Shog
The Infinite Being
Races
The races not only define what your avatar looks like, but also have their own set of skills and abilities. Many of these skills seem to overlap with other classes or races, but are indeed different. Most skills races learn are heavily based off of where the race originates from. Each race is also only capable of learning 6 of the 9 classes. To activate a skill you must picture a certain symbol in your head and that symbol will then dully glow a certain color on the back of your hand for just a moment. Each skill has its own unique, but still relatively simple, symbol. All pictures used are available for use for any character. The notable features section lists the features that each member of the race has.
The Ancients are the oldest known Races in Erith, with the exception of Humans (more on that in the Half-Breeds tab). Through history they have caused the most wars and tend to be the most opinionated and prideful. Boarder skirmishes have mostly stopped as their primary territories are no longer neighboring each other.
Elves are not the most durable of races, but They make up for that with both melee and ranged combat skills. When they hit, they hit hard. Elves have historically been the most prideful race and tend to avoid asking for help.
Skill Overview: Elves are gifted with light and holy magic. Other skills include additional agility and movement.
Highest concentration: Elvenheim Forest
Notable Features: Slender build and pointed ears
Classes: Warrior, Assassin, Ranger, Woodsman, Bard, and Druid
Apply to any ally. This ability allows the recipient of the skill to ward off high amounts of damage. The skill is usually worn off soon after it is applied, but can be very useful. They glow gold while this effect is applied to them.
Instantly remove all negative effects, such as DOTs and debuffs, from you and your allies. When this skill is activated they momentarily glow.
Create a shrine to the goddess of light with the dimensions of about 10 feet in diameter and 15 feet tall. Anyone inside the shrine will be given continuous healing, though elves receive slightly more healing and dark elves receive slightly less healing. Anyone who strikes the shrine will receive medium-low instant damage and will have DOT equal to the amount of health they would receive. All effects immediately stop when they leave the shrine. The shrine lasts for 5 minutes.
Shoot bright energy from your hand that does medium damage. It is shaped like an arc that grows the further it is away from you. It travels 10 feet before dissipating and is 5 feet long at the end of its life. It damages all enemies it hits along its path, not just the first one it hits.
You gain a jump boost that allows you to jump up to 3 times higher than normal for 1 minute. This skill is hard to control at first, but can be very useful.
Dark Elves were at one point just elves. Some Elven mages attempted to dabble in the dark arts to create better soldiers to combat the Orc army. It seemed to work, but the Dark Elves soon faced prejudice and declared themselves an independent race. Once they found a territory to call their own, they began a war with the Elves. It soon became an all out war between all of the Ancient races as the Dark Elves still had distain for the Orcs. As a result from the change from normal Elves, they became more durable. However, they lost their touch with nature as well.
Skills Overview: They have dark magic and are great at manna manipulation
Highest Concentration: The Narwood
Notable Features: Slender build, pointed ears, darer colored skin, and red eyes
Classes: Guardian, Assassin, Woodsman, Mage, Monk, and Bard
The targeted enemy will be unable to see for one second. After that their sight will gradually return to normal over the course of one minute. For the first 30 seconds the inflicted being will take 50% damage reduction.
Create a black hole anywhere on the field. The black hole will slowly sap away enemy manna and store it. The black hole will attract everyone towards it, but its pull cannot be felt more than 10 feet away from it. Once any being passes within 3 feet of it there is no hope of escaping its pull. When a being reaches the black hole it will explode, causing medium damage (unless they are allied with the person who summoned it) and distributing the stored manna to the group that summoned the black hole. The closer one is to the exploding black hole the more manna absorbed. Projectile weapons are not effected by the gravitational pull.
Shoot three dark fireballs in rapid succession. Each fire ball does medium damage and burns off some of the targets manna for three seconds. The fire does instant damage and low DOT. Each fireball takes off it's own manna regardless of other effects. Once the skill is activated the first fireball will shoot automatically and the others must then be fired within 5 seconds after the previous.
Shroud an area with a diameter of 75 feet and immediately negate all abilities. For 1 minute no one under the eclipse may use any skills and the caster can ignore defense stats. All other Dark Elves can ignore half of the defense stats.
Create an energy line 10 feet long. Looking through it warps your vision like heat does. Upon passing the event horizon you are given medium-high slowness for 5 seconds. Your defense is also reduced by 75% for 1 minute. The skill may only be cast 5-10 feet away from the caster and perpendicular to them.
