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Fandom Seraph Online: An SAO Roleplay!

Elision of Ecritures

The Demon Librarian

What is the difference between the virtual world and the real one? The amount of information. Come an join the exciting world of third generation VRMMOs as a new and mysterious VRMMO emerges, Seraph Online. With a variety of classes, magic to wield and weapons to craft and make, the world of Seraph is your for the taking!

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* Welcome Questant, Please Review Following Information*

After the events of tragedy following the brutal and infamous VRMMO fiasco known as Sword Art Online, followed by more lawsuit cases against the companies which brought forward more games such as Alfheim Online and also Gun Gale Online due t various misuses of virtual reality, a time of stopping Virtual Reality creators in their tracks grew on an all time high. Yet, as we all know, our story has just begun as more and more games were made, the basic coding growing more and more public Video Game industries grew on a race to beat each other with their new developments, yet, as more VRMMOS were created, Seraph online was a product of time and care.

Supposedly developed from its original concept and idea for an entire 5 years, Seraph online was a virtual child of the minds of a private Video Game corporation known as Gemini in South Korea. It began with a simple group of eight, working for months to develop not the games software, but its actual plot as they aimed to revolutionize the concept of VRMMOS forever by making a more plot based and personalized VRMMO based upon the bonds and experiences players formed with each other group members were particularly interested in. Their minds fascinated with the SAO scandal, they used interviews, studies and psychological analysis records they pulled up from the time of the recovery to understand how deeply the real world blended into the virtual world as the game simply wasn't a game any more.

After years of development and working through various mechanics in a difficult to manage project, the group members of the Gemini team finally released the new game, Seraph Online, a new experience for players as they entered an entirely new world. Seraph Online is meant to challenge its players as not a simple leveling and developing MMO, based on simply the development of a Character's stats, but a game made for the personalized development of who they are as players. Various roles formed from the not chosen but given roles of aspects and classes to each player based on their personality judged by an 'introduction' stage, one which judged their reactions to various scenarios and recorded this data, giving them a specific aptitude for a certain one of the twelve available aspects and twelve available classes, forming a single 'classpect' they are given with their only one available avatar, the appearance of which, despite small hair and eye color, were completely unchangeable from their original state, noting this key factor as 'crucial to player development'.

Of course, Seraph online still bases itself in other aspects as a fantasy VRMMO much like its predecessors, having players complete quests (which have an added feature of having possible different endings dependent upon the players choices), make and craft tools/weapons and become members of guilds as they develop and fight monsters, even, in larger parties, coming to face the ever important and much enjoyed 'Legendary Dungeon Boss', these bosses being noted for their more prominent storylines which are updated into the system with occasional software updates. New NPC quests, events and possibilities are all capable within the game.

Seraph Online guides its players through this experience in its detailed plot, the beginning of which started on their grand opening. Known as the 'Lunar Festival', players are treated towards their beginning of their journey through Seraph by waking up on a green field in the middle of a crater, seeing other shooting stars in the sky they then wander into the first town they encounter, named Termanus, and told by NPCs that since the lunar Festival began, shooting stars have given rise to Questants, the only existing race of player which are said to be people of legend, born heroes meant to conquer the land and bring peace or Armageddon to everything around them as celestial beings in tune with 'Celeste', the magic commonly known to this game which forms in a variety of ways for all players, having uses stretching across the spectrum. Players are invited to the world of Purgo, also referenced occasionally as Nevermore, a large island where multiple NPCs are known to speak about the Seraphs, an ancient race of Angelic Beings who all died out, Questants being the closest in relation to them.

The land of Purgo or Nevermore's first map opened to the beginning waves of players is seperated into three major islands, Errion, Brill and Runaria, each of them having their own unique theme and occasional main storylines players are invited to play, some more 'Legendary Quests' only being opened to be taken on one or two times as they can have very important and serious affects to the map, from changing its landscape for the better, to even destroying it. These legendary quests often tie into usually one or at most two Dungeon Raids, leading players to defeat monsters.

