Dylsius, an isolated continent, is ravaged by war. 4 gates are hidden among dangerous lands in this continent, maintaining a balance among the elements of Wind, Water, Earth, and Fire. Many nations have fought over these gates for centuries, desiring the unimaginable power locked within them.
Some people seek the gates to unlock their power and let the elements of nature themselves decide the future. Others have even sought out the Gates of Dylsius to destroy them, thus ending the fighting. But, who knows what will happen if they are restored, or destroyed?
In this game, the nation your character hails from offers different stat boosts upon levelling up. You'll raise every stat when levelling up, but choosing a nation will prioritize certain stats. You can change the nation you reside in, but not until the next version(be patient :3)
Garis- A militaristic nation blanketed with snow and bombarded with blizzards year round, only the Valley of Fire and the Lanthan Desert are untouched by the biting cold. The Garians are devout followers of the Fire God, and are growing in power. They have set their sights on Sayd and Kratiris, already engaging in skirmishes almost daily. Those living in Garis will be trained to increase their strength and endurance more than anything else.
Sayd- This nation is among the oldest in the continent, and was once almost as large as the continent itself. The people of Sayd have learned the art of espionage and assassination, and are once again growing rapidly after centuries of despotism and oppression from the Ellwyn Empire. Those who choose to reside in Sayd can take advantage of their excellent education system, and will also be trained to become increasingly quick and agile.
Kratiris Range- A land known for its nomads and religious fanatics. Most Krats, nomadic or not, follow the teachings of the Wind Goddess. Despite being a bit too zealous with religious beliefs, they also have a great military. They have just recently formed an alliance with Sayd. Krats are taught everything in a balanced manner.
Ellwyn Empire- Slowly but surely expanding its boundaries, the Empire is known for its astonishing defenses. With walls surrounding all towns, cities, and even the borders itself towering over 500 feet tall and 50 feet thick, no foreigner has entered the Empire's territory yet, with the exception of those from Ellwyn Port, and their allies, the militant nation of Garis. The Empire has 3 capitol cities; a defensive strategem devised by the Emperor, because wars in Dylsius are only won by seizing the capitol city of the enemy nation. He thought that with 3 capitols, an enemy would have to seize all of them. Citizens of the Empire are required to join the military for at least 5 years. They will be taught how to properly defend themselves and their comrades.
Ellwyn Port- By far the largest Port in the world, and is also an independent nation. Only 10 years ago, the Port seceded from the Empire. The Empire, despite resenting a loss of territory, decided not to retaliate. The Port's exports span the entire continent, including the Empire. Attacking or destroying it would ultimately destroy every nation with the exception of Bobaba.
(This nation is currently unavailable)
Din and Kalia Republics- Formerly known as Dinkalia, the nation split due to insignificant arguements about how to reform the government. Their power has since waned, and the Ellwyn Empire is gradually taking over the Kalia Republic, already seizing most of its territory. The Din Republic offered to help, but the Kalian government stubbornly refused. (These nations are currently unavailable)
Bobaba- A tropical nation. The people usually live in large bungalows, with some living at the various harbors and farmlands. It is still an independent nation, but it is currently overrun with Sayd soldiers. Bobaba is the most successful nation economically, next to Ellwyn Port. (This nation is currently unavailable)
Loan Islands- A small 3-island nation that has remained neutral in every war thus far. The Loans always pray to the Water God. They study the history of Dylsius, and desire more and more knowledge with each passing minute. Those living in the Loan Islands may not effectively learn combat skills, but will find that their wisdom will expand greatly.
Rathbin Woods- A dangerous, dark forest teeming with monsters. Only a few people live in this eerie wood. Some say that a legendary weapon may be hidden here, or maybe even a key required to unlock one of the gates.(NOT a nation)
Ida Lake- Infamous for it's mysterious nature, it looks peaceful, but don't let it's pleasant, serene appearance fool you. Countless Empire ships have sunk in Ida Lake. Nobody knows what caused the ships to sink. Even Loan and Sayd scholars are baffled. What is causing this pretty lake to be so dangerous...? (NOT a nation)
Wastelands- A place that nobody dares to visit. The Empire is well known for sending exiled criminals and rebels to this unforgiving land. There isn't any food, or drinkable water. Trees still stand, black and charred, stripped of any and all foliage. You may find skeletons here, and you'll certainly come across ferocious monsters that feast on human flesh. Is there anything else beyond the map's reach, on the other side of the Wasteland? Nobody even thinks about finding out. (NOT a nation)
Classes--Melee(Cannot cast spells unless otherwise stated):Knight- A strong melee class, with impressive defenses. It focuses heavily on protecting others. They are very devoted to their cause.
Weapons- Sword, Longsword, Axe, Lance
Armor- Heavy Armor, Light Armor
Restrictions- Can only use defensive maneuvers to protect allies, and basic melee attacks.
Mercenary- A strong melee class, works alone and doesn't really care about the well-being of others. Most Mercenaries are former Knights.