In comparison to most races, the Orcs have a more barbarian-like culture. To them, strength determines your level on the social scale. Their leaders are always some form of a warlord as no one can challenge them for the position and win. This leads them to be a constantly warring race and started the never ending conflict with the Elves.
Skills Overview: Orcs use skills that emphasize their strength.
Highest Concentration: The Fel Lands
Notable Features: Bulky build, dark hair, and green skin
Classes: Warrior, Guardian, Ranger, Mage, Monk, and Druid
For each basic attack deal 2% more damage than your basic attack power. This lasts for 25 hits. You also ignore 2% more defense each hit. This has a longer cool down than most abilities and a cast time of 3 seconds.
Increase your attack strength by 20% in exchange for reducing your defense by 20% as well. You also have a slight regeneration factor for the duration of skills use. It lasts for 5 minutes and slowly reverts back to normal over the duration, including regenerating your defense.
Every basic attack you land ignores half of the defense. This skill stacks per opponent, so you can continue halving defense, making it lower and lower. When you switch to a different opponent whatever stacks you have for this skill is effective for them only, regardless of how much you had on another opponent. This lasts for 45 seconds.
Hit the ground with any part of you or your gear with some weight such as shields, weapons, or even your foot. In the direction you are facing the ground will shoot up in a line 15 feet long. This deals medium-low damage and knocks your opponent to the ground. They also have 5 seconds of mild slowness.
Hit two things together (weapon, armor, shield, fist, etc.) and send out a shock wave 10 feet in all directions. This pushes all enemies away, deals low damage, and causes paralysis for 3 seconds.
Humans used to be the dominant force in the northern lands. While they had their own petty squabbles between three main powers, those who wanted a real war headed south to act as mercenaries for one of the Ancients. As time progressed, the human population grew out of control and they set their sights to the southern lands for conquest. This caused a great shift in homelands and upset the worlds balance. The gods, who usually don't bother with mortals, decided something needed to be done. As a result, the human race was changed into three new ones according to which of the three greater human forces they aligned themselves with. Humans ceased to exist and they stopped associating with each other. It didn't take long for new land disputes to be settled and the world returned to order.
Back when they were humans, the Feliol were the most aggressive and warlike clan of humans. They pushed the furthest into the southern lands and were the first humans to build settlements so far south. However, after the Change their culture began to change as well. Their territory was further from the other Half-Breeds than ever before and became more interested in learning about the new cultures around them as opposed to conquering them. They still have great fighting skills, but have lost much of their warlike attitude.
Skills Overview: The Feliol's abilities primarily lie in stealth and storm magic.
Highest Concentration: Aryandai and the fields to the North
Notable Features: Brightly colored eyes
Classes: Warrior, Assassin, Ranger, Woodsman, Bard, and Druid
Shoot out a continuous bolt of electricity for up to 5 seconds. Upon being hit they are paralyzed for 1 second and take medium damage for as long as they are caught in the stream of electricity. This skill has no range limit, but it cannot penetrate any physical object.
Create a storm that circulates around you like a tornado with a radius of 10 feet. Armor is degraded at a moderate rate to anyone within the storm. Lightning will also occasionally reach out and strike an enemy. This does such insignificant damage it would be laughable if it didn't paralyze those struck for 1.5 seconds. You, being at the eye of the storm, are in a calm spot. The storm moves with you.
Your movements make no sound for 5 minutes. This includes dropping onto the ground. When fighting something, your weapon will still make noise.
Light refracts when it hits you, bending it around you so you are invisible. You are only totally invisible when standing still. When moving you are just mostly transparent, but still detectable. This skill lasts 1 minute.
Create a clap of thunder that repels and deals medium-low damage any enemy within 5 feet of you. They will get thrown at least 5 feet away form their current position.
When the Canix were humans, they followed a greedy king. The king went out of his way to seek out riches. His kingdom was the richest, and it showed. Even after the Changing they were the most secluded group of Half-Breeds. Because of how secluded they are, they grew to be tough warriors and began to rely on trading for part of their survival. They remain an important force in trading to this day.
Skills Overview: The Canix have skills involving ice and a pack mentality.
Highest Concentration: Forests of the Black Ice Wastes, more prominently around the Northern Gap.