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Errion is home to Termanus, where all players begin their journeys to make their marks and go on various quests. Errion happens to be inherently easier to grind and quest in, while Brill is slightly more difficult as players and intended to level up their equip experience before venturing forward, and Runaria happens to be home to the most difficult monsters in the game. Each piece of Purgo is home to a variety of dungeons, quests and rewards. (Note, I will not be solely responsible for making quests and Dungeons as well as weapons, if you wish to contribute, there is a chance you can make your one quests for your characters, and even dungeons! See thread Seraph Online: An SAO Roleplay! - Settings/Locations | RpNation.com - Best Roleplay Forum)

In addition, players, as unique to this game, are not all considered heroes. Decisions of players and what they choose to do on quests, rather than the generic finish matched with experience and rewards, grant reputability based on outcome and form a complicated path which makes them either a hero, neutral or villain, playing proxy to any players keen on PvP, Seraph made this aspect to the mechanics because, as was advised by their group of Psychological consultants, it was needed and more realistic to human nature. However, there is a severely dangerous aspect to this system of Heroes and Villains publicly supported by the mechanics of the game. As the system is not only a product of the world tree, but and additional usage of original SAO Cardinal Data, revised and reprogrammed to fit into the more modern generation's goals and technology, players have the ability to actually destroy maps by abusing more 'Legendary Quests' which pop up occasionally. This element of danger was purposefully included so the ever expanding 'Social Experiment' of Seraph Online could be even more interesting and engaging to its players.

In addition to the various antiquities of Psychological Screening within the game, SEO incorporates the usage of both the Amusphere versions 1 and 2, the second Amusphere, Amus 2.0, being the better model which revised the sense interface within VRMMORPGs, now allowing for their to be an even greater cut off from the real world as players can be less affected by the outside sensations akin to the Amusphere's predecessor, Nervegear, in order to strengthen or better the Virtual Reality experience. However, Amusphere '2', is equipped with a 'Manual Log Out' button on the outside of the machine, which, once pressed allows anyone on the outside to warn the player they are to be Logged Out or warn the player that they need to log out soon for safety procedures.

-Rules and Guidelines-

*****

1.) Rule of Role-Play:

At any time it is unacceptable to control another person's (role-player's) character without that persons consent. This is where Godmodding comes into question. Some are unsure of what exactly is considered "Godmodding". Godmodding is when a role-player indirectly manipulates another role-player's character in the interest of their own writing sometimes deliberately or in most cases inadvertently. Examples include:




  • [incorrect] Lily punched Sara in the face, sending her flying back into the wall.






-In this particular instance, Lily being the writer's character and Sara being the character of another role-player. The writer took it upon themselves to decide Sara's fate without permission from the other writer making it an illegal post. The following is an example of the correct way to write the above post.




  • [Correct] Lily moved forward her fist swinging through the air as she prepared to punch Sara in the face. The force would have been enough to send Sara flying back into the wall though Lily could only hope that her attack would land.






-This role-player who control's Sara has the option to decide what happens to her character. Specifically the role-player can decide if maybe Sara had the reflex's needed to dodge the attack or if maybe the attack grazed her.

Godmodding can also be achieved by merely making the character completely undefeatable or allowing them to achieve unnatural feats outside the established boundaries of the role-play.

The "Rule of Role-Play" also addresses the 'one liner' issue. 'One liners' are seriously frowned upon within forum social hierarchy, not only do they show a level of disrespect to the forum as a whole, they reflect on the writers potential as a possible role-playing partner. Often this results in a lack of participation in the progressing role-play for the role-player in question primarily because other role-players will search out more reliable role-players with more creative, thoughtful depth to their posts. Because of these issues 'one liners'have been highly discouraged from the role-play. If I see continued violation of this rule the following actions will be taken.




  • I can ask the person in question to increase the length of their post.



  • I reserve the right to delete posts they feel are in deliberate violation of the "Law of Role-Play."



  • I may directly address the issue either privately or publicly.






The minimum posting length requirement is two paragraphs; which is subject to change. This isn't to be mistaken for sentences either. However keep in mind that this is the "Minimum" posting requirement and it is highly recommended to make your posts longer than this. Every other post is required to have at least three full lines, though occasional slip-ups won't be subjected.

Another thing to keep in mind is the content of your writing. Always remember to keep your writing within the rating of the forum as a whole. Meaning overly explicit sexual situations or graphic violence is unacceptable in the forum at any time. Always do your best to keep the content of your writing at a T-Rating.

