FadeWhizgig

aka (The) Fade, aka Whiz, aka Whizzard, aka Whizzy, aka Gigarooni
Wanted for Grand Larceny, Public Endangerment, Fraud, and Grand Theft Griffon

'Oh sure, Charisma. That's going to be important since we're surrounded by people all the time. Put that at 20. Wisdom is the skill of professions and perception, huh? Well, put that at 20 too! Perfect, that unlocked profession classes right away. Only twenty stat points left... well, whatever, let's go with 2 strength and 6 everything else. I don't care about being an adventurer anyway!'

With that, a strange character was born into Yggdrasil Online. She had no grand ambitions. She had no basic classes. She didn't even have a plan to play for very long. A coworker had simply insisted that she had to try out a certain card game in his favorite virtual bar, and things slowly spiraled out of control.

'What do you mean this merchant won't take the stuff I found? I'm not walking all over the city only to sell off junk! I'll put levels into that.'
'Ugh everyone keeps PVPing when I win but my stats are too low for fighting classes... guess I have to grind Errand Quests...'
'Let's see, so the best protections still let me run away, and the best attacks are from waaaay in the back so... a spellcaster?'
"Disjunction. Counterspell. Shield. You know, this is very rude of you, I'm just going to, uh. Take the pot and hahayoullnevercatchmesuckers-!"

She learned the excitement of adventuring, and her charmed life meant she didn't need to learn the pain of grinding mobs for rare drops. They just fell into her lap. The siren song of the gacha cash shop sang ever so sweetly in her ear, again and again. And a fateful pull changed the trajectory of her entire life.

'Oh shit. Oh fuck. Oh hot damn. I can't let anyone know I have this!'

The original rarest of the rare drops. A World. Class. Item. So who cares if it was a dagger and she was the most cowardly wizard this side of Discworld? Who cares if the only way to use it was to juggle it in hotkeys with her actual gear? Who cares if the super special secret effect basically never triggered because of her clumsy hands? It was a WCI!! What else was she going to do with it, an anonymous auction?!

Using and abusing the knife for all it was worth, and pushing her build out of focus so she could actually use and keep her prize, she happened to fall into a crowd that was only on the periphery in her seedier gambling days. And she found a bigger thrill than games of chance and mindless goblin raids. She sprinted bright-eyed and bushy-tailed right into a life of high stakes crime.

She loved it. She loved climbing through the secret ranks of the game's underworld. She loved how the virtual life bled into real world danger and intrigue, rubbing shoulders with goldfarmers and gank mercs and rare item thieves. She loved when a plan perfectly came together, and she even loved when it all fell apart and she had to escape by the skin of her teeth. She loved joining a high end crew and their cool custom boat, and she loved how she could quit her dead end data entry job for a much more thrilling way to move virtual numbers around on the Internet.

Which is why she was so sad about the game coming to a close. She still had some of her contacts, but the twists and turns of triumph and betrayal meant she was losing them slightly faster than she gained them. She still had the core of the guild, and there was scuttlebutt of maybe trying out different titles. But wherever she went, she wouldn't have the same memories, or the same janky system, or the same enchanted blade that had become so meaningful to her. How could it ever be as good? So, one last hurrah.

"lololol hey Boss look! I got another Shooting Star! lmfao I wish I wish with all my heart... to be God! Bow down mortals, I'm the greatest thing on this ship for all ten minutes left of this server's life!"

But, of course, the world lasted a bit longer than that.

Oops.

Fade Whizgig - a cocky blonde woman with braids leaps over a wooden guardrail to escape a spellcaster. She is carrying a stolen spellbook under one arm.