Notable Features: They are the bulkiest of the half-breeds
Classes: Warrior, Guardian, Woodsman, Mage, Monk, and Druid
You smell the blood of your enemies, causing them to glow red (but only to you). The more wounded and the closer they are, the brighter they will glow. You can see their glow even through solid objects. Each time you attack a wounded enemy you heal 5% of your current health. There is also a 25% higher chance of landing a critical hit. This skill lasts for 5 minutes.
The infected target will have slight slowness, and DOT. The effects start off the worst and steadily degrade to nothing over time. Those effects last only one minute. The main effect of this skill is a moderate strength de-buff that lasts two minutes.
Summon a blue fireball you can throw at enemies. You can summon up to five (but only one at a time) in the three minute period the skill lasts. The frost-fire does medium damage and an additional minor slow for 3 seconds. If another frost-fire is landed before the slow wears off then the time they are slowed is retest and stacked (if the second one is landed it goes to 6 seconds and if the third is landed it goes to 9 seconds) and they are slowed a bit more.
Ice spikes emerge from the ground in rapid succession away from you, reaching a total distance covered of 15 feet. As they move away from you they fan out a bit so there is a single ice spike emerging from the location it was casted and 5 feet wide at the end. When the spike touches someone it deals medium damage. The spikes are so densely packed that it is impossible to stand anywhere in them and not take damage. They also only deal damage when someone hits the top of the spike. The spikes disappear after 30 seconds.
Increase your Strength and Defense by 3% for each ally currently in game. If that ally is another Cainix, they are boosted by 5%.
There was a time when the Reptus claimed all the territory to the north of The Felstone Mountains and West of the Tharwall Mountains. However, as the Dark Elves moved up they entered conflict over land. After the Changing, the Reptus backed off into the swamp. Before long an agreement was made and the Reptus and Dark Elves became allies in future wars. Now a days the Reptus don't travel much unless they are adventurers or work with the trade routs.
Skills Overview: The Reptus are skilled with toxins and defense.
Highest Concentration: The Lowlands (swamp above The Felstone Mountains)
Notable Features: Horns
Classes: Guardian, Assassin, Ranger, Mage, Monk, and Bard
When your back is against a wall you may turn invisible for 5 minutes. There is a short cool down, but you can only stand still or slide along the wall slowly or you become revealed. There is also a pricier manna cost.
Shoot a fast moving clear liquid from your hands that deals very low amounts of poison damage. Instead the primary effects are lowering their attack points, slowing them, and slowing their cool down counter by 10%. The range of this skill is 25 feet. The slow lasts 10 seconds and the decrease in attack power lasts 1 minute. The slowed cool down counter lasts until all skills that were slowed are useable again (does not slow down the cool down counter of any skills that go on cool down after the toxin landed).
Shoot a green gas from your hand. This gas leaves a trail that dissipates relatively quickly, but once it hits something a cloud of the gas will form around that location. If you hit an enemy they have high poison damage, but only have medium poison damage if they leave the toxic cloud. Anything that enters the cloud but was not hit initially will receive medium poison damage, but will only have low poison damage if they leave the cloud. There is no end time to poison damage to anything inside the toxic cloud, but after they leave the cloud they have 1 minute of poison damage. The cloud will dissipate after 1 minute and the initial shot has a range of 10 feet.
Breath a white gas that puts enemies asleep (Relaxation and Blindness effects). The effect lasts for 1 minute, but they become immune to damage (this does not include DoT effects already applied such as poison or bleeding). This gas only has a range of 5 feet, so you must be close to your opponent.
Increase your current defense by 50% for one minute. This has a higher manna cost and a longer than normal cool down, so it is usually used as a last resort.
The Outlanders are races that do not appear to have arrived by natural causes. Some come from another dimension and others appear to be animated by an overflow of energy. Regardless of how they arrived on this plane of existence, they are here and are part of society.
No one knows when or how treants came to be, only that they showed up without warning. Some theorize there was an overflow of spiritual and/or nature energy and it bonded to some trees to create the Treants. As a general rule, treants are peaceful creatures that aid Adventurers on quests. They don't participate in wars unless someone comes to them for healing.
Skills Overview: Plant manipulation and healing attributes are the most noticeable. They can also summon plant minions.
Highest Concentration: The Runwald
Notable Features: They look sort of like walking trees
Classes: Warrior, Guardian, Woodsman, Mage, Bard, and Druid
Summon a forest spirit to aid you. It floats around you doing various things. It will provide a medium-low health and manna boost and alert you to an enemy within 15 feet of yourself. It lasts for 10 minutes.