2.) Rule of Civility:

Please be civil,

The "Rule of Civility" Is rather simple to follow, treat your fellow role-players with respect. It is fine to have opposing opinions but never is it ok to attack someone because of their opinions. Role-Play can often lead to arguments within forum chat-rooms or similar places. I invite full ability to discuss and argue differing opinions about various topics, but there's no need to get nasty about it.

3.) Rule of Text:

Spelling, grammar and punctuation are important to the success of a role-play. It is required that all members use some form of spell-check or proof read their posts before posting. This rule can be slightly bent within form chat-rooms and other non-role-play related spaces. We all understand that nobody can be perfect with their writing, though it's expected that everyone put in effort when writing so they can always be at their best. Misspelling something is totally fine because it's never too late to edit your post. You should also remember to find a good ratio of quantity and quality within your posts as you go, never be afraid to take your time and think about what you write.

5.) Rule of Rules:

The rules are here for a reason and are subject to change over time. If you have read over the "Rules and Guidelines" thread then you will be held accountable to the rules if you don't then you will be held accountable for not reading them in the first place. At all times role-players are expected to know the above rules including the rules of the site itself. So using the excuse that you didn't know the rules won't get you sympathy, only further the hole being dug. If you follow the rules then you won't have a problem fitting in. Rules are part of life and they are meant to keep order and balance within any thriving society. If you aren't ok with this then maybe this forum isn't for you. Rules aren't meant to be broken they are meant to be followed otherwise there would be no point to them.

If you accept these rules, please add the link to this thread to your signature so that I know you've joined and you can spread the word so more people can join this forum.

*****

Mechanics

In Seraph Online, a lot of differences occur in the mechanics of the game for players in more than just a few ways. Like in Alfheim, For players, abilities, skill sets and sheer power relies not on experience a player gains gauged by an actual bar, this being highly in favor of older players and also older members of the forum against those who are just starting out, rather players rely on how much effort they put into their variety of Weapons and upgrade skill levels as well as their own capabilities in the real world, slightly enhanced by the VRMMO technology.

Additionally akin to Alfheim, player killing of simply Pking is highly encouraged. At any time outside of a town or village a player can simply approach another player and begin to assault them with a barrage of attacks and, if they are to successfully hit enough, the their player's health bar will deplete and they will die in game, being transported to the last Town or Village they were in and having a replenished Hp bar as they must start back on their journey to where they were headed, the Pker in question being granted magic or Sword experience for the kill dependent on the other player's stats.

Leading into experience, players, as said before, do not have any levels which dictate their level of strength based on experience earned from quests given in the game. Instead, they must develop their skill level in their Primary or Secondary (after they have the option to gain such a thing) Equips. An Equip is a name for the type of weapon a particular player happens to possess. And equips happen to not simply be limited to a type of sword or in fact limited to the type of usually seen weapon in MMOs, an equip is a type object within the game which can both be crafted and traded among players. This can be a variety of things, from Swords to shields, axes, Bows and arrows, books, wands, armor and even small pieces of crafting material like ores.

Naturally, an Equip, once used to attack more and more, gains more experience and thus becomes more and more strong an asset and more effective in combat against any enemy. Equip's remain only a category of weapon a player can use, so any type of their equip they make or come across can be used as their weapon fro their inventory. However, for a Primary equip, once you choose an object and set it as your Equip from your inventory, the Player is stuck using that Equip until they Level it up enough from using it to Gain the ability to use a Secondary Equip, the likes of which functions the same way, however, this is not for until a while into playing.

Additionally, as there is an amazingly large amount of possible equips within the game to be used, Sword Skills, actual attacks made by a Player to the game, are not at all listed and unlockable moves a player has to go to the trouble of unlocking and using. A Sword Skill is a granted ability a Player uses in Seraph after they've developed enough experience with their Equip, the likes of which is something they make by themselves. For instance, once a Player effectively reaches a level of experience with their Equip, they are granted a new Sword Skill slot, the likes of which they can use by having the game record an action they make with their Equip in hand, the pre-motion being recorded as the game catalogs this as their Sword Skill, which they are even able to name. As a Player gains more and more experience with their Equip, they gain more Sword Skill slots, however, the beginning slots for possible Sword Skills allow only a certain number of hits for each Sword Skill.

