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| Subject: Echledia Short Guide. Sat Aug 07, 2010 1:07 am | |
| Race : Elf(Dark,Silver,Wood),Zilic(Wild,Civil),Human(Porre,Northern,Southern),Miridian(Amphibious,Reptile). Class : Warrior,Mage(Elemental,Witchcraft),Rogue(Archer,Dual Weapon),Cleric,Defender(Shield,Guardian)
- Lore :
- Spoiler:
- The Elves
: They have three kinds around this world, the first are the Wood Elves, who basically originate from Zilia, the wide central continent of Echledia, they are simply known to build their homes in wide open forests, also said they are excellent at ambushing, they have spread mostly anywhere around Echledia, their main origin is the capital city of Aenthismar said to be deep inside the Zililiano forest. +6 accuracy, -4 strength
The Second Branch of Elves are the Silver Elves, they originate from heated areas such as Wyndaiha, they live near the deserts of this western continent. Some although become criminals in places such as Porre and Thiatyr. They usually serve as hired mercenaries. +6 Personality -4 Endurance
The Dark Elves are quite isolated in Echledia, they live on the forbidden continent at the east, some say they come from Root Valley. Nobody knows much about them. +5 endurance -3 speed
- The Zilians
: These are different humanoid animals, they have a tail, but it can be the one of any animal, most of them are wild and may be a hassle to stop, but there are villages in the north areas of zilia, where there are the most mountains, these creatures run alot faster and also jump higher, they make formidable rogues and even thieves, thieves that you'll never notice. Zilia used to be there land and country till humans took it over, they mostly are refugee's in forests and in high mountains. They gain +3 Speed and -3 Strength.
- The Miridians
: Strange reptile humanoids, nobody usually trusts them, they all originate from Miridia of course, the island lost in the middle of the ocean. Nobody knows their secrets and they are distinctively rare, but still seen in big cities. +2 to three chosen stats and - 1 to 4 chosen stats, Immunity to Poison&Paralyzis, Vulnerability to any other status effects,
- The Humans
: What more to say about them ? We all know what they are life, nature hates them, they destroy everything, take everything for granted, and are constantly at war. Stagnant Stats.
- Nature
: Contains the wildest, most aggressive and dangerous creatures, even tree's can be dangerous, everyone knows that leaving a city is suicidal. Can you survive outside the city?
- Classes :
- Spoiler:
- The Warrior
: The warrior has 4 Branches to choose up from that they may learn. A Warrior already starts with a +5 Increase in strength and a -7 penalty to personality. The highest advantages is the Weapon Mastery Skill which allows the warrior to use any weapon, but a warrior does not cast spells. - Champion
: A champion will passively increase every teammates willpower in battle, they master every weapon to an extent that they are nearly unstopable, the Champion branch gives a direct +7 to Willpower and +2 to Endurance. - Berserk
: Just bash and bash and bash and bash, that's all they think about, they gain a very high bonus to offense but their defense is decreased. The berserk gains 10 Strength, but loses 6 Endurance. - Adrenaline
: The lower the health points of the warrior gets the stronger the warrior becomes, meaning that in near death conditions they will tend to kill instantly their foe, although if surrounded he may be killed along the way. - Smasher
: These warriors gain 6 Strength and + 25% Critical bonus, they also have smaller penalties due to fatigue and using a mace or hammer.
- The Elemental Mage
: The elemental mages have +8 bonus to Personality and a -5 penalty to Endurance, they excell in magic consisting the manipulation of Fire,Air,Water and Earth. And have 3 branches to choose from. - Thanatos
: Excelling in the art of Earth magic, they also have some powers within the dark realms and death, a thanatos Earth attacks become more successful and cause more damage, although they gain 4Endurance, they have a penalty of 4 Speed. - Multielemental
: With an increased spellpower of 15 their elemental attacks become drastic, this class allows you to access the Disaster branch of spells. - BattleMage
: Trained with an increase of 5 for strength and spellpower, to weild weapons like a warrior and still cast spells.
- Witch
: The Witch can only be female, they have an increase in spellpower and of willpower by 4. They have 3 branches to upgrade into. - Shapeshifter
: The witch becomes very potent to changeing into animal form, this is an excellent stealth method to survive the wild lore. - Blood Mage
: The witch sacrifices her own blood to deal deadly damage to surrounding ennemies and she may cause an aura that decreases the health of anything around her. - Enthropy
: Cursing is the way, massive status effects that you don't even want to imagine, the Enthropy witches are devastating in teams, but weak alone.
- Rogue Archer
: May seem like nothing, but picking locks and an increased dexterity is very useful, these rogues excell with archery weapons. They have a bonus of 6 Accuracy aswell as an increase of 4 to Intelligence. They sadly have only 1 branch to evolve through, their own archery mastery.
- Dual Weapon Rogue
: Excellent for assasinating, with a dagger or twin blades these rogues can also use stealth attacks and backstab! they can be seriously dangerous if not taken care of fast enough. They have 3 branches to evolve from. - Assassin
: They are the art of stealth, this branch increases a rogues Accuracy by 6 and adds 6 to Intelligence. - Turbo Blade
: Equipped with two blades and an increased Ambidexterity, they can unleash vicious attacks and very quickly, the rogue has an increase by 5 to strength and 9 to Accuracy. - Thief
: More skilled in looting, picking locks and stealing, they can change a battlefield quite well by simply stealing ressources from opponents. The thief has +3 Intelligence and +5 Willpower
- Cleric
: They are important healers that can also give good blessings, they get +6Willpower and +10Spellpower, Clerics can also be tricky and become a necromancer.
- Shield Defender
: Just because he's a defender doesn't mean he can't bash you with that shield, Be careful of these tough shield masters, they defend, but fight aswell. They gain 7 Endurance and gain +25% Parry chances.
- Guardian Defender
: They don't just protect theirselves, they protect their allies aswell, they can also cause spellwards to get rid of mages. The guardian gets + 5 Endurance and +7 Spellpower.
- System :
- Spoiler:
- Stats
- Strength
Weapons and Armor you carry will Require minimal strength to use, aswell as they will affect your character with a factor known as ''Fatigue''. Your strength will help reduce this fatigue, aswell as help deal more damage.(Dice roll + strength = dmg )
- Intelligence
Alot of items and spells may require better intellect to use, always keep an eye out for that.
- Endurance
Your endurance x3 + a d20 roll = your HP, this may help reduce damage dealt aswell.
- Personality
Your personality x3 + a d20 roll = your SP. That is all Personality is for.
- Speed
Priority to the fastest, obviously.
- Accuracy
This will affect which type of dice to roll and how much you need to roll to get an accurate attack.
- Luck
Globally works everyone, again this will affect the type of dice and how much you need to roll for better luck, this will affect looting and mostly everything else in the game.
- Willpower
Intelligence + Personality + 1 d20 roll. Willpower rolls will happen in certain events, such as in crucial moments, it's harder to manipulate someone with high willpower.
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