Weapons- Lance
Armor- Heavy Armor, Light Armor
Restrictions- Can only block or dodge, and counter-attack.
Berserker- A VERY strong melee class, but slow and clumsy. These enraged warriors strike fear in the hearts of even the toughest men. They are hardly even human.
Weapons- Longsword, Axe
Armor- Clothing, Light Armor
Restrictions- Limited mostly to direct attacks.
Brawler- A strong and fast melee class, prefering to fight with fists rather than armor and weapons. Attacks are very short range, but precise.
Weapons- None
Armor- Clothing
Restrictions- Cannot use weapons, and is limited entirely to extreme close-quarters combat.
Scout- quick, agile, but physically very weak. They are a reliable asset to a team, as their range of vision is far superior to any other class.
Weapons- Daggers, Sword
Armor- Clothing, Light Armor
Restrictions- cannot instigate a fight. However, they can engage in a fight started by another player or NPC
Dancer- Unbelievably fast and precise, yet very weak. Dancers are famous for their elegant killing strokes. They consider their method of combat to be a form of art.
Weapons- Sword
Armor- Clothing, Light Armor
Restrictions- Cannot block.
Sniper- Agile and accurate. They can attack from long-range, but cannot fight or retaliate in melee range. While they may lack melee potential, they are useful in teams, capable of providing support and cover-fire.
Weapons- Shortbow, Longbow, Crossbow, Cannon
Armor- Clothing, Light Armor
Restrictions- Cannot attack in close range. They can still dodge or block.
Paladin- Paladins are heavily armored units with excellent defenses. They are mounted on horseback, so their mobility is excellent as well, and can even use basic supportive(healing) magic. However, they are quite weak physically.
Weapons- Sword, Axe, Staff
Armor- Light Armor, Heavy Armor
Restrictions- Cannot block or dodge.
Hunter- A very balanced melee class, Hunters can use any weapon or armor reasonably well. However, they do not have any particular strengths.
Weapons- Any
Armor- Any
Restrictions- Cannot dodge, but is capable of blocking.
Guard- Balanced fighters, with no particular strengths or weaknesses. An excellent class to start out with if you're new to the game.
Weapons- Sword, Lance, Shortbow
Armor- Light Armor
Restrictions- No restrictions aside from not being able to cast spells.
Casters(Cannot use melee attacks unless otherwise stated):
Mage- A balanced class that utilizes the power of all four of the elements. An excellent class to start out with if you're new to the game.
Weapons- Staff, Rod
Armor- Clothing, Robes
Restrictions- Can only use the four elements of nature: Wind, Water, Earth, and Fire.
Sage- A slow, weak class capable of casting various curses, binding enemies to one spot, poisoning or blinding them, etc. Not very powerful on its own, but very reliable in a team.
Weapons- Rod
Armor- Clothing, Robes
Restrictions- Limited to "curse" spells and basic offensive spells. Cannot move while casting curses. Cannot block.
Arcanist- A VERY slow, yet extraordinarily powerful class, Arcanists can deal a lot of damage, but their spells usually cost a lot of mana, and take a while to cast.
Weapons- Staff, Rod
Armor- Clothing
Restrictions- Can only choose one of the 4 elements. If hit while preparing a spell, the mana used to cast that spell is still lost, and the casting time has been halted.
Warlock- Without a doubt the most powerful class in the game, but costly in a team. Warlocks are so powerful, they cannot fully control their spells, thus easily hurting or killing their comrades, and sometimes even themselves.
Weapons- Staff, Axe, Lance
Armor- Light Armor, Heavy Armor
Restrictions- Can only use offensive magic, likely to harm friendlies or self.
Illusionist- A mysterious class that inflicts various debuffing effects with it's odd spells. Offensive spells are limited to basic non-elemental magic.
Weapons- Rod
Armor- Clothing, Robes
Restrictions- Cannot instigate a fight, but can engage in one started by anyone else.
Shaman- An opposite to Illusionists, Shamans focus on casting spells to buff their allies and themselves. They can only use basic physical attacks to deal damage, but their buffs can raise physical attack power a bit, so it isn't a huge disadvantage.
Weapons- Sword, Rod
Armor- Clothing, Robes
Restrictions- Cannot use offensive magic.
Conjurer- A rather odd caster that summons physical weapons to do the work for them. They can sit back, drink a cup of tea and read a book while a sword floats around in the air, slashing at their enemy.
Weapons- Any
Armor- Clothing
Restrictions- Cannot block.
Sorcerer- A powerful, yet slow caster that is capable of summoning powerful spirits and mystical entities. The more powerful the being summoned, the less time they have to manipulate it. After that, POOF! It's gone for the rest of the session.
Weapons- Staff, Rod
Armor- Clothing, Robes
Restrictions- Cannot block. Summons only last for a short while. The stronger the summon, the shorter the time limit.
Priest- Healers of sorts, with excellent defensive and supportive spells. Offensive magic is limited entirely to the Light attribute.