Grow a flower from your shoulder that shoots a gas at the first enemy to come within five feet of you. This gas will decrease their damage output by 10% and inflict sight impairment. The effects last for 1 minute.
Grow poison Ivy around your body. When someone hits an infected area, even from an arrow, they are inflicted with small poison for 10 seconds and the ivy in the area they hit is destroyed. If they hit another infected area then the poison time restarts and worsens per area destroyed. Even if the poison wears off the poison damage will still stack. The ivy lasts for 5 minutes before disappearing and the cool down begins.
Create a large tree that glows green. When summoned it gives one pulsation that restores some health and manna to every ally within 100 feet of it. After that you must stand within 10 feet of its trunk to receive its benefits. Once under a new tree all allies receive not only massive health and manna regeneration, but their cool down times also speed up by 10%. The tree lasts for 10 minutes, and the longer it is alive the weaker its benefits are. The duller the tree glows, the lower the benefits. This has a pricier manna cost.
5 thorny vines shoot out of the ground and wrap around the targeted enemy: one around the neck, two around the torso, and one around each arm. They do medium armor piercing damage initially and then regular medium-low damage after that. The thorns last for 3 minutes and greatly reduce how far you can move and your maneuverability. The thorns can be broken with relative ease if using a sharp weapon, and harder for other weapons. With each vine broken it becomes easier to move and you can move farther away from the spot you where when targeted.
The Necrosa are the closest relatives to humans left in existence, though certainly not the closest living relatives. Necrosa are are created when death energy and restless souls concentrate on one dead human and bring it back to life. Unlike regular zombies, they regain conscious thought and necromancer-like powers. They can raise various forms of the dead to serve them. They have no allegiances towards each other or other races.
Skills Overview: The Necrosa have an affinity for the dead. They can summon various forms of the dead to aid them in battle as well as some debuffs.
Highest Concentration: No where
Notable Features: Shades of pale blue or green skin and pure white eyes (no pupil)
Classes: Warrior, Assassin, Ranger, Mage, Monk, and Bard
{Passive}Whenever something dies with in 20 feet of you, you gain some health and mana back. The stronger the thing that died was, the more you get back.
Summon a lost soul that aimlessly wanders around within 25 feet of you. All enemies within 20 feet of it receive a slight strength debuff as well as slightly reduced defense. Once they are within 10 feet of the soul the current effects strengthen and they get a slight slow. If the soul passes through them they are paralyzed for 2 seconds and have a medium slow. The soul stays for 3 minutes before leaving. It wanders around fairly slowly, but the Necrosa can cast Lost Soul again, for an additional manna cost, and have the soul target a specific person. The souls eyes will glow red and quickly charge the targeted person. It returns to a normal state once it passes through the targeted person.
Create a soul catcher to place on the field. When something dies within 20 feet of it it will absorb its soul. After 3 minutes the soul catcher will shrink and return to the Necrosa that summoned it. The soul catcher has energy proportional to the power of the souls it caught. There are several options at this point. They can split it up into up to three different pieces of equal value, or leave it whole. The soul catchers will do damage to enemies or heal themselves and allies. The Necrosa just targets whoever they want and the soul catcher will fly towards them, with 100% chance of hitting something. They will travel directly towards their target and pass through objects, but if something with life points touches it before it reaches its target then it will deal appropriate effects to them. The original soul catcher may be recalled at any time.
Summon an undead minion with magic attacks. They will crawl out from the ground. You can summon up to five at a time, each costing mana individually. Each of them also has their own cool down times. They each have a higher mana cost and longer cool down times than melee Undead Minions. They have three different stages depending on you level.
Gained at Level 5:
Gained at Level 47:
Gained at Level 77:
Summon an undead minion with a melee weapon. They will crawl out from the ground. You can summon up to five at a time, each costing mana individually. Each of them also has their own cool down times. They have three different stages depending on you level.
Gained at Level 3:
Gained at Level 41:
Gained at Level 63:
(Ignore the second set of arms)
Not much is known about the Demonling. They are the newest race to emerge on Erith. The only things truly known about them is that they come from another dimension that opens deep within the Blight. They mostly hang out around the Blight and rarely travel. If the do travel it is never far. A Demonling that is not an Adventurer has never been spotted in the northern lands.
Skills Overview: They primarily use various forms of fire to attack and have other hell based abilities.