For instance, a Player is about to make their Sword Skill, they press the record button on their menu and they then make a horizontal slash with their sword and the Menu beeps, registering this as the sword skill. The number of slashes limited to a sword skill is crucial as a Sword Skill is just a regular hit a player can perform, yet as it registers as something specific, it has more damage potential than a regular slash, meaning that a barrage of Slashes under a single sword skill are quite formidable and as such should only be earned by more Equip experience.

In parallel, there are Magic Skills. Magic Skills are skills within the game which are known to be almost exactly like Sword Skills with various Equips, except that they employ the use of magic and are more known and used by Magic Based classes. Magic Skills require experience in Magical study, where a player who is a magic based class must go out and unlock 'Scripts', items in the game which serve as recipes for potions and spells A magical or non-magical (not very often) player uses while in their inventory to unlock more abilities in magic by granting them Magical Experience points, these scripts often coming in different branches of magic, known as Affinities, which boil down to five main elements and grant more power in one of those five areas, water, earth, air, fire, holy and dark, a variety of uses of which lie within each, such as healing, attack, and defense. However, the type of class you pick can easily affect a player's affinity for each of these kinds of uses for magic, witches can be great for attacking, but not so great for healing magic, and sylphs can be great for healing yet not so great on the offensive side, and so forth.

In reality, each side of the spectrum, whether Magical or non-magical, can use either of these as the game permits them to. Yet, as certain classes have certain abilities and naturally higher affinities for either Sword or Magic Skill experience, either side tends to lean towards the development of the one which comes easier to them.​
 
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Classes

While in Seraph online there are no different races, all of them taking the form of Human, There are exactly 12 different classes to the game of Seraph online, each of the two groups of six happen to be either magically or non magically based. And, in addition to such a concept, three out of each group of six happen to be an active class, a class noted for its physical nature, a Player who has good capability in slaying monsters with either their specialty in their equip or their specialty in magic, while the other three of each group happen to be passive, a player who support their party with magic or their Equip, the type of which is often potions and healing spells for magic classes as they act as support to the party. *NOTE: As there are Twelve Classes In Total, There Can Be Twelve People In A Single Raid Party, But They Do Not Have To Be All Different Classes, So Much As A Twelve Prince Party Is Possible, Diversity And Cooperation Are Encouraged*

Magically Based Classes


Witches-The Active Magical Class-
Witches happen to very adept at the use of magic for the sake of attacking and destroying those things around them. Witches often abuse their magical affinity or element to form elemental magic spells to attack players, monsters and bosses and are known for often being possibly the most active out of all the Magical classes. Witches can use magical objects additionally as their Equips and are relied upon on the front lines of a boss battle along with Knights and Princes.


Sylphs-The Passive Magical Class- Sylphs happen to be famous for their high healing capabilities within the game. Their passive nature yet high magical affinity allows for multiple healing and protection spells they can use on themselves and in parties. They are often regarded however as a class which remains needed in boss fights as a main pillar of support to heal their adversaries, yet on a negative side require support from more active players to defend them during such battles.


Thief-The Active Magical Class-Thiefs happen to be known for their use of magic to heighten their already infamous stealth abilities by using invisibility spells, no sound charms and magical objects like stealth armor to allow them great advantages in stealing from other players and even monsters by, after their health has reached a sufficient half, using a pick-pocketing ability to grab a random item from an inventory. Thieves happen to additionally be very agile and quick fighters, using their magic to enhance their physical capabilities such as speed within the game to grant themselves and edge.


Seer-The Passive Magical Class-Seers are known for their capabilities in using magic to know and create various other forms of magic skills. Their abilities lie directly in their capability to translate various runes and messages and serve as illumination, giving information they decipher from any resource within the game to their fellow players or party an additionally being capable to decipher weaknesses in an enemies form by using detection and encryption spells they happen to be very good at.


Bard- The Passive Magical Class-Bards serve as mainly protectors of their party. Their skills and efficiency in magic relies mainly upon the protection and enrichment of their party as a whole, contributing and protecting their party's main offense as to help kill the boss and helping protect and heal the healers of the party so they are safe and can continue to heal the main offense even further, contributing to the well being of the party and destruction of its enemies.


