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The Great Haggis
Captain

PostPosted: Tue May 24, 2011 1:18 am
to be filled  
PostPosted: Tue May 24, 2011 1:23 am
Class information Guide

Here you are granted both a guide as to what is on your game class sheets, as well as little helpful information on making your character.


Class Grouping

Fighters: Grappler, Guardian, Lancer, Swordsman, Warrior
Magicians: Mage, Necromancer, Priest, Beast Master
Rogues: Archer, Assassin, Thief

Class Levels

The level breakup for all classes go as fallows.
* Level 1-15: Novice
* Level 16-33: Apprentice
* Level 34-49: Journeyman
* Level 50-65: Expert
* Level 66: Master

As a character levels they become more powerful in many ways. All characters when they level are granted 3 skill points, 3 ability points, and natural increases to their HP, MP, and SP. The amount each of those increases depends on the dominance of each in the class. The most dominate will increase by 10, the second most dominant will increase by 6, and the lowest dominance will increase by 3. And additional 3 points can be added into any of these by sacrificing a Ability point. The list dominances for each class goes as fallows.
Archer- SP, HP, MP
Assassin- SP, MP, HP
Beast Master- MP, HP, SP
Grappler- HP, SP, MP
Guardian- HP, SP, MP
Lancers- HP, SP, MP
Mage- MP, HP, SP
Necromancer- MP, HP, SP
Priest- MP, SP, HP
Swordsman- SP, HP, MP
Thief- SP, HP, MP
Warrior- HP, SP, MP.

Stats

Each class has their own strong points and weak points. These is the explanation on the basic stats that you will see with each class.

HP=Health points: (self explanatory)
MP=Mana Points: Mana is the energy used to cast spells and Use magical abilities.
SP=Stamina Points: Stamina is the energy used to use exceptional physical abilities that are not technically magical in nature. (Most melee fighters abilities will not use MP, but rather SP)
P=Power: The offensive power and strength of a character
E=Endurance: The ability of a character to sustain damage. (directly related to the characters HP)
A=Agility: Effects the ability or a character to both land hits and avoid blows. (also has a hand in range combat damage)
W=Will: Effects the power of a characters spells, as well as their ability to resist spells.
I=Intelligences: Effects a characters abilities to use Items and traps. (outside of the basic potions and foods)

Class Abilities

[Every level your character gains 3 Ability points. These are used to purchase skills, as well as upgrade them. The more powerful the ability, the more ability points have to be used to purchase. Every upgrade cost is the number of upgrade times the base cost of the ability. Every character starts off with 3 ability points at level 1 ]
((These like all other aspects of the game are subject to change, your characters will get a notice when they do.))  

The Great Haggis
Captain


The Great Haggis
Captain

PostPosted: Tue May 24, 2011 1:33 am
Quote:
Archer

A range specialist, Archers use Bows and Crossbows to slaughter their targets at a distance.
[Weapons Proficiencies]Bows, Crossbows, single Sword Sword
[Armor Proficiencies]Leather, Hide, Light Metal

Base Stats: HP:60 MP:30 SP:60 P:Moderate E:Low A:Good W:Low I:Good

Abilities:
Novice-
Speed Shot:1AP An attack with very fast reload speed at slightly less that the characters attack power
Bleeding Shot:1AP Attack that damages a target gradually over time. average reload speed.
Doubleshot:2AP Fires two arrow at once at a single or two separate targets at 3/4 the characters attack power.
Pinning Shot:1AP slows target's movement speed for a short while and deals 1/2 characters attack power.
Swift footing:1AP[passive] increases the Archers landspeed
Owl’s Eye: 1AP[passive] increases the Archers range of sight (and as a result accurate aim)
Good Aim:1AP Increases the accuracy rating for all party members/targeted Player
Fast Movement:2AP Increases the land speed for all party members.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Triple Shot:3AP Fires three arrows at once at a single or multiple targets dealing 3/4th the character’s attack power
Falling shot: 3AP A long distance shot that can reach double the average range of a bow. (bow only)
Swift handed: 2AP[passive] Decreases the time it takes to draw and notch an arrow.
Rapid Aim: 2AP Increases Archers attack speed (long cool down time)
Rapid Reload: 2AP[passive] Increases reload speed for Crossbows.
Keen Tips: 1AP Increases the likelihood of critical by projectiles by 1% (increases by number of ranks)