Weapons- Rod
Armor- Clothing, Robes
Restrictions- Cannot block OR dodge. It CAN buff it's own Defense stat, however.
Necromancer- The arch enemy of Priests, Necromancers are a bit more... violent. They summon the undead to do their bidding.
Weapons- Staff, Rod
Armor- Clothing
Restrictions- Cannot block. Undead summons are treated the same way as Sorcery summons. The stronger the undead, the shorter the time limit.
Factions--
What would a game be without factions? Currently, there are only 2 in this game, but a couple more will be added in later versions. Once you choose, you cannot turn back. The only exception is playing a newer version, in which case, you can change your faction.
Restorer- Those that have chosen to unlock the gates, and bring forth the power within them to the lands.
Destroyer- Those that have decided to break the gates, thus granting the power to themselves, rather than the lands or nations, and ending the constant wars.
Stats--
Strength- Dictates the amount of physical damage you deal. Useless for most casters.
Wisdom- Dictates the amount of magical damage you deal. Useless for most melee classes.
Endurance- How long you'll live... Also connected directly to mana.
Defense- Increases your resistance to physical attacks, as well as improving blocking ability(If allowed).
Intellect- Increases your resistance to magical attacks, as well as counter-attacks.
Speed- Increases your movement speed, attacking speed, and ability to dodge(If allowed).
Credits/Items--
Credits can be used to buy materials to create armor, weapons, and on occasion, special items to advance in the game(likely to be optional). Everybody starts out with 1000 credits, and gains random amounts from killing hostile targets. You'll get a lot if you kill a boss! :3 Credits can even be wagered in PvP(must request it). PvP staking sessions are much shorter than regular sessions.
Items are important in many ways. You may hold up to 12 items, not counting special items(cannot be equipped) and "materials", which you can hold up to 24 of. So, for example, you could hold 12 armors/weapons, 24 materials, and an unlimited supply of special items(special items cannot be duplicated).
Materials--
These useful items can be used to create whatever you want, and you can even give a unique name to your creation! The equipment created does not affect any particular stat, but offers other bonuses. Please PM myself or staitus about your creation, and we will provide the bonuses for you(we do not allow OP items, but we also do not want to completely deny your attempted creation). You can technically make a sword with just some bronze, or a robe with only silk, but try to mix and match different materials! You'll never know how awesome the bonuses might be until you try. ^_^
Melee weapons offer a better reach and precision with melee attacks. Magic weapons increase reach and accuracy with magic, and ranged weapons increase reach and precision with ranged attacks(obviously).
Armor provides a higher chance to nullify incoming damage(leather armor is best to nullify magic damage, heavy armor best to nullify ranged. robes do not nullify damage, but offer even better accuracy and range of spells). No matter how awesome your armor is, it is impossible to have a 100% chance of nullifying damage, because it's hard-capped at 20%(it will be raised a bit in later versions of the game).
Gems and precious metals, however, offer improved effectiveness of certain elements, Silver being the best. Iridium does the same, but for melee and ranged attacks. You can only hold ONE precious metal or gemstone, but if you use one as an "ingredient" for a weapon or armor, then you can purchase a new one, after using your previous gemstone or precious metal.
The following list of materials, their uses, and cost is subject to change at any time. Be sure to check every now and then :3
Lumber(staves, rods, bows)- 100
Bronze(melee weapons, heavy armor, cannons)- 200
Iron(melee weapons, heavy armor, cannons)- 600
Steel(melee weapons, heavy armor, cannons) 1200
Cotton(robes, clothing)- 60
Silk(robes, clothing)- 500
Leather(light armor)- 80
Hard Leather(light armor)- 200
Flax(used to make bowstrings)- 20
*Sapphire(enhances Water-element spells)- 1000
*Ruby(enhances Fire-element spells)- 1000
*Emerald(enhances Wind-element spells)- 1300
*Topaz(enhances Earth-element spells)- 1300
*Diamond(enhances Light-element spells)- 3000
*Onyx(enhances Dark-element spells)- 3000
*Gold(enhances ALL spells)- 150000
*Silver(greatly enhances ALL spells)- 350000
*Iridium(greatly enhances the effectiveness of melee and ranged attacks)- 350000
*Can only hold ONE of these items. Cannot have one of each.
Sheet Format--
Name: (Character name here)
Level: (Starts at 1, max is 20. survive a session, you get a 1 in 3 chance of levelling up)
Class: (Class chosen here)
Faction: (Chosen faction here)
Nation: (Nation selected goes here... I guess I'm being redundant)
Stats: (all are starting at 0)
Str- 0
Wis- 0
End- 0
Def- 0
Int- 0
Spd- 0
Items: (currently none. all classes can technically be completely unarmed)
What it looks like-
Name: Saint
Level: 1
Class: Dancer
Faction: Restorer
Nation: Sayd
Stats:
Str- 0
Wis- 0
End- 0
Def- 0
Int- 0
Spd- 0
Credits: 1000
Items: None
Staitus is in charge of holding the sessions and developing the story further. So, enjoy!