Pages-The Active Magical Class- Pages happen to be Active in the grand design, yet at first they seem to be the most passive, even more so then possibly sylphs. Pages begin as being very weak and having difficulty contributing to the whole of the group other than a simple member of the unit. Their typical characteristics from the game make them at first the most weak and inherently the most likely to be protected or needed to be protected. Yet, a Page is like a growing seed in this respect. If a party is to nurture its page or pages by keeping them within the party throughout their various battles, all of these experiences still granting skill points to the Page, they are than to eventually find, after a long while, more and more opportunities to improve their armor as more drop items in further levels become Page eccentric, more magic skill slots open and the games seems to work in their favor. inevitably, if a Page is given the necessary experience, they will bloom into a destructive force of magic rivaling even that of a witch.


Non-Magical Classes


Prince-The Active Attack Class-
The Prince class is notorious for being a prime example of a non-magical class. Their attack and defensive stats remain so high that their capability with practicing magic remains at almost zero. They are ferocious and very useful in one on one duels, greatly known for being effective against dungeon bosses and also happen to be prime example of front-line level players. They often have an easy time using their equip as well as upgrading it, but often remain weaker in area where, if they sustain damage, they are not easy to bounce back, naturally requiring healers.


Maid- The Active Attack Class-Maid's are known for their capability and versatility in crafting. Meaning they are well known for creating and being innovative with their various kinds of Equips. They use their inherited abilities to their advantage by often having a large amount of weapons underneath a single Equip name and slicing and hacking away for the benefit of themselves and their party. Maids happen to be in a need or creativity to function properly to contribute healthily to their array of weapons.


Rouge- The Passive Attack Class-Rouges are known for being the passive and non magical counterpart of thieves. Their abilities and affinities rely mostly on their equips and inherent non magical abilities, such as an affinity for stealth, agility and speed which forms together to make them successfully aerial and dynamic, perhaps even more so then their Thief counterpart. They often use their equips in unique ways which very well fit their overall attack patterns.


Mage-The Active Attack Class-Mages often rely on their own intelligence and merit to intuitively figure out the clues of puzzling things about the game. Trying into Seraph's knack for having classes not be something which everyone can pick any of the assortment and do well as a player in, the Mage class has little bonuses which go in accordance to its nature as an active knowing player except for bonuses in trade and having easier ability to learn other skills, such as fishing black smithing and so forth. Naturally, other Players write off the Mage class as being very strange, useless in combat and possibly even more counter intuitive than the Page, which eventually shows great merit after being successfully shaped into a better player. Supposedly, as some theorize, Mages are given such practical bonuses because they are meant to understand the game for what it is by experiencing its broad and general spectrum by experiencing it to advance.


Knight-The Active Attack Class-Knights are additionally given bonuses in their equip skills and so forth like the Prince yet not quite as such. Knights are forced into playing the game by taking on the role of protectors like Bards but without magic. Their skills and ability to gain more skill points in a party almost doubles or triples compared to their rate as solo players. They are meant to be sociable, leaderly and additionally very protective of other players like Bards, yet without magic to aid them.


Heir-The Passive Attack Class-Heirs are the naturally radiant and they are characterized as the most popular class besides Knights in how they are similar. Like Knights Heirs too have easier times developing in groups rather than solo as the game pushes them in a Leader path, additionally allowing them to thrive as the more active and other player centric characters or players. Heirs typically have in addition a shared ability to take up a skill with ease like Mages, yet it becomes more and more gradually difficult for an heir as they take up more skills, In addition, it's said that heirs have difficulty progressing in Secondary Equips, the game making their class at first Thrive, but over time limits and boundaries will be set up, making the game more difficult as they progress.


Regular Skills - Skills that anyone can acquire and do not need some specific requirements, In total one can only possess up to five skills out of the following.


Non-Combat



1. Fishing - Increases the effectiveness of which a player can catch fish. Higher levels catch rarer fish more often.



2. Musical Instruments - The effectiveness with which a player uses an instrument. Instruments can have status changing capabilities and can also provide buffs.



3. Sewing - The effectiveness with which a player can craft lightweight cloth, leather, and monster hide armour. Higher level of skill allows the crafting of high-level armors.