Quote:
Assassin

Assassins specialize in attacking their target's weak points from either stealth or flanked positions.
[Weapons Proficiencies] Daggers, Katar, single Short-Swords
[Armor Proficiencies] Cloth, Leather, Hide

Base Stats: HP:50 MP:50 SP:50 P:Moderate E:Low A:High W:Low I:Fair

Abilities:
Novice-
Back Stab:1AP [only available when hidden, disguised, or target is flanked] An attack that does full character damage, but bypasses targets armor bonus.
hamstrung:1AP An attack that does full character attack power, and reduces the target's movement speed.
feint blow:2AP deals 1/4 of characters attack power but drops the foes defense for immediate fallowing blow in half.
Lethal Art:1AP[passive] Increases the characters chance of landing a critical Blow
Mana dissolve:2AP lowers targets Mana over a period of time.
Disguise:2AP Takes on the guise of a monster. The effect ends when an attack is made or another ability is used.[the guise is random] The character can not have agro and must be out of sight to use this ability.
Poison Affinity:1AP[passive] Increased ability to apply poison to weapon so it stays on through more blows.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Improvise Mild Poison: 3AP Creating one of several mild poisons from organic material.
Dash: 2AP An aggressive ability used when charging the target. You deal +½ damage to the target, but are more likely to be hit. [opens up the span for dash attack chains for 5 seconds]
Riptear: 1AP A attack in a dash chain which deals bleeding damage.
stunt: 1AP A attack in the dash chain which slows the target’s attack rate as well as full attack damage.
Razor‘s edge: 1AP All dagger attacks have a +2% chance of crit.
Poison Affinity: 1AP Increase length of time and quality of poison application.

Quote:
Beast Master

Rulers of the wild, Beast Masters Subjugate creatures and beasts to do their bidding.
[Weapons Proficiencies]whips, maces, spears(only spears from polearms.) Slings
[Armor Proficiencies]Leather, Hide, Light metal

Base Stats: HP:60 MP:40 SP:50 P:Fair E:Low A:moderate W:High I:Low

Abilities:
Novice-
Subjugate:2AP When a animal or beast is down to 1/6 their max health, a beastmaster can use this ability to bring that creature under their control. This effect lasts as long as the character is logged on and alive. [a beastmaster can only subjugate up to the cumulative level of their will in creatures] This effect only works on animal and beast type monsters. [some animals do not need to be at 1/6 health to subjugate.]
Wild Strike:1AP Can use one natural attack of any creature the character has Subjugated at that time.
Wild Hunt:2AP Increases all stats of subjugated creatures at the cost of 1/2 the casters Max mana.
Well Trained:1AP Increase the attack power, defense, and agility of one subjugated creature.
Creature Trait:2AP Temporarily gains the trait possessed by a creature the character presently has subjugated.
Favored beast:2AP Beast masters can choose one kind of creature they have subjugated to be their favored beast. This allows them to have a easier time subjugating that creature. This can only be taken once, and can not be undone.
Natural step:1AP[passive] The characters land speed does not reduce as much when going through thick underbrush.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Disruptive Lunge: 1AP Physical attack that disrupts abilities or spells active at that time.
Calm Creature: 1AP Causes lowers aggression level of target creature.
Enrage Creature: 1AP Heightens the level of the target creature’s aggression
Herbivore Mastery: 2AP Increases the success of all creature skills against targeted Herbivores
Carnivore Mastery: 2AP Increases the success of all creature skills against targeted Carnivore
Omnivore Mastery: 2AP Increases the success of all creature skills against targeted Omnivore
Nature’s Bounty: 2AP [passive] Increases the quality and quantity of all gathered natural materials or items. (including salvage from beasts or animals)
Potency: 1AP A skill that boosts venoms and poisons of subjugated creatures.

Quote:
Grappler

Close quarters fighters, Grapplers are tough and strong fighters whom do not rely on weapons or magic to kill,
[Weapons Proficiencies] Knuckles
[Armor Proficiencies] Cloth, Leather, Hide, Light Metal