Highest Concentration: The Blight
Notable Features: Dark ash or red colored skin and two bull-like horns
Classes: Guardian, Assassin, Ranger, Woodsman, Monk, and Druid
Target an enemy and have them burn for a minute. This deals high damage at first (lasting for 2 seconds), but decreases over the minute they burn (low damage for the last 30 seconds). After they are done burning they are inflicted with a small amount of slowness for another 30 seconds. While they are burning they have a slight strength buff.
Summon a Demon Golem to aid you in battle. There are different levels of golems depending on your level. Golems can shoot fireballs or use melee attacks. Your golem disappears after 5 minutes or they lose all of their health. Golems are not effected by buffs (they are to debuffs), but they can be healed.
Gained at Level 11:
Gained at Level 35:
Gained at Level 59:
Gained at Level 83:
Superheat an area of the ground to create a lava pit 4 feet in diameter. Stepping in the pit deals high damage and an area 1 foot around the pit does low damage to all enemies.
Shoot a beam of fire from your dominant hand for 5 seconds. This does medium-low damage unless it stays in contact with you for more than 2 seconds, in which case it deals medium damage.
Increase the heat around you in a 5 foot radius to cause medium-low damage. This lasts for 3 minutes.
Classes
Sub-Classes
Classes are a set of skills unique to each other. Some skills damage opponents, heal yourself, aid allies, misdirect your opponents, and so much more. Not each race is compatible with some classes, so chose wisely.
A Warrior's skill are mostly involved with various attacks and strength buffs. This is the class that focuses the most on offensive moves. It is also the only class that is capable of dual wielding primary weapons. Not all weapons are capable of dual wielding, but they also don't always come in sets, meaning different and unique combinations can form.
Races: Elf, Orc, Feliol, Cainix, Treant, and Necrosa
Primary Weapon: any melee weapon (remember that not every weapon is dual wield capable)
You have higher basic attack strength for 5 minutes, but there is a 10% higher chance your opponent will land a critical hit on you. This skill may be cancelled partway through its use.
Slash an "X" through the air that flies forward up to 10 feet. It deals low damage to your opponent and paralyzes them. The duration of their paralysis depends on how far away they were when hit. The distance you were away is equal to the duration of the paralisis in seconds (1 foot=1 second, 5 feet=5 seconds, 10 feet=10 seconds)
For the next five minutes your basic attacks reduce the defense of what you hit by 5%.
Generates a wind force that repels and damages opponents. The closer they are to you, the more damage they will take and the further they will be repelled. The skill lasts only for an instant.
Add a medium-low strength buff to all nearby allies and a strength debuff of equal value to all nearby enemies. This lasts 3 minutes.
Guardians are the definition of tanks. They have the highest base defense stats of every class. They all have a shield with them, and some shields are designed only for the Guardian class.
Races: Dark Elf, Orc, Cainix, Reptus, Treant, and Demonling
Primary Weapon: Any melee weapon + a shield
Cause massive agro that attracts all monsters in a 25 foot radius. All opponents who turn away from you receive double damage when you hit them. This lasts 3 minutes
After this skill is activated, the next attack to hit your armor (shield does not count) will trigger a small explosion with a 3 foot radius. This explosion does no damage to you, but causes low base damage as well as the same amount of damage your armor absorbed. This damage penetrates armor. Once this skill is activated you have 5 minutes for your armor to be hit before it goes into cool down.
Create a safe zone 10 feet in diameter that that lasts for 5 minutes and no one except for your allies can enter. While inside the Sanctuary all allies have +5% regeneration on both health and manna. The Guardian who make the Sanctuary may not leave without deactivating the skill. They are also restricted from using any other skills until the Sanctuary is shut down. There is a massive cool down, but it costs an average amount of manna.
Become invulnerable for 5 seconds while becoming petrified (paralyzed, but you look like a statue).
Add medium-low defense to all nearby allies and remove defense of equal value to all nearby enemies. This lasts 3 minutes
Assassins arguably have the strongest weapon in the game: the "Assassins' Dagger". The most powerful one can take off 50% max HP in one hit (but most only have a fraction of that power). However, there is a caveat to these weapons. Their primary effects (such as the one already listed) may only take affect when used to stab someone in the back, and only if it is the first time you damage them during that battle. After that the daggers take on secondary effects, which is no more than that of a secondary weapon. Primary effects do not work against bosses. An assassin is more than just a dagger, however. They have several skills that aid in mobility and misdirection.