Class Levels

Class Levels Martial Levels Caster Levels Vitality Requirements
Human 0 5 0 1 None
Gambler 5 0 0 8 Profession: Gambler 30
Merchant 5 0 0 8 Profession: Merchant 30
Porter 5 0 0 8 Profession: Porter 30
Wizard 15 0 15 12 INT 11, Knowledge: Arcana 15
Negater 10 0 10 8 Abjuration Specialization
Ruler of Fate 10 10 5 12 Profession: Gambler 75, Gambler Class
High Caster 10 0 10 6 Any Specialization
Master Hauler 10 15 0 14 Profession: Porter 75, Porter Class
Pickpocket 15 10 5 18 DEX 13, Thievery 15
Ascendant Human 5 5 0 9 Pure-Blood Human and Level 85
Spellthief 5 5 5 9 Abjuration specialization, reduced casting time ability, any 'while undetected can access' inventory ability
Ascendant Gish 5 5 5 5 Pure-Blood Human; Notable in a Martial Weapon; and either any spellcasting specialization or any three of Arcane, Nature, Spiritual, or Divine Spellcasting use the same Attribute; and 20 in either STR or DEX; and 20 in your highest casting Attribute
WCI 0 15 5 22 Keep that thang on ya
Total 100 65 60 140

Resistances

Type Resistance +Equipment
Heat +25% +20%
Cold +25%
Acid +0%
Sonic +25%
Electricity +25%
Light +50%
Dark -50%

Attributes

Attribute Score +Equipment Multipliers
Strength 10 +4 [x2] (Knock Down, Stagger); [x4] (Carry Weight)
Dexterity 30 +4
Constitution 15 +4 [x2]
Intelligence 20 +4
Wisdom 20 +4
Charisma 20 +4

Final Statistics

Stat Score +Equipment
Stamina 58
Mana Pool 84
Martial Proficiency (Martial Weapons) 103
Martial Proficiency (Unarmed Attacks) 103
Martial Proficiency (Natural Weapons) 93
Martial Proficiency (Ranged Weapons) 113
Physical Action Commands 42
Physical Resistance 56 +15
Caster Proficiency (Arcane) 74
Caster Proficiency (Divine) 60
Caster Proficiency (Nature) 60
Caster Proficiency (Spiritual) 60
Caster Spell List 293
Supernatural Resistance 91

Skills

Skill Score +Equipment
[Physical Skills]
Ki Control 50 -
Athletics 30 -
Balance 50 -
Climb 30 -
Jump 10 -
Tumble 80 -
Flight 50 -
Ride 50 -
Swim 10 -
Grapple 10 -
Thievery 69 +11
Stealth 70 -
[Mental Skills]
Mana Control 50 -
Investigation 50 -
Insight 80 -
Perception 78 +2
Medicine 30 -
Survival 30 +10
Deception 80 +20
Intimidation 30 +2
Leadership 40 -
Persuasion 40 +2
[Craft Skills]
Alchemy 30 -
Mechanisms 30 +10
Smithing 30 -
Capped Craft Skills 20 -
[Knowledge Skills]
Arcana 48 +2
Dungeoneering 40 +2
Geography 40 +2
Nobility 40 +2
Religion 40 +2
Capped Knowledge Skills 30
[Profession Skills]
Gambler 100 -
Porter 75 -
Barrister 50 -
Trapper 50 -
Merchant 50 -
Capped Profession Skills 30 -
[Performance Skills]
Acting 50 -
Comedy 40 -
Oratory 40 -
Dance 50 -
Singing 40 -
Capped Performance Skills 30 -
[Esoteric Skills]
Spellcraft 50 -

Class Details

Gambler (Req. Gambler Skill 30+, Cost 5 Levels) [V +8]

  • Once per day, when using an Ability that involves Random Chances, you may Double the probability of receiving a certain result.
  • Increased chance of dealing a Critical Hit, scaling with your [Gambler] skill.

Merchant (Req. Merchant Skill 30+, Cost 5 Levels) [V +8]

  • Can Sell Anything to any NPC Vendor, regardless of what Items they usually Buy/Sell.
  • Unlocks Special Items in NPC Vendor Shops.

Porter (Req. Porter Skill 30+, Cost 5 Levels) [V +8]

  • Any Ability that can steal Items/Equipment has a halved chance to work when used on you.
  • Your Carry Weight Limit is considered 2x higher.