Base Stats: HP:70 MP:20 SP:60 P:High E:Good A:Moderate W:Very Low I:Very Low

Abilities:
Novice-
Crippling Blow:1AP Deals regular damamge as well as Damages Targets Power and Endurance.
Bind:3AP The Grappler grabs hold of the target, stopping it's movement completely and can continue to deal basic melee attacks. The target is unable to attack any characters but the grappler and then only with melee attacks as well. [can only be used on humanoids of certain sizes]
Sundering Blow:2AP Deals heavy damage to the target's Endurance and armor, as well as 1/4 regular damage.
Flurry of Blows:2AP rapid succession of physical attacks which deal 3/4 regular attack power each.
BlindSide:1AP Deals 1/4 again regular damage and reduces targets accuracy
Iron Fist:2AP Characters attacks deal extra damage against armor
Stone Fist:2AP Characters attacks deal magical damage in addition to regular damage.
Trained Body:1AP[passive] Slightly increases Power, Endurance, and speed of attack
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Disarm:2AP Deals 1/4 regular damage but has a chance of removing held weapons from targets.
Joint Strike: 1AP Deals ½ regular damage and hampers movement from the areas using targeted joint.
Throw: 3AP After a successful grab, a grappler can physically throw their target, forcing them in a single direction. (distance of the throw is dependent on strength vs. weight.
Progressive Combo: 2AP Each strike that lands in this chain of strikes adds damage to the fallowing strike.
Improvised Weapon Proficiency: 2AP Increases the effectiveness of all damage dealt with improvised weapons.

Quote:
Guardian

Walking fortresses, Guardians are sturdy and dense fighters which can take massive amounts of punishment.
[Weapons Proficiencies] Maces, Hammers, axes
[Armor Proficiencies] Hide, Light Metal, Heavy Metal, Crystal, Bone

Base Stats: HP:110 MP:10 SP:30 P:Moderate E:Extreme A:Low W:Very Low I:Very Low

Abilities:
Novice-
Stunning Blow:1AP Stuns target for a small period of time.
Crushing might:2AP 1/2 again regular damage and damages SP of target.
Slam:1AP reduces targets land speed and deals regular damage
Shield bash:1AP regular damage plus knockback and stun [only usable when shield equipped]
Armored:1AP Increases Characters Defense
Iron Determination:2AP Increases Parties SP
Battle Cry:2AP Increases Parties Max Damage
Bear Shields:2AP Increases Parties Max Defense
Taunt:1AP Pulls Aggression from target
Snarl:2AP Reduces targets Aggression
Defiant Howl:2AP Pulls Aggression from all monsters in the area.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Numb mind: 2AP 50% chance of disregarding damage related ability disruptions
Avenge the Fallen: 3AP [stance] If any party members die while this condition is active, damage increase by 25% per fallen comrade.
Wall: 2AP Ability that allows a defender to draw all incoming attacks if they are aimed passed him from the attacker.
Stand Ground: 1AP Guardians become an extra 2% resistant to rushing attacks.
Protection: 2AP All party members physical defense increase by 10
Shield Mastery: 2AP Increases defense while using a shield by 10%

Quote:
Lancer

Well trained fighters who wield polearms of almost any variety, Lancers are especially good at fighting large or mounted creatures.
[Weapons Proficiencies] Single Short Sword, Polearms(any)
[Armor Proficiencies] Leather, Hide, Soft Metal, Heavy Metal, Bone

Base Stats: HP:90 MP:10 SP:50 P:Good E:Good A:Moderate W:Moderate I:Low

Abilities:
Novice-
Skewer: 1AP Deals 1/2 again regular damage and targets attack speed.
Thrusting blow: 2AP Ignores 1/2 of Targets Armor Bonus
Sweeping slash: 2AP Attacks all targets around the character at full attack power.
Rapid Thrust: 2AP 3 fast acting thrusts which hit for full attack power.
Battle Hardened: 1AP Increases the Parties endurance.
Sixth sense: 2AP Increases the Characters ability to spot Hidden lot, creatures, or characters. (including disguised assassins.)
Held at bay: 2AP Up to three targets can not attack the character for a short time.
Bane of beast: 1AP[passive] Grants a natural bonus for attacks against land beasts or mounted humanoids. [including centaurs]
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Drill: 2AP A thrust which deals an extra 20% damage and ignores 10% of Physical defiance from cloth, leather, or hide of tough skin traits/armors.
Sting: 2AP a high speed charge and thrust that crosses a distance quickly and deals regular damage.
Spear Strength: 1AP Increases base damage with spear or pole-arms.
Javelin Strength: 1AP Increases base damage with Javelins.
Deceptive Length: 2AP A skill that while active makes all thrusts harder to predict and block/dodge

Quote:
Mage

Elemental casters, Mages level their enemies with powerful spells that draw from inner power.
[Weapons Proficiencies] Staffs
[Armor Proficiencies] Cloth

