The MMORPG, Divine

BoysPlantGraves

Graves will Grow Flowers
Greetings Adventurer, wow, you're mighty strong looking! That's good because others in Divine need help, and a lot of it!


Oh yeah, I'm Hone and I'll be accompanying you during your beginning tutorial. I might not look it but I do my part around here a whole lot also, you'll probably see me in the main cities doing crazy cool things like I'll always do!



Anyway, I'm so happy that you came, c'mon we're going to go to the land of Divines capital, Armkahn. This is where a lot of adventurers come for supplies but I'll tell you more later, hehe.



Wait, what's your name again? : [insert UserName]



Wow, that's way cooler then Hone let me tell you, hehe.



I hope you like what you came up with because you can only change it one other time and you need to go to the hall here in Armkahn. That can be difficult to do when you might be all the way in Klul or Remip, hehe.



But you'll get to know your way around, it can get pretty addicting to venture around Divine you may even find it difficult to log out at some point.



Travel around, if you need anything just look for me in one of the major cities!



It was a simple introduction, nothing more, nothing less.



That's what we had all believed as we in some way came to participate in the game Divine, we'd log in and log out freely, meet up with online friends and go on quests handed out by the townspeople.



Divine was a new MMORPG which allowed the user to roam freely through their player and fight against monsters to level up.



Though one evening as you typed in your password and clicked enter things became dark for a duration of time before you reawakened in an odd land, one which imitated the appearance of Divine.



Everything was how you had designed, though be warned if you may had created a player of your opposite sex you'll need to acquire a potion for that.



But, it's seemingly impossible to leave. With no rumors leading to any ways out people begin attempting to create comfortable lives for themselves as they must endure their new lifestyle.



Monsters, Quests, MP and HP are all the same though what happens after you die in the game is far from being tested as you'd normally simply reappear in the last major city you had been in.



But now, restarting could easily be impossible.



Playable Species:


Humans


This race is similar to humans in the real world.



Humans in Divine appear with a variety of skin, eye, and hair colors. Their ability stats are well balanced, making them the most commonly-chosen race.



Elf


A long-lived race that is found among forests and ancient ruins around the world.



This race excels in archery and has an advantage in terms of willpower-related stats. They are characterized physically by their long, pointy ears.



Dwarf


Well-known to be the core workforce in the mountains and underground mines, Dwarves are a humanoid race with a strong physical build.



Dwarves have high levels of stamina and magic resistance. Other ability stats lean them toward Fighter types and Ironsmiths. They are characterized by their short stature, which ranges from 100cm to 140cm. Because of this, players that chose Dwarf as their race have difficulty adjusting after the Catastrophe, due to the drastic difference in between their in-game character's height and their height in the real world.



Typically speaking, female Dwarves don't look strong in their appearance, instead looking more plump and ball-like in body shape.



Werecat


One of the races of beast-men, they have feline-like characteristics. These characteristics give them high stats in dexterity and senses. Physically, they have cat ears and facial fur but not a tail.



Werecats are popular among cat fans in "Divine," and some guilds restrict their membership exclusively to characters of this race.



According to the storyline in the game, all beast-man races were magically created to combat monsters, so they are subject to discrimination in some countries. Other countries view them with respect.



Fox Tail


One of the beast-men races, this race does not exhibit physical enhancement but instead excels in Magic. However to offset their extreme ability growth, they are penalized by "randomly losing a skill/technique/spell from the main class skill list when leveling." This negative characteristic makes the race one that's rarely chosen by players.



Physically, they have fox ears and phantom tails (the number of tails is dependent on the character's level). Both can be hidden from sight by the innate power of the Fox Tail race.



Race of Ritual


A race that is shrouded in mystery. It is known for high magical power and immense amounts of knowledge. They have many tattoo-like emblems and patterns on their bodies called "Runes." Because their HP is bizarrely low, almost no players choose this race.



As this race has to do with the plot and I'd prefer to not have five of them I'll be the only one roleplaying as a Role of Ritual.



I put this up so you're characters would be informed of them.



Classes


Warrior Classes


Guardian


With the highest defense stats out of the twelve classes, the Guardian has the ability to hold back enemies and is usually the cornerstone of the front line. One of the main roles of the Guardian is to draw the attention of the enemy and take the most damage of the group. Guardians can equip nearly all kinds of armor and weapons, but most players choose heavy plate armor, a shield, and a one-handed weapon (such as a sword, axe or mace), as this configuration best suits a Guardian's strengths and battle role.


The Guardian class supports the front line and has many skills to draw aggro. For example, the Guardian is the only class that has multiple skills for the shield as well as skills that nullify damage for a set amount of time. However, the Guardian's potential to directly deal damage is not very high. A Guardian needs high quality gear to be useful offensively, which is one of the class' main weaknesses.