Races: Elf, Dark Elf, Feliol, Reptus, Necrosa, and Demonling
Primary Weapon: Lighter weight melee weapons (the Assassin's Dagger does not count as a primary)
This skill guarantees your next attack will be a critical hit that ignores defense.
Blink is a short ranged teleportation skill. In an instant you move forward to where you are targeting. Traveling through an enemy will not damage them, but it will inflict blindness for 2 seconds. The maximum distance you can travel is 25 ft, but any distance closer is acceptable. To aim where you want to go, point with your hand. Blink has one of the shortest cool down times and can be used 3 consecutive times in one use (activated again within 10 seconds of the last).
Your body stays in place while you move around invisibly for up to 1 minute. Once you return to your body an image of you with no mass will do exactly as you have just done. When something comes into contact with the decoy that was not there when making the decoy it disappears into a small puff of smoke. The decoy can be targeted by enemy skills.
You produce about 994 cubic feet (about 15 feet in diameter) of black smoke that only assassins can see through. You can see thorough your own smoke screen as if it were a slight haze, and you can see through other assassins smoke screens with about twice as much clarity as any non-assassin (which is virtually nothing). The smoke lasts for 1 minute.
{PASSIVE} Each successful attack you land deals an additional 5% damage and heals you for the same amount. This skill does not work with an Assassins' Dagger primary skill.
Rangers have, as the name implies, the greatest range of any class and use bows and arrows. Their skills are mostly different attacks that specialize in various situations. They also tend to be one of the fastest classes.
Races: Elf, Orc, Feliol, Reptus, Necrosa, and Demonling
Primary Weapon: Bow and Arrows (there is a guide line that only you can see to help)
This skill does no additional damage, but causes relaxation for 2 seconds. This skill is most effective in situations where you or an ally need to get away.
Your arrow glows green and when fired creates a small portal in front of your bow (it sill stay there even if you move your bow) and 10 green energy arrows fly out. The energy arrows only have half as much attack power, but they land in a slightly wider range making it harder to dodge them.
Your next shot deals double damage and pierces through all entities until it hits something solid. Ignores defense. This skill is not compatible with any other except for passives.
Your arrow leaves behind a light blue energy rope that stays attached to the bow and will attach itself to whatever it lands on. The tether may be latched onto objects to limit how far your target can get away. This is also a good skill for picking up objects or scaling walls. The tether lasts a maximum of 1 minute after it lands on its target, but may be ended early.
Your arrow glows green and after it fires 15 more energy arrows will follow suit in rapid succession. Each energy arrow only does half as much damage as the original. If you move your bow the next energy arrow to follow will move with your aim.
The woodsman are the only other class to use bows. Unlike Rangers, however, they rely more on hunting skills and traps than just their bow and have a shorter range. Rangers are most at home in the forest and usually travel with other Adventurers who can draw attention from themselves.
Races, Elf, Dark Elf, Feliol, Cainix, Treant, and Demonling
Primary Weapon: Bow and Arrows (there is a guide line that only you can see to help)
Place this on the ground to set it and the trap will be almost completely invisible. It will duly shine every 5 seconds and spotting this shine is the only way to detect the trap. Once something is caught in the trap they are stuck for 5 seconds. The trap deals medium damage initially and then lower additional damage per second. It will disappear after 10 minutes if not set off. Once it latches onto something it only lasts until it is broken by being reputedly hit or after 1 minute has passed.
All entities within a 50 feet of them appear to glow, but only to you. Players appear blue, players who have recently PKed (Within the last 2 days in game time) appear purple, friendly monsters appear green, neutral monsters appear orange, and hostile monsters appear red. An Adventurers pet appears the same color as its master. This skill lasts for 10 seconds and does see through solid objects.
This trap is undetectable once placed on the ground. It will ensnare anyone in a net once set off. No damage is dealt and the victim can suffer no damage while ensnared. No skills may be used while ensnared. They are stuck for 10 seconds. The trap will disappear after 10minutes if not set off.
This guarantees your next shot that lands on an enemy is a critical hit. This causes sight impairment and low poison damage as well. The sight impairment lasts 30 seconds and the poison lasts 1 minute.
Place this on the ground to set it and the trap will be almost completely invisible. It will duly shine every 5 seconds and spotting this shine is the only way to detect the trap. Once something steps on the trap, spikes will shoot out of the ground in a 3 foot radius and retract after only a second. The trap deals medium-high damage and ignores defense. It will disappear after 10 minutes if not set off.