Base Stats: HP:40 MP:80 SP:30 P:Very Low E:Low A:low W:Extreme I:Moderate

Abilities:
Novice-
Burning Hands:1AP Deals fire damage on touched target over a period of time
Frozen Touch:1AP Deals Ice damage to a touched target and slows them.
Shocking Grasp:1AP Deals Electrical Damage with a chance of stunning to touched target.
Fire ray:2AP Deals fire damage over a period of time.
Freezing Bolt:2AP Deals Ice damage and slows Target
Lighting Bolt:2AP Deals Electrical Damage with a chance of stunning target
Magic Missile:1AP Deals non elemental magic damage
Ice Armor:2AP Increases Target's Defense
Frozen Legs:1AP Reduces targets landspeed by half.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Fireball:3AP A ball of combustible fire which explodes outwards, dealing fire damage to all those in the immediate area, with a chance of setting everything in the effected area on fire.
Hail Storm:3AP A shower of large chunks of ice that fall down causing both blunt and frost damage. All those in the effected area have their movement speed slowed.
Current:2AP The mage causes electrical energy to course through any metal weapon they are holding when they strike, causing electrical damage on top of the weapons regular damage with a chance to stun the target.
Whirlwind: 1AP Firm cycling gusts of wind which clear smoke, mist, vapor or similar effects from the area.
Wind wall:2AP Reduces chance of hit from projectiles

Quote:
Necromancer

Dreaded spell casters, Necromancers not only summon up the dead to fight for them, but also can draw the life form those still living.
[Weapons Proficiencies] Maces, Staffs
[Armor Proficiencies] Cloth, Leather

Base Stats: HP:40 MP:60 SP:40 P:Low E:Low A:Low W:Very high I:Moderte

Abilities:
Novice-
Drain Health:1AP Lowers Targerts HP
Drain Mana:1AP Lowers Targets MP
Drain Stamina:1AP Lowers Target's SP
Unholy Word:2AP Increases Undead Minions max HP, Power, Endurance, and Agility
Death's Embrace:2AP Heal undead Minions
Impose Will:2AP Subjugates Undead with lesser will than Necromancer
Raise Undead:1AP Create Undead minion from present corpses. This skill is subject to certain parameters, similar to that of the BeastMaster. The higher the Necromancer's rank in this ability the more freedom the Necromancer has with the ability. With one rank, the Necromancer can summon one zombie, or one Skeleton. The level of the minion raised increases with more ranks in the skill. When the rank is at 5, the necromancer can then summon a second minion. The cycle continues in that set of 5's.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Negetive Bolt: 1AP A blast of negative energy which deals damage equal to your magic damage. (double damage to holy targets)
Enfeeble:2AP Causes Strength and Endurance damage to the subject.
Barb Hands: 2AP A curse that causes target to take damage every time they attack.
Ill Fated: 1AP A curse that damages target’s luck by 10.
Defile Flesh: 2AP Reduces effect of healing effects on target.
Barbed Soul: 2AP Target takes damage every time they cast magic
Shadow of Doubt: 1AP Interrupts targets ability use.
Bone Spear: 2AP Transforms any single bone into a sharpened 5 and a half foot spear.

Quote:
Priest

Holy Spell casters who can either bolster and revive their allies, or weaken and cripple their enemies.
[Weapons Proficiencies] Staffs
[Armor Proficiencies] Cloth, Crystal

Base Stats: HP:40 MP:80 SP:30 P:Very Low E:Low A:Low W:Extreme I:Moderate

Abilities:
Novice-
Mana Bolt:1AP Non elemental Magical damage
Holy Light:2AP Divine damage spell.
Divine Favor:1AP Increases Max HP of target or party.
Healing:1AP Instantly raises HP of target
Soothing Touch:2AP Continually raises minor Health of entire Party
Remove illness:1AP Removes diseases from target.
Kinetic Field:2AP Damage takes away Mana rather than HP.
Sanctuary:2AP Priest can not be targeted by creature attacks. [ends as soon as attack of some sort is made.]
Hold:1AP Target can not move or attack for a short while.
Dispel:2AP Remove buffs from target.
Divine Meal:1AP Summons food and water.
Beacon: 2AP Allows dead allies to use the priest as a respawn point rather than their town binding.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Smite: 2AP Deals Heavy damage to any not good aligned target.
Raise Dead:3AP Brings targeted player back to life. Long reload time.
Purity: 1AP Increases the effectiveness of all good aligned spells.
Fast Healing: 2AP Just as the Healing spell, but the casting time is cut in half.
Holy Training: 1AP Permanently increase the priest’s Mana.
Remove Curse: 2AP Remove one curse the subject is inflected by. (the last cast curse takes priority)
Purge Poison: 2AP Removes poison from subject’s body.
Shield of Faith: 2AP Subject gains a +10 to their Defense.