4. Cooking - The effectiveness with which a player can combine ingredients to create varieties of food, some of which can have medicinal properties. Higher level of skill allows the cooking of higher-ranked foods.



5. Equipment Appraisal - The ability to identify the Maker, Style, Damage Level/Defense Level, Name, Enchantments and Durability of a piece of equipment. Higher levels give more information.



6. Tools Appraisal - The ability to identify the Maker, Style, Damage Level/Defense Level, Name, Enchantments and Durability of a weapon. Higher levels give more information.



7. Purchase Negotiation - The effectiveness with which a player can barter when purchasing from NPCs.



8. SalesNegotiations - The effectiveness with which a player can barter when selling items to NPCs.



9. Medicine Mixing - The effectiveness with which a player can craft potions and poison weapons.









  • Basic Health Potion - First low level potion that one can make.




  • Basic Regeneration Potion - First basic low level regen potion that one can make.







  • Health Potion - Second tier potion that one can make







  • Regeneration Potion - Second tier regen potion that one can make.







  • Antidote Potion - A potion that can cure low to mid level poisons.







  • Anti-paralysis Potion - A potion that can cure low to mid level paralysis.







  • Gorgon's Blood - A top-tier potion that can cure any type of poison and paralysis.







  • Anti-Paralysis Potion - A potion the cures low to mid level paralysis.







  • Heavy Health Potion - A mid level healing potion.







  • Heavy Regeneration Potion - A mid level regen potion.







  • Ultra Health Potion - The top-tier health potion that one can make.







  • Ultra Regeneration Potion - A top-tier regen potion that one can make.








10. Slash Weapon Forging - The effectiveness with which a player can craft Slashing Weapons.


11. Thrust Weapon Forging - The effectiveness with which a player can craft Stabbing Weapons.



12. Blunt Weapon Forging - The effectiveness with which a player can craft Blunt Weapons.



13. Light Metal Armor Forging - The effectiveness with which a player can craft Light Metal Armor.



14. Heavy Metal Armor Forging - The effectiveness with which a player can craft Heavy Metal Armor.



15. Metal Equipment Repairing - The effectiveness with which a player can repair equipment and tools.



16. Metal Refining - The effectiveness with which a player can turn raw ore into refined ingots of metal.



17. Leather Working - The effectiveness with which a player can craft Leather items. Also allows the user to tan leather. Can be used in conjunction with other crafting skills.



18. Woodworking- The effectiveness with which a player can craft Wooden items. Can be used in conjunction with other crafting skills.



19. Familiar Recovery - A skill specifically for Beast Tamers. This skill allows the user the ability to heal their tamed pet through potions and crystals which wouldn't usually work.



20. Familiar Communication - A skill specifically for Beast Tamers. This skill allows the user the ability to understand and communicate with their familiar and slightly with other familiars. (*NOTE*, if a player possesses this skill, then they are qualified to Tame beasts within the game! Beasts can be bought and sold at shops within Towns or Cities, typically being a range of domestic animals, while you can also go out and tame wild beasts one could normally defeat as well. How one does this is they simply have to defeat a single monster by themselves, and by the time said monster is nearly dead, the tamer has the option to 'Tame' the monster at hand, once they do, they have to effectively feed, level and take care of their beast, because when in combat, they can die)



21. Woodcrafting - The ability to gather wood for use in other professions.



22. Picking - The ability to open locked chests and doors.



23. Gardening - The ability of a player to grow plants and craps to be collected then later sold. Seeds either need to be bought or found off of mob drops. Taking care of plants can be hard.



24. Healer's Touch - This skill allows a player to use certain items for healing such as bandages, splints and tourniquets. It can also boost the healing effects of potions.









  • Medic's Aura - A temporary buff which increases her healing capabilities by 20% for a 30 seconds.




  • Bandage - Using a bandage item, she patches up a player and heals them for 25%. The skill takes 7 seconds to complete.







  • Splint - Using a bandage and wooden pieces item, Evermore can patch up a «Broken» limb and allow movement. The limb can move for 5 minutes before being immobile again. It takes 1 minute to complete.







  • Clog - Using a bandage and tape item, Bonnie can stem the flow of blood and cancel a «Bleed» effect. Takes 20 seconds to complete.