Wizard (Req. INT 11+ and Knowledge (Arcana) 15+, 15 levels) [CL +15/V +12]

  • Have Arcane Spellcasting (INT)
  • Can Specialize in a spell school ([Abjuration]), casting Spells from that school at halved Mana Cost
  • Can create a special ability associated with their chosen Spell school.
    • [Ward Tinker] Can use an Action to edit the parameters of nearby Abjuration spells in order to include or exclude certain targets.
  • Can create a custom spell that is from chosen Spell School. Can only be used once every 24 hours
    • [Pass Without Trace] A veil of shadows and silence radiates from you, masking you and your companions from detection. For up to one hour, you and a number of creatures you choose within 30 feet of you have a +30 Stealth bonus and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. The number of creatures is 1+X/2, and the mana cost is 10*X.

Ruler of Fate (Req. Gambler Skill 75+ and Gambler Class, Cost 10 Levels) [ML +10/CL +5/V +12]

  • 2x overall Critical Hit chance.
  • All Harmful Attacks, Spells and Abilities used against you have a 10% chance of failing.
  • Once Per day, when using an Ability that involves Random Chances, you may Select which outcome it will result in.

Master Hauler (Req. Porter Skill 75+ and Porter Class, Cost 10 Levels) [ML +15/V +14]

  • Only Equipment and Consumables count towards your Carry Weight Limit.
    • (Ingredients, Junk, Materials and etc. do not count towards your Weight Limit.)
  • You become Immune to any Item/Equipment stealing ability.
  • Your movement speed scales with your total Carry Weight Limit.

Negater (Req. Abjuration Specialization, 10 levels) [CL +10/V +8]

  • Can Perform an Action to Negate a Spell activation or Dispel any magic effects on a Target, once every 4 hours
  • Negate and Dispel effects are much harder for enemies to Resist
  • Can Perform an Action that can Reflect most incoming Spells, but requires precise timing

High Caster (Req. any Specialization, 10 levels) [CL +10/V +6]

  • Gain an additional Magic Spell for every Character Level (+100 at Level 100)
  • Cast spells from specialization(s) and/or domain(s) at a reduced casting time
  • Mana Regenerates 25% faster, and are Immune to Silence

Pickpocket (Req. DEX 13+ and Thievery 15+, 15 levels) [ML +10/CL +5/V +18]

  • Know how to use Martial Weaponry (notably Daggers)
  • Can remotely steal Gold and Magic items from NPCs, while undetected can access any NPC's Inventory through touch
  • Are 50% Harder to Grapple and fall damage is halved
  • Are 50% Harder to Detect with passive Detection

Ascendant Human (Req. Pure-Blood Human and Level 85+, Costs 5 Levels) [ML +5/V +9]

  • Any Persuasion attempts made on Humanoid NPCs have a high success chance
  • Limbs are considered Natural Weapons
  • Immune to Poison DoT and Disease DoT (ML)

[SAC] Spellthief (Req. Abjuration specialization, reduced casting time ability, any 'while undetected can access' inventory ability, 5 levels) [ML +5/CL +5/V +9]

  • With proper timing, a Counterspell, Dispel, or Reversal effect has its cost refunded, and a spell scroll containing the target spell is added to the Spellthief's inventory.
  • While undetected, can access a player's Inventory through touch [Source: Thief]
  • Know how to Sneak attack to deal increased damage to Targets who have not Detected you [Source: Hunter]

[SAC] Ascendant Gish (Req. Notable in a Martial Weapon; and either any spellcasting specialization or any three of Arcane, Nature, Spiritual, or Divine Spellcasting use the same Attribute; and 20 in either STR or DEX; and 20 in your highest casting Attribute) (costs 5 levels) [ML +5/CL +5/V +9]

  • Any object you have Notable proficiency with also counts as a Casting Focus for you. You do not have to be wielding or utilizing the object to use this ability.
  • Fight with a graceful dance-like fighting style, and as such your evade is enhanced, and your chance to land multiple hits is increased the closer you are to a Target. [Source: Blade Dancer]
  • All Spells have an increased chance of causing additional effects. [Source: Specialist]

Primary Equipment

Weapons

Ruinous Miséricorde [World-Class Dagger]
A strong, thin blade meant to create untreatable, deadly wounds. It has tasted enough moments of death that endings of all kinds now call to it.