Quote:
Swordsman

possessing the greatest ability with swords, Swordsmen are well balanced fighters that either focus on one, or branch out to all types of swords.
[Weapons Proficiencies] Short Swords, Long swords, Great Swords
[Armor Proficiencies]Leather, Hide, Light metal

Base Stats: HP:80 MP:30 SP:40 P:Good E:Good A:Moderate W:Moderate I:Low

Abilities:
thrust:1AP ignores 1/4 targets Armor bonus.
Rapid Slash:1AP[only available with long sword and smaller] Does regular damage but fast reload time.
Weak Point:2AP Attack that reduces targets endurance and strength as well as causing 3/4 regular damage.
Rend:1AP Attack that does 1/3 again regular damage and damages agility
Cleave:2AP[only available with Two-Handed Swords] Damages all targets around character, if a target dies during this attack, the damage dealt to all subsequent targets double.
Leadership:1AP Increases the agility of the party.
Bolstered Spirit:2AP Increase characters rate of attack
Intimidate:1AP Lessens targeted Creatures aggression towards the character.
Short Sword Familiarity:1AP Slightly increases damage and attack speed with short swords
Long Sword Familiarity:1AP Slightly increases damage and attack speed with Long swords
Two-Handed Sword Familiarity:1AP Slightly increases damage and attack speed with two-handed swords
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Pommel Link: 1AP All striking effects of are activated by pummeling a subject as well.
Whetstone: 2AP [passive] An ability that increases likelihood for a critical.

Double slash: 2AP An attack which deals a second slash damage in addition to the landed blow.
Length of Sight: 2AP Increases accuracy when using a longsword
Weight of Steel: 2AP Increases damage dealt with a Two handed sword
Speed of heart: 2AP Increases rate of attack when using a shortsword.
Florentine Proficiency: 2AP[passive] Increases the effectiveness the warrior can wield two weapons at once.

Quote:
Thief

Swift and cunning rogues, Thieves can both steal form targets, but also have a wide array of traps and equipment at their disposal.
[Weapons Proficiencies] Daggers, and slings
[Armor Proficiencies] Cloth, Leather, Hide

Base Stats: HP:50 MP:40 SP:60 P:Low E:Low A:High W:Low I:Very High

Abilities:
Surprise attack:1AP An attack that does 1/2 again regular damage. [can only be performed while hidden.]
Hit and run:2AP And attack which does regular damage but reduces target's landspeed.
Devils Luck:1AP Increases Parties Luck
Stealth:1AP Removes the thief from visibility. This is dispelled when another action is made. character can not run during this time. Long reload time.
Beguiling:2AP[passive] An ability that grants Thrives Greater deals at merchants.
Combat Planting:2AP An ability which allows the thief to plant traps during combat.
Sly Escape:1AP Redirect Aggression onto target
Flash Powder:2AP reduces accuracy of all but party members
Steal:1AP Steals loot from still living targets.
Disable:2AP Allows the thief to bypass, or disarm traps and open locks.
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Hide Tracks: 1AP An ability that allows the thief to avoid leaving noticeable traces of their passing.
Thief’s step: 2AP A particular footwork which allows thieves to be less likely to set off ground traps as well as increase the likelihood of being unheard.
Fragile stance: 2AP Increases thief’s defense but increases their evasion rate.
Keen Mind: 2AP Increases proficiency at laying finding, and disabling traps, as well as opening locks.
Evasion Mastery: 1AP Permanently increase characters ability to evade blows.
Dagger Prowess: 1AP Increases damage and defense while using Daggers.
Sap Prowess: 1AP Increases the effect of Saps used by character.