  • Sip of Life - Bonnie pours a health potion into her ally's mouth, healing them for an additional 10% above the amount that the potion already provides.







  • Tourniquet - A bandage that heals 50% health. It takes 30 seconds to complete.








Passive


1. Searching - The ability to find players in
Hiding or another stealth based skill. Higher level of skill allows you to find players/monsters as well.


2. Tracking
- Raises effectiveness while hunting monsters. Can be used to pursue a player whose name is known by displaying their footprints from about 15-30 minutes prior. Greater mastery of the skill will allow the user to see the recent footprints of nearby Hiding players.


3. Listening - The ability to hear sounds from further away than normal. Higher level of skill grants the ability to hear through locked rooms.



4. Detection - A sixth sense, allowing the player to notice enemies and secrets from a distance. Greater mastery allows detection of monsters in
Hiding status and primitive booby traps, such as snares and pitfalls. Not as strong against players as Searching.


5. Hiding - Allows for a person to disappear into cover. Only works on targets that use visual tracking. Without cover, the skill is very much limited.



6. Acrobatics - Determines a player's jumping height and the ability to perform aerial maneuvers. Bottom level is the natural jumping height for the Player.



7. Night Vision
- The player can see better in darker conditions.


8. X-Ray Vision - The ability to see through obstacles and walls. Max level can see through secure rooms. Does not work on clothes.



9. Sprint - This skill is both a burst of speed that can be activated, a passive increase in the player's effectiveness at running and a slight boost in dodging strikes.



10. Extended Weight Limit - Increases inventory size and weight capacity.



11. Parry - Increases a person's ability to parry the attack or strike of another player or mob. At max level, it is possible to even lower the durability of a player's weapon when struck. Depending on the strength of a parry, an opponent's weapon can also be broken if the durability of the item is low enough.



12. Battle Healing - Allows a player to recover low amounts of HP over time during battle. The higher the level, the more HP that is restored. It can be leveled up by constantly getting one's HP into the red zone.



13. Emergency Recovery - Increases the amount of health gained from drinking a potion once a player's health is below 25% and then when maxed, at 50%.



14. Light Metal Equipment - Increases the effectiveness with which a player can use Light Metal equipment. Gives additional increases of defense on top of the defense given by the armor.



15. Heavy Metal Equipment - Increases the effectiveness with which a player can use Heavy Metal equipment. Gives additional increases of defense on top of the defense given by the armor.



15. Leather Equipment - Increases the effectiveness with which a player can use Leather equipment. Gives additional increases of defense on top of the defense given by the armor.



16. Silence - Allows the user to move silently and with muffled steps. It does not help with visual skills that sense players. This skill is purely for sound and is affected by
Detectionas well. However, the effectiveness of Detection is cut in half.


17. Joint Healing - A skill that boosts the healing of medics the closer they are together. Max range is a 30 yard radius.



Extra Skills - Skills that need specific requirements and are usually upgrades from Regular Skills.


Non-Combat



1. Meditation - Increases HP regeneration and decreases the remaining time of negative statuses by entering a mental concentration pose.









  • Requirements: Obtained in a quest.





2. Sixth Sense - a unique skill where the player can determine if he or she has been spotted or noticed by an opponent. Both player and mob and/or boss. It gives them an ahead of time sort of warning that comes in a little bit of a stun, or a ring. As the player levels up this skill, they would slowly be able to determine the direction they were spotted from. When fully maxed out, the player can even see the player that had spotted him or her. In all, it works more like a 'you've been locked on' warning that gives you some ally able extra time you can use to get out of the situation.






  • Requirements: The individual, in order to quire this skill must first of all master their detection skill. They also have to have a habit of spending lock times in prone position, let it be spying or hunting down target. Last of all, the player also have a hiding skill with 75 percent mastery on the bare minimum.




Unique Skills - Skills that are given to a single player and have specific requirements; usually very powerful. Unique skills vary in their ability and prowess as well as unique field of use, typically combat as fighting is such a crucial element to progressing in the game. Unique skills are granted to players who prominently have a variety of stats in such an array as well as player history that the game grants them a unique ability, such as Dual Wielding. These skills only surface after the player has formed their identity as a player (established certain patters with their attacks or established their player 'Type')

 
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