Samurai


The Samurai primarily uses Japanese equipment like daiyoroi, katana and tachi. The Samurai's defense is said to rival that of the Guardian, but because of the class's inability to equip shields, its overall defense is considered inferior. Despite this, the samurai's role can also be that of the Tank, drawing the attention of the enemy and taking the most damage of the group. Samurai, for example, can also duel-wield, which can increase their damage output.


The Samurai class has many so-called "Ace Moves" that can chain large amount of combos in a short time with high offensive and defensive abilities, but with long cooldowns. However, once an Ace Move is executed, the Samurai is unable to respond quickly to attacks and may even be unable to move.


Also, most of the Samurai's skills have a long cool down period (generally 5–10 minutes); as a result, each can only be used once or twice per battle, making this class more suitable for short fights, rather than long ones. This is opposite of the Monk class, which can chain techniques for long periods of time.


Despite this shortcoming, each skill is very strong and accurate and can be quite effective against players who are 20 levels or higher than the Samurai. Naturally, this class requires incredible insight of the battlefield, thus making it difficult to use. However, it is still extremely popular on Japanese servers.


Monk


Of the twelve classes, the Monk has the highest HP stats but is limited to equipping light armor and incapable of using shields. It also has lower defense stats compared to weapon-based classes. To compensate for this, the class has a high evasion rate and the greatest resistance to special attacks. This allows the Monk to function as an evasion-type tank.


In contrast to the Samurai class, most of the skills that can be acquired by the Monk class have very short cooldowns, allowing them to attack continuously by using a variety of offensive techniques. Some combinations give special bonuses or trigger additional combos if performed in a predetermined order. Therefore, the Monk class has the highest and most diverse offensive ability amongst the three warrior classes, making this class popular amongst solo players in Divine Tale.


Weapon Based Classes


Assassin


Of the twelve classes, the Assassin can deal the most physical damage per second. A purely offensive class, Assassins are not only masters of bladed weapons, but are also capable of wielding ranged weapons. In fact, some players prefer ranged weapons and act as rear guard support.

  • The range of weapons available to Assassins includes light-weight arms such as daggers, long swords, two-handed weapons, and ranged weapons such as long and short bows and crossbows. They also have the ability to dual-wield swords and daggers to maximize the damage inflicted onto a target.


  • This class's skills generally have long cooldown periods, and Assassins specialize in high burst damage, targeting a weak spot and killing an enemy in one hit.


  • In addition, Assassins can apply poison to their weapons once they reach level 22.


However, Assassins have almost no defensive skills and are only able to equip light-weight armor such as leather or cloth. Instead of blocking, this class relies on evasion for defense.


Most players who play an Assassin character take advantage of the class' stealth abilities to get close to an opponent unnoticed and then attack viciously with a high-damage skill. If traveling with a party's advance guard, an Assassin will sometimes sneak into proximity to the opponents and use less powerful skills to gradually shave away their endurance.


In addition to sneak attacks and stealth, an Assassin can also be used for surveillance and recon.


SwashBuckler


The Swashbuckler is an offensive melee class and a master of using two weapons, capable of using a weapon in each hand. Though it has less HP and defense compared to the warrior classes, it is considered the best defender among the other weapon-based classes.


Swashbucklers specialize in continuously attacking with two weapons. Though the class deals less damage than Assassins, it makes up for it with many combos and longer streams of damage.


Most of its skills focus on attacking multiple enemies at once with area of effect attacks. The class also has a wide range of skills that cause status effects on enemies.


Bard


A Bard can only wear leather armor and is limited to using short swords, bows and other light weapons or instruments. However, unlike other weapon-based classes, Bards have the unique ability to use Song Magic, which allows them to tremendously increase their allies' combat prowess. In particular, the Bard has support songs that grant continuous buffs until cancelled and are ranked substantially above those cast by an Enchanter. On top of that, these support songs can be toggled on and off at will. There is a great variety of songs in the skill set, each of which are very powerful.


However, the Bard's own combat prowess is quite low, and few players choose this class. High-level bards can learn up to 15 songs and can activate two songs simultaneously. Since each song requires a very long casting time, having a long-term battle strategy is crucial. Therefore, this class is very challenging to master.


Healer Classes


Cleric


As priests who work for the sanctuaries, Clerics have the highest healing skills among the twelve classes. They are capable of equipping plate armor, giving them the highest defense potential out of all the Healer classes.


The Cleric is a healing specialist, said to cancel out an average of five to ten attacks with all kinds of recovery and healing skills, involving a powerful automatic healing spell that is triggered by an enemy attack.