Quote:
Warrior

A jack of all trades in the field of fighters, Warriors are able to wield the largest selection of weapons in the game.
[Weapons Proficiencies] All weapons except for Knuckles, bows, Crossbows and Slings
[Armor Proficiencies] All Armor

Base Stats: HP:90 MP:30 SP:30 P:High E:Good A:Moderate W:Low I:Low

Abilities:
Novice-
Heavy Blow:1AP Deals 1/4 again regular damage
Shield Bash:1AP[only usable with shield equipped] 1/2 regular damage plus knock back.
Crippling Blow:2AP Deals regular damage and reduces power, endurance, and agility of target.
Rally:1AP Reduces debuffs on party
Intimidate:2AP Reduces Aggression from target creature
Sword Familiarity:2AP Slightly increases damage dealt with Sword weapons
Axe Familiarity:2AP Slightly increases damage dealt with Axes
Blunt Weapon Familiarity:2AP Slightly increases damage dealt with Blunt Weapons
Polearm Familiarity:2AP Slightly increase damage dealt with polearms.
Dagger Familiarity:2AP Slightly increases damage dealt with Daggers
Apprentice-
Inventory Expanse: 2AP An ability that can only be taken once, but increases the size of one’s inventory. (Note this does not increase their max carrying weight, only the quantity that they can carry.)
Formation: 3AP Warriors within 30foot proximity of each other in a party gain a +5 to their power +5 to their endurance +5 to their rate of attack, and a +5 to their defiance. (distance increases with ranks)
Offensive stance: 1AP Stance that trades chance to hit for damage
Defensive stance: 1AP Stance that trades damage for chance to hit.
Battle Tested: 2AP increases the warrior’s attack and Power
Strong Arm: 1AP Increase warriors Power for 15 minutes.
 
PostPosted: Tue May 24, 2011 1:41 am
Subclassing

When a Player's character reaches the level of Apprentice in their class (lvl 16 at the lowest), they are able to select a subclass from the original set of classes if they so choose. A subclass is a less powerful version of the original, with all of the statistics and effects of the abilities cut in half from the class of the same level.
Experience gained after taking a subclass is split between the base class and subclass.
Only after a character has reached master level in their base class, and expert level in their subclass can they take on a second subclass.

Duel Classes

When a character has obtained the level of Master in both Base Class and Subclass Class, if those two classes are of certain types, they will obtain what is known as a Duel Class, which is a class merging the abilities of their class and subclass. The various duel classes available are as fallows along with the classes required to merge it. Some duel classes allow either class to be the base class whereas some require a very particular setting, and occasionally, even extenuating circumstances to obtain the class..
Anti-Priest: Necromancer & Priest (Not Interchangeable)
Black Guard: Guardian & Necromancer (Interchangeable)
Dread Blade: Assassin & Necromancer (Not Interchangeable)
Elemental Fist: Grappler & Mage (Not Interchangeable)
Exorcist razz riest & Necromancer (Not Interchangeable)
Gladiator: Warrior & Grappler (Interchangeable)
Hunter: Archer & Lancer (Not Interchangeable)
Knight: Swordsman & Guardian (Interchangeable)
Magic Archer: Archer & Mage (Not Interchangeable)
Ranger: Archer & BeastMaster (Interchangeable)
Scout: Archer & Thief (Interchangeable)
Spell-Sword: Mage & Swordsman (Not Interchangeable)
Templar: Guardian & Priest (Not Interchangeable)
Witch: Mage & Necromancer (Female)(Interchangeable)
Wizard: Mage & Necromancer (Male)(Interchangeable)  

The Great Haggis
Captain


The Great Haggis
Captain

PostPosted: Tue May 24, 2011 1:44 am
Skills

Skills are broken up into four different classes. Physical, Survival, City, and Crafting. Each skill has five ranks within the skill. Each of those ranks (with the exclusion of Novice) when reached grants a particular bonus to the character. When the character brings all the skills within a class of skills to equal all at least a particular level, they also gain a bonus.
The fallowing is the points required for each level for any given skill.

* 0-24 points: Novice
* 25-49 points: Apprentice
* 50-74 points: Journeyman
* 75-99 points: Expert
* 100 points: Master

[Each level gained a character gains 3 skill points to use as they choose.]
Grouping


Physical Skills

Athletics: Effects a characters land speed, and the rate they fatigue.
Senses: Effects how sharp the characters sense of sight, smell, and hearing are.
Sneak: [half skill for all but thieves and assassins]Effects a characters ability to hide themselves from sight.
Survival Skills

Tracking: [half skill for all but archers, beast masters, and assassins]A characters ability to trace the path of a creature of other character that has taken.
Hunting: Increases the likelihood of finding material on Animals.
Woodsman: Increases the likelihood of finding material on plants.
Scavenger: Increases the Characters ability to gather material from monsters
Loot: Increases the Characters ability to gather salvage from Humanoids.
City Skills

Diplomacy: A seemingly misc skill that effects several things in towns and settlements.
Mercantile: Increases the favorable results in shops.
Craft Skills

Smithing: Crafting and repairing of metal equipment.
Tanning: Crafting and repairing of leather or hide equipment.
Carpentry: Crafting and repairing wooden equipment.
Alchemy: The creation of potions. (And poisons for assassins)
Cooking: The mixing of food ingredients to make more sustaining food.