Enchantment Data Cost Effect
Dimensional Blade 7 Bypass all Armor defenses (not Physical Resistance).
Ghost Touch Weapon 4 Can deal damage to ethereal Creatures.
Cauterizing Weapon 4 Targets when damaged stop Regenerating Vitality over time from healing sources, and their Constitution is considered 2x lower for the entire combat encounter.
Returning Weapon 3 Weapon cannot be stolen, forcefully unequipped and is not lost upon death. Can Perform an action to return this weapon back into Primary Weapon slot after throwing it.
Detect Magic 1 Are aware of the precise location of nearby active magic effects and spell activation when motionless
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Statistic Modifiers WCI +10 Martial Level, +13 Vitality
Custom Class Ability WCI By balancing the dagger on an open palm and naming a person or item, the Ruinous Miséricorde will spin to point directly towards it.
Custom Class Ability WCI With a precise enough strike, the Ruinous Miséricorde can pry a Data Gem from a struck item. Pried gems are automatically Stolen.

Bladecatching Gauntlet [Divine-Class Unarmed Shield Weapon]
Intricate tooling preserves movement, while powerful magic preserves the hand that moves it. Made of a secret metal greater than steel.

Enchantment Data Cost Effect
Magic Vestment 4 1 Physical Resistance per Data Capacity
Mighty Wallop 2 Weapon has increased Knock Out and Stagger chance, as if Strength is considered 2x higher. (only for Knock Out and Stagger)
Starmantle 7 All non-magic weapons and projectiles are destroyed on contact with your gauntlet.
Enhanced Diplomacy 1 +2 Diplomacy, +2 Intimidate
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.

Armour

Unbloodied Duelist Leathers [Divine-Class Light Armour]
The original owner of this secretly enchanted armor had a record of 372-1 when they took their final breath. Now it's yours.

Enchantment Data Cost Effect
Ironguard 8 Immune to metal Weapon Physical damage. Can pass through metal barriers, and ignore metal armor when attacking Unarmed or with Natural Weapons.
Lesser Globe of Invulnerability 5 Immune to all 4th tier or lower spells.
Detect Poison 1 Can Detect whether Creature, Object or Environment can inflict Poison DoT.
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Cosmetic Armour* N/A Item takes on the appearance of sturdy work clothing of linen and leathers, like any typical person might wear.

Accessories

Fool's Gorget [Mythic-Class Jewelery]
Protects against all the mundane hazards of misadventure, every one of which is better prevented by staying at home.

Enchantment Data Cost Effect
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Blessing of the Salamander 6 +20% Heat Resistance. Can rapidly regrow lost limbs, Constitution is considered 2x higher.
Water Breathing 4 Can breathe Underwater indefinitely.
Endure Elements 2 Immune to temperature inflicted Status Effects.
Feather Fall 2 Take no fall damage.
Death Ward 5 Immune to instant Death, Doom, and absorb Vitality.

Let Freedom Ring [Divine-Class Jewelery]
And let them know that today is a day of reckoning.

Enchantment Data Cost Effect
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Freedom 10 Immune to Paralysis, Stun, Slow, Stop, Petrification, and Sleep.
Sticky Fingers 2 +10 Thievery.
Arcane Pocket 2 Inventory is expanded. +1 Thievery.

Everyman's Silver Ring [Divine-Class Jewelery]
A plain-looking silver band like any reasonably well-off commoner might wear, which is exactly what makes it so dangerous.

Enchantment Data Cost Effect
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Oath of Anonymity 2 +10 Deception.
Shapechange 10 Can assume any alternate form at-will, +10 Deception.
Entropic Shield 2 Are 20% harder to hit with Ranged attacks or "Ray"-type spells.

Heister's Ring [Divine-Class Jewelery]
Custom made and slotted by a grandmaster jeweler. All craftsdwarfship is of the highest quality.

Enchantment Data Cost Effect
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Dimension Door 7 Can teleport short distances.
Ant Haul 2 Triple Carry Weight Limit, as if Strength was considered 3x higher (only applies to Carry Weight Limit).
Sending 5 Can convey words to allies "telepathically" at no distance limitations.

Other Equipment

Fractal Multitool [World Class Tool]
Holding it in your hand gives you the feeling you could remake the world. Is this the fervor of a true craftsman?