Despite other classes focusing on attack skills, the Mage is the class that is most likely to cause the most damage. Their skills usually lie in the basic forces of nature and manipulate the elements. Some skills are more effective than others for different enemies and they need to know how to use their skills accordingly. All of this said, they are glass cannons. They have little in terms of physical defense and are usually the most cautious about taking damage. They tend to partner with Guardians so they can do massive amounts of damage while the Guardian keeps the enemy focused on them.
Races: Dark Elf, Orc, Cainix, Reptus, Treant, and Necrosa
Primary Weapon: Staff (slower but basic attacks deal more damage) or Wand (faster but basic attacks deal less damage)
The Arcane Shield protects you and/or an ally from an offensive skill, totally negating the effects that would have been applied. When activated two shields are activated. One is always placed on yourself, and the second can go to any of your allies or add it to yourself so you have two. This skill does not protect against basic attacks or passive skills. The shield dissipates after 10 minutes if not needed and has a longer cool down.
Release a bolt of electricity that causes low damage , but paralyzes your opponent for 5 seconds. The bolt of electricity jumps to the nearest 4 enemies, but the effects are dampened more for each person it passed through before.
Launch three fireballs at your enemy. This skill deals high damage per fireball. Once the skill is activated the first fireball will shoot automatically and the others must then be fired within 5 seconds after the previous.
A marker is located on the ground that draws manna from the world (not including Adventurers). Any ally that walks through the well will be granted some of the stored manna the well has collected (the amount of manna collected depends on how long you stand in the well). It takes time for it to regenerate some manna, so it is not an endless source. The well disappears after 10 minutes.
Create a wind storm 50 feet in diameter. Any enemy caught in the storm have their health slowly degrade as well as their defense. The storm is stationary and dissipates after 2 minutes.
Monks can manipulate the underlying forces of the world. Through meditation they have learned to produce force, telekinesis, and mental manipulation. They have many crowd control effects hidden up their sleeve. They are a good mix between support and offensive roles.
Races: Dark Elf, Orc, Cainix, Reptus, Necrosa, and Demonling
Primary Weapon: Gauntlets (many are specific for monks) and light melee weapons
{Only Works on Monsters} Cloud your targets mind and cause them to attack other monsters. The skill only lasts for 5 seconds, but the monsters won't defend themselves from the confused one. This skill does not work against bosses.
Your next 3 basic attacks will do 10% additional damage as well as leaving them without the use of skills for the next minute. Skills your target already had active are not effected.
The monk draws all of the manna from their allies and redistributes it evenly (themselves included). This is a good skill to give some manna to the allies that depletes their manna reserves quickly.
Reduce the manna cost of skills for you and all of your allies by 25% for 3 minutes.
An area 10 feet in diameter is created that slows everything in it (it feels as if the air has turned to jelly, but you think at normal speeds). The disruption can last up to 10 seconds, but can be shut down at any time. Once the disruption is shut down it explodes. The longer it is active, the bigger the explosion at the end.
Bards are the very definition of support. They have their own attacks, but most of their skills are in aiding allies. This can be adding an extra attack, cleansing crowd control effects, and even paralyzing opponents.
Races: Elf, Dark Elf, Feliol, Reptus, Treant, and Necrosa
Primary Weapon: Staff (can do the most damage on their own), Conductor's Baton (add bonus effects to basic attacks and faster (but weaker) than instruments), or instruments ((not brass)add bonus effects to basic attacks and stronger (but slower) than the Baton)
Increase the attack and health regeneration of your allies by 10% and decrease the defense of your opponents by 10%. This has an AOE of 50 feet in diameter. The skill lasts for 10 minutes and other skills can be used while it is active. The skill can be interrupted if you sustain medium damage and it goes on cool down.
Cancel all skills currently in use within 50 feet of you, even from you and your allies.
Apply this to an ally and a medium damage shot is added after they finish an offensive skill.
Create an area 25 feet in diameter that restricts all skill use and cancels all skills currently in use and allows for no sound to enter. No skills may be activated inside the area, but ranged abilities are immune if activated outside the area (Ex. Fireball and Snipe). This area of Silence is targeted on the ground and does not change position once placed. It lasts for 5 minutes.
Upon activating this skill you chose an ally to latch it to. From then on any damage that ally takes adds to a pool of attack power. Whenever you chose, you can launch an attack worth 25% of the damage they have taken since last used. This skill can be used 3 times before going on cool down.