*Half skills take two skill points for each skill point gained, and can only reach journeyman level.  
PostPosted: Tue May 24, 2011 1:47 am
Equipment


Items

Health Potion sad Major, Regular, or Minor) Restores HP of Character
Mana Potion sad Major, Regular, or Minor) Restores MP of Character
Stamina Potion sad Major, Regular, or Minor) Restores SP of Character
Ultra Potion sad Major, Regular, or Minor) Restores HP, MP, and SP of Character
Remedy: Cures Characters Diseases.
Antidote: Cures Character from poison.
Resection Potion sad only usable on others) Resurrects target player.
Shard: A item that contains a particular elemental property, such as fire, water, Ice, electricity, or even dark and holy. They are created using the raw elemental salvage and deal damage of the elemental influence.
Charms sad Come in power, Endurance, Agility, Will, Intelligence, Luck, and speed) Charms grant temporary boosts to characters stats. There are also group Charms which effect an entire party.
Bait sad varies as to the monster in question) Bait is a item that draws a particular creature in the area towards it. There is also Omni-bait which draws all creatures in the area.

Weapons

Weapons come in the fallowing materials of Metal, bone or wood; and are made of the fallowing listings.
Daggers: Small melee weapons used by thieves and Assassins.[Starting tyle: Iron Dagger/Duel Iron Daggers]
Short Sword: A one handed sword whom can be duel wielded or with a shield.[Starting tyle: Iron Short sword]
Long Swords: A hand and a half sword that can be used single handed with a buckler, or a shield. (though attack abilities used with this sword requires two hands.)[Starting tyle: Iron Longsword]
Great Swords: A massive two handed sword that requires both hands to wield at all times. [Starting tyle: Iron GreatSword]
Maces: A Blunt weapons that ends in a either smooth or spiked head. [Starting tyle: Iron MorningStar]
Hammers: Blunt weapons ranging from one handed to two handed. [Starting tyle: Iron Hammer]
Axes: A edged chopping weapon that depending on design or size can be used in one or two hands. [Starting tyle: Iron BattleAxe]
Polearms: Two handed weapons encompassing spears, halberds, glaives and similar weapons. [Starting tyle: Iron Spear]
Knuckles: A weapon only available to Grapples, it doe not count as a weapon but adds to the damage of their hand to hand attacks. It comes in blunt, spiked, bladed or other variations.[Starting tyle: Brass Blunt Knuckles]
Staffs: A two handed blunt weapon used by priests, mages, and Necromancers. [Starting tyle: Pine Staff]
Bows: A projectile weapon used by Archers. [Starting tyle: Cottonwood bow]
Crossbows: A projectile weapon used by archers. [Starting tyle: Pine Crossbow]
Exotics: katara, whips, or Slings. [Starting tyle: No set starter]

Armor

Armor comes in the fallowing varieties-
Cloth Armor: Cloth armor though not as tough as others, are more liberal and allow more freedom of movement.
Leather: Leather is constructed from treated leather from animal hides.
Light Metal: Light metal is comprised of armor from lighter metals or heavier metals in small quantities.
Heavy Metal: Armor made from large amounts of heavy, durable metals.
Hide: Made from the hides of beasts. The properties of the armor are dependent on the beast the hide was retrieved from.
Bone: Made from the bones, the effects of the armor vary depending on what the bones are of.
Crystal: Armor made from minerals and crystals. The effect varies depending on which crystals are used.

Shields also are encompassed by armor. They come as fallows in categories, but of the same materials.
Bucklers: Small shields that are strapped onto the forearm and can be used with one handed or hand and a half weapons.
Shield: Tradition shields that are only usable with one handed weapons.

Traps

Traps are made from various materials and less the character is a thief with the required abilities, must be placed outside of combat. They come in the falling groups.
Poison Traps: Traps that as the name implies, deals little damage but poisons who triggers it.
Spike Traps: A trap that deals piercing damage to those whom activates it.
Net Traps: Immobilizes the target that triggers it.
Arrow Traps: Fires up to 5 arrows when triggered.
Spell Traps:Releases a spell that has been stored in the trap when triggered.  