However, similar to the Enchanter class, Clerics lack strong offensive abilities and must join a party to be effective against strong enemies. Most players who choose this class (which specializes in helping others) have mild personalities.


Druid


Pledged to nature and spirits, a Druid is a magic-type Healer, specializing in using Heal-over-Time spells. Out of the twelve classes, the Druid can produce the greatest HP-per-second recovery rate by stacking various skills to speed up the healing process.


Aside from healing spells, the Druid has a fair amount of offensive and defensive magic and is considered the most well-rounded of the healer classes. The Druid can also use magic that controls the forest. As a result, battling against enemies in the forest will be advantageous for parties with Druids. However, one of the Druid's weaknesses is MP consumption, making them incapable of continuously casting spells for long periods of time. Thus, a Druid must be very aware and keep track of his or her MP use.


Mage Classes


Sorcerer


Specializing in tapping into the power of the elements for fierce and powerful spells, the Sorcerer has the highest magical damage out of the twelve classes and is essentially the magical counterpart of the Assassin. Utilizing the different attributes of offensive magic, the Sorcerer has a richer variety of Area of Effect damaging spells compared to weapon-based classes, making it an extremely versatile class. However, this class suffers from low HP and defense and can easily die in a few seconds if attacked. Normally, a sorcerer is more of a support fighter and likened to long-range artillery. They are not meant for front-line combat unless the sorcerer is well-defended.


When coupled with a support character, such as a Bard, the attack strength of a Sorcerer can be multiplied substantially. Due to the fact that a Sorcerer has a wide variety of spells, the cool-down period each spell can also vary, depending on its power, range and effect. For example, a spell may have a fast casting time of 2 seconds and has a cool-down time of 18 seconds, meaning that the sorcerer can cast the spell every 20 seconds. However, due to their generally flashy abilities they tend to be targeted by monsters in a fight if they're not accompanied by either a Guardian or Samurai.


Summoner


Summoners have the magic that allows them to summon mystical beasts or spirits. There are over 100 different types of creatures that can be summoned. However, in order to prevent the class from being almighty and omnipotent, the maximum number of summoned creatures (which will stay out until called back) that a player can summon at any moment is one, and the maximum number of summoned creatures that can be registered is twelve. Some high-level beasts can only be summoned at special locations after completing their specific quests. While the number of summoned creatures out at any moment is one, there are limited-time summons of which there can be infinite amounts of, so long as the caster's MP allows for it.


Due to game-balancing issues, summoned creatures only have a third of the strength of a Normal-ranked monster. However, releasing the contract will return the creature to its original strength.


Summoners themselves have extremely low HP and defense stats. However, due to the wide variety of creatures that can be summoned and the ways these creatures can interact with other beings and the environment, a Summoner's role within a party can include offense, healing, or support. This inherent flexibility makes it an extremely popular class among players, including solo players.


Enchanter


Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee is extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Divine. Some players say that the class is one that exists in concept but that they've never actually encountered an Enchanter in the game. Finding a high-level Enchanter considered to be even more rare.


Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.


Enchanters are an extremely versatile class that boasts a rich repertoire of spells at their full disposal. These range from buffs that raise the combat prowess of party members to spells that add status effects to enemies. Still, due to the Enchanter's extremely low offensive and defensive capabilities, it is nearly impossible for an Enchanter to finish a fight alone.

  • Enchanters' spells can make allies' attacks more accurate or boost their ability to dodge incoming attacks.
  • Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle.
  • Enchanters and other classes like them are normally in the back of a party and can also operate as observers and strategists.



Information


MMORPG: Massively multiplayer online role-playing game: any story-driven online video game in which a player, taking on the persona of a character in a virtual or fantasy world, interacts with a large number of other players.


Classes: Officially called "occupations" one of the twelve classes are chosen by the player when they begin playing the game, impossible to change without creating a new character.


Guild: A group officially put together by players, when creating a guild; the players name their guild and fill out what is necessary assigning the leader and co-leader. A guild when created allows those in the guild to share all items, including attire, food, money, ect.


Solo Player: As the title explains, it is a player free of a guild. Now Solo Players may create parties with one another which are simply groups put together without the pros and cons of guilds.


HP: A players Health points or Hit points, in the case that the players HP reaches zero they will die.


MP: A players Mana points or the power level which a player uses to cast spells or activate combat skills and abilities in battle. MP-recovery potions can be found to increase one's MP recovery rate though they're relatively weak.


Currency: Consists of gold, it isn't a rare material making it easy to uncover by completing quests and defeating monsters. In each major city there is a bank for players to deposit and withdraw from their accounts.


Cooldowns: Depending on a players spells and their use of MP cooldowns create a limit to how often a player may use a Mana ability. The bigger amount of MP used the longer the cooldown, this can put a player in a vulnerable state.


 
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