A Druid should never fight alone. A Druid's primary skill is to tame and summon wild creatures to fight by their side. Druids draw power from nature and animals. They have many healing spells and can even revive dead allies.
Races: Elf, Orc, Feliol, Cainix, Treant, and Demonling
Primary Weapon: Staff, bo staff, or Spears
Every ally within 25 feet of the druid receives a low base health boost upon activation of the skill and then a medium-low regeneration for 3 minutes. If a new ally enters the area Aura Heal effect then they get the regeneration as well, but not the base health boost. If you sustain medium damage the skill is interrupted and enters cool-down.
You and your choice of three allies will receive medium regeneration for 2 Minutes. This has a cast time of 5 seconds and if you sustain any damage (not including DOT already applied to you) while channeling then the skill is canceled and enters cool-down.
Revive an ally within five minutes of their death, pulling them from Limbo instantly.
Any Druid may tame a friendly or neutral monster, but not a hostile one. Neutral monsters are harder to tame but are usually more helpful. The higher the level of the monster the harder it is to tame. After you have tamed the monster you may summon it to your side at any time. Be mindful of summon times (which vary per monster depending on how powerful it is) and all summons may be interrupted by even basic attacks.
(This is really two separate skills, but I would be depriving the Druid's skills if I counted them each differently)
Summon 3 bluish-green spirits and direct them at an opponent. Once they have latched themselves onto an enemy they will slowly drain their manna as well as increase a critical strike chance on them by 25%. If they latch to an ally it gives medium-low manna and health regeneration.
Sub-Classes
A sub-class is a specific skill chosen when making your character. A sub-class is non-combat based and is designed to give you a helping hand. The sub-classes are also designed to promote cooperation by making each skill better when used in correlation with other sub-classes. Everyone can learn the skills of any sub-class up to level 5, but you can learn your sub-class up to level 20. Sub-classes are often used as jobs or other means of income.
Alchemy is the art of changing one or more substances into others. There are only certain combinations of materials that can be used, and that combination only gives certain products. Most of the time using alchemy will yield something of low value as well as high. Most of the high value materials will require several steps to make them. This skill requires an alchemy table, but the basic version is given to you after you first attempt alchemy (but only if this is your sub-class). The image below roughly depicts a basic alchemy table. The circles have symbols in them, though.
This is a skill best learned by those who want to make their own weapons and armor. Using various tools and the power of heat this class is excellent at forging and maintaining weapons and armor. Only players with this sub-class can have the skill to use high value materials and form them into something useful.
The cook is les practical than most other sub-classes, but it has its uses. Eating in the game stimulates the brain to cause you to taste whatever it is you are tasting in the game, so while it does not saturate your real body your avatar needs to eat and why not eat good food? Some of the upper level foods can also have some potion effects. Because your food is so good, this sub-class can be very lucrative.
Crafters are exceptional at creating items that are often taken for granted, but are still valuable. The only weapons they create are secondary weapons and not anything made of metal (like crossbows). To list some things they can make: saddles, (most) sheaths, and travel cloths (designed for speed and mobility, not protection). They can also create decorations to spruce up a living space or shop, or just to sell for a higher vale than it took to make. They might not sound like much, but Crafters are handy to have around.
There are many locations where there is deep water and weather you're just looking for something interesting, a sunken ship, a rare fish, or something else, knowing how to dive to the depths is an important skill to have. Once this skill is maxed out you also don't have to worry about drowning, as you can hold your breath indefinitely (just to be clear, your character does not actually need to breath, but there is a time limit to how long you can be under water without taking damage like most games). The higher your skill is, the less attention you draw to yo9urself by monsters as well.
The enchanter can add special effects to items, usually weapons and armor. These effect range in many effects. Basically, if the weapon is magical, such as lighting someone on fire or draining manna, it is enchanted. The enchanter needs and enchantment table to work with. The picture below is the basic form of an enchantment table (thought the symbols are different)
This sub-class is one of the most versatile. You need to find the correct ingredients, but once you do you can create potions with a wide spectrum of effects and potencies. Splash potions can be created so that contact with the substance has the desired effect, but that is harder to make (and only someone with this sub-class can make). It is also possible to disguise your potion as another.
Players often use mounts to help them travel across the world, but Riders are the best. They can tame mounts that can otherwise not be, and only their mounts can be used for combat. At max level, they can even tame flying mounts. The higher the riding skill, the higher the stamina of the mount.
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