The Great Haggis
Captain


The Great Haggis
Captain

PostPosted: Tue May 24, 2011 1:49 am
Ingredients

Food Ingredients

All food ingredients can be made into food. Some have properties when not made into a cooked food.
Berries: Regains a small amount of mana
Fruit: Regains a small amount of health and energy.
Grains: No properties uncooked
Vegetables:Regains a small amount of energy
Exotic Berries: Regains a moderate amount of mana
Exotic Fruit: Regains moderate amount of health and energy
Exotic Grains: temp boost to Endurance
Exotic Vegetables: Regains moderate amount of energy
Beef: Regains a moderate amount of health
Mutton: Regains a minor amount of health and energy
Pork: Regain a minor amount of health and boosts power
Venison: Regain minor amount of health and boosts speed


Wild Ingredients

Wild Ingredients can be gathered from wild plants or environments found throughout the word. They can not be consumed without first being turned into potions or salves with Alchemy
Wild Ingredients fall under several categories such as Roots, Leaves, stalks, saps, pulps, Mushroom Caps, Flowers, Nuts, or Nectar. Wild materials also encompass byproducts such as honey. These ingredients come in a phenomenally large variety, and many are found in only certain regions or environments.

Materials

Salvage:Salvage are materials that are gathered from the corpses of dead creatures. They fall under the general materials such as bones, hide, and scraps. The salvage varies greatly from creature to creature and often times can be used for several different things.
MineralsMinerals are substances found in various parts of the world, and fall under the groupings of things such as metal ores, Crystals, precious stones and other similar substances. There are a large variety spanning throughout the world.  
PostPosted: Tue May 24, 2011 1:50 am
Creature Types

Animals: Animals are mundane, non magical creatures that can be found in the real world (though some are slightly altered). They are a staple in the world's food chain. They come the variations of Domestics, Ferals, Docile Wilds, and Aggressive Wilds.
Beasts Magical creatures that inhabit the world they are powerful monsters that vary greatly from one to the next. there are Three categories of bests; Land Beasts, Air Beasts, and Water Beasts. As the names imply they inhabit and hold domain over the various terrains they inhabit. Though many are intelligent, none of them speak a human tongue.
Humanoids Humanoids are either Human themselves, or monsters that closely resemble humans and are closer to them than they are to beasts. Unlike beasts, Humanoids are able to hold weapons, ware armor, and set traps. Some of them speak a human tongue (usually humans themselves) but most speak their own language.
Monstrous Humanoids Humanoids which resemble monsters more than they do humans, these beings are often far superior than humanoids in certain areas, though they are usually not as well rounded the humanoids. These creatures can hold gear and equipment as humanoids, and many of them speak their own language though almost none speak any human tongue.
Undead As the name implies, Undead are monsters that are not of the living world. Some of them can carry weapons, but they do not often carry gear. Though most are humanoid in shape they can also be drawn from the dead of non humanoid monsters.  

The Great Haggis
Captain


The Great Haggis
Captain

PostPosted: Tue May 24, 2011 1:55 am
Game Combat and Dueling

An more specific look at combat. The way that LZ combat works is much like that of real live, you control how and where your character attacks (as well as if they activate their abilities) and how they try to avoid being attacked. The stats for each class will simply dictate the physical abilities of the character. Please bear in mind that if your character has low agility, the likelihood of them being able to dodge an attack is greatly decreased. For fighting monsters it is a bit more simplistic, but if someone gets in a fight with another Player Character you can simply refer to the stats of each class to understand the classes strong suits and weaknesses when facing off against anything. (especially other characters.)
As a side note, there is no required action needing to be taken in order to attack another character, it is simply done. However, bear in mind that killing other characters completely results in What is known as PK (or player killer) status, and your characters skin and eyes will glow a faint reddish color till the status wares off. (72 logged game hours after the kill took place.) Killing someone who has PK status does not grant the person who killed the PKer the same status. (If you end up killing a character who was attacking you, simply submit a report of the incident, an administrator or moderator will will check the action logs for the area and if it shows you are not at fault of attacking first, then you will have the status instantly removed from your character.)
When you have PK status, you will have worse interactions with NPC's, less deals at the shops (some shops will even refuse to do business with you) and depending, some guards will even attack you. (these are of course referring to upstanding and lawful NPC's. Certain evil or shadier NPC's may or may not have improved regard for you. )
By sending or accepting a duel request though, two characters can fight all the way to 0 HP and when the duel is finished, both participants return to the health, mana, and stamina they started with.  
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