will allow it to deal bonus damage if it hits that ‘range’ on an attack.

     

    Weapons are very diverse, with everything from shields, to guns, to staves, and each has it’s own effects, with ranged weapons able to be used for ranged attacks, certain staves and offhands giving passive bonuses, and some weapons able to be dual wielded!

     

    Armor is a bit easier to follow, in this case, we have an initial functionality, when applied to a chest piece it would appear as this, “Rare - Runic Platemail - Requires 6 Strength, 15% Physical Mitigation, 10% Magical Reduction, Reduces Dodge Rating by 4”. This is again a lot of stuff, but it’s rather self-explanatory. The first item is it’s rarity in this case ‘Common’ determines it’s availability in terms of crafting, next is ‘Runic Platemail’ which is the flag it will have attached to an armor  the subject in the ‘()’ is it’s in-game armor subtype, the weapon MUST be assigned to that kind of armor.The next number is it’s stat requirement to use, in this case you need 6 Strength to wear it in combat. After that, it shows it provides 15% physical mitigation, reducing all physical damage by 15%, the next is similar, with 10% magical mitigation, which reduces magical damage taken by 10%.

     

     

    RPG "Terms"

     

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    Essence - A powerful character resource that regenerates VERY slowly, this is used for powerful skills or effects and must recharge!

     

    Melee Action Check - A dice action that takes your Strength or Dexterity(Which is highest) and rolls it plus 2D5 to get a total value. Commonly used when trying to breakengagements or for certain attacks.

     

    Magical Action Check - A dice action that takes your Willpower and rolls it plus 2D5 versus your opponent. Often used to determine the damage or heal value on a spell or for certain effects.

     

    Buff - A persistent effect on a character, a short term ability that usually benefits them in some way.

     

    Debuff - A persistent effect on a character, a short term effect that usually detracts from them in some way.

     

    RPG Handbook - An Item given to a player on launch which will allow them to use many RPG functions without the need for typing commands.

     

    Dodge - A passive effect that mitigates damage, whenever an attack is made, based on the type it will take the ‘key attribute’ of the attack (Strength, Dexterity, or Willpower) and roll it versus an opponent’s Dodge Chance(Determined via Perception + Gear/Effects)+ a small dice roll. If the defender’s roll exceeds yours, the damage from the attack will be reduced, by a factor of the amount the defender exceeded your roll times their Dodge Mitigation(Determined Via Dexterity + Gear/Effects). Damage reduction can only go as high as 80%.

     


     

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