Enchantment Data Cost Effect
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.
Chasing Perfection 7 +4 to all Attributes
Sheltered Vitality 5 Immune to Exhaustion, Fatigue and Attribute damage.
Dawn 2 Immune to Sleep, and Knock Out
Beloved of the Forge 3 +10 Survival, +10 to one unlocked Craft Skill
Heightened Awareness 2 +2 Perception, +2 to all unlocked Knowledge Skills
Statistic Modifiers WCI Martial Level +5, Caster Level +5, Vitality +9
Class Ability WCI Can Perform an Action to briefly edit an NPCs combat settings [Source: Enchanter]
Class Ability WCI Can imbue Crafted Objects with a Rune to create a permanent Magic item [Source: Runesmith]
Custom Class Ability WCI Item can turn into any craft tool, or any Cash Shop Item worth less than 100 Ygg, by speaking a command word.

Quarter Moon Guild Ring [Relic-Class Jewelery]
This band with secret interior embossment marks the wearer as a member of the infamous Quarter Moon guild.

Enchantment Data Cost Effect
Arcane Mark 1 A unique enchantment identifying faction alliance of the wearer.
Mind Blank 9 Immune to Mental Status effects, and Divination.
Mending 1 Item doesn't naturally degrade. It slowly gets fixed outside combat.

Shooting Star Wishes

I Wish to Be... Wish Cost Effect
Perfect 2 Can see in Complete Darkness, 25 Supernatural Resistance, +25% Resistance to Heat, Cold, Electricity and Sonic.
Gifted 1 +5 to an Attribute of your choice ([CON]). Can't exceed maximum of 40 (or Nephilim limits). Does NOT affect Skill points
Aware of Magic 1 Can see Supernatural Aura.
Aware of Stalkers 1 Can see the Invisible and Ethereal.
Fluent 1 Can read, speak and understand the language of any intelligent creature. Enables subtitles.
Immortal 1 Character can respawn with no XP loss after a certain amount of days, scaling with Total Level. (100 Days for 100 Levels)
Never Hungry 1 Add a horn of plenty to Inventory (not tradable).
Never Thirsty 1 Add a never-ending alcohol bottle to Inventory (not tradable).
God 3 Start your grindy and impossible Divine Rank journey at Rank 0. Create other Rank requirements and benefits yourself! Req. Level 100

Gacha Prizes (After Slotting and Exchanging)

Data Crystal {1: 0, 2: 0, 3: 0, 4: 0, 5: 0, 6: 0, 7: 2, 8: 3, 9: 4, 10: 3}
Crafting Materials 0
Random Potions 17
Random Spell Scrolls 37
Illusionary Effect 0
Cosmetic Armor 1*
Mirror of Remote Viewing 6
Wand of Resurrection 12
Godly Training Manual 9*
Tome of Spellcraft 13*
Divine Jewelry 3
Divine Weapon 1
Divine Armor 1
Exchange Box 4
Shooting Star 4*
Accessory Slot 2*
Guild Scroll 1
Caloric Stone 1*
Fallen Leaf of Yggdrasil 1*
Free Selection: Fallen Leaf of Yggdrasil*

*spent


Divine Rank Journey - Rank 0 - God of Chance

Your portfolios are Trickery, Wealth, Luck, and Wards

You are the Patron of Thieves, Merchants, The Poor, The Hopeless, Gamblers, Abjurers, and Those That Labor In The Night
Your sacred number is 5, as in the Five Man Band, the Five Fingered Discount, and the Five Wits. At the best of times, Five Will Get You Ten, and when in doubt, Plead the Fifth.
Your sacred tool is the Dagger, and your Divine Mystery is The Secret Names of God.

To Achieve Rank 1

  • (0/1) Steal something unstealable
  • (0/1) Save someone unrescuable
  • (0/1) Defeat the unkillable
  • (1/200) Have enough true believers to fill a village.

You have unlocked a new title!

the Sacred Profane

Edit

Pub: 21 Jan 2024 00:41 UTC

Edit: 21 Jan 2024 03:28 UTC

Views: 172