Overlord
CYOA
Introduction
Yggdrasil has come to an end, but some see this as a new beginning.
What was your character?
While the game's servers still ran, you earned several Levels and Attribute Points
Choose your Character's Level:
Standard Mode: 100 Levels & 110 Attribute Points
Seedy Mode: 80 Level & 100 Attribute Points
Sample Mode: 30 Levels & 75 Attribute Points
Starter Mode: 1 Level & 60 Attribute Points
Starters can only assign Attributes and pick a Race (or Job if Humanoid), but then must skip to the Scenarios
For other Levels, do (Level/2 + 60) to calculate your Attribute Points, round down
Attributes:
The DMMO-RPG Yggdrasil imposed engine limitations on the ability to manipulate a character's actions.
These limitations take the form of Attribute Values.
Attribute Values have a fixed limit of 40, which represents 400% of an average human's capabilities
As an immersive VR MMO, this allowed some users to live an inhuman experience
Physical Scores:
STR: Determines Carry Weight Limit and ability to apply Grapple, Knock Out, and Stagger
DEX: Determines Physical Action Speed
CON: Determines Vitality Regeneration and Damage-over-Time Resistance
Mental Scores:
INT: Determines Supernatural Action Speed
WIS: Determines the ability to Detect Hostiles Targets and Accuracy
CHA: Determines ability to apply and resist Mental Status Effects
Each Attribute Starts at 0, but leaving them there is Fatal
It is generally wise to have at least 10 in each Attribute,
With a higher Value going towards build-specific Attributes
Having not maxed an Attribute at 40 is also wise as it allows
Attribute buffs to not be wasted
Spellcasters only need 20 in their casting Attribute to cast 10th-tier spells
provided they have enough mana and high enough caster level to qualify
Attributes also determine your Skill potential,
keep that in mind
Character Levels:
As a game heavily influenced by RPGs of the past,
Yggdrasil boasted a plethora of fantastical creatures, arcane spells, and martial techniques.
It was best known for its system of Racial and Job Classes.
Which allowed users to tailor their characters in any way they chose.
There is an overall Level Cap of 100
Users were offered a variety of Humanoid, Demi-Humanoid, or Heteromorphic Races.
Humanoids:
The vanilla option, having little to no innate Physical or Supernatural abilities
They had no Level cost, giving more levels to Job Classes and ensuring their popularity
Demi-Humanoids:
Human-like creatures that possessed simple Physical Abilities
Their Racial Class required an investment of 10 Levels
Heteromorphs:
Inhuman creatures possessing a number of natural Physical and Supernatural abilities
Their base Racial Class required an investment of 15 Levels,
but they also came with prestige Racial Classes, giving more options to character creation
at additional Level cost
Racial and Job Classes grant the users a Martial Level, a Caster Level and Vitality points
This is a metric that determines the strength of a Character's abilities
Martial Level empowers Physical Abilities, such as the use of Martial Weapons,
determines your Stamina and how many Martial Skills you know
Caster Level empowers Supernatural Abilities, such as the casting of Spells,
determines your Mana Pool and how many Spells you know
Vitality determines how much damage a character can take before dying or being knocked out
IE: These are shown as [ML +5/CL +5/V +7]
The Energy Types
Heat/Cold/Acid/Sonic/Electric/Light/Dark
Many Races either have Positive% Resistances or a Negative% weakness
IE: These are shown as [H 25%/C -25%/A 25%/S 25%/E -25%/L 25%/D -25%]
Neutral Resistances are not shown
Having 100% Resistance means you're Immune, but only if it's gotten from Classes not equipment
Having -100% Resistance means you take double damage and are susceptible to additional effects
more easily from that Energy type.
All Races are considered as Creatures, but
Creatures may refer to Beasts or other non-playable Races
Living races are every other race except Constructs and Undead
Constructs are Automatons and Golems
Faefolk are Fairies and Nymphs
Positive Energy heals Living and harms Undead
Negative Energy heals Undead and harms Living
Neither Positive nor Negative Energy heals or harms Constructs,
But Transmutation Arcane Spells can heal them
A background in Spells
Yggdrasil featured well over 6000 "Unique" spells split between its various spellcasting classes
They were grouped into Arcane, Divine, and Nature Magical Traditions
Arcane Magic - The Arcanist Tradition.
Can Manifest spells containing Elemental Energy
Can Summon Angel, Demon, Undead, and Elemental NPCs
Can Repair Constructs
Divine Magic - The Tradition of Faith.
Can Manifest spells containing Positive or Negative Energy
Can Summon Angel, Demon, and Undead NPCs
Nature Magic - The Naturalist Tradition.
Can Manifest Spells containing Elemental, Positive or Negative Energy
Can Summon Beast, Elemental, and Plant NPCs
Spiritual Magic - The Tradition of the Spirit.
Can Manifest Spells containing Elemental or Negative Energy
Can Summon Elemental, Ghost, and Spirit NPCs
Yggdrasil had exceptions as the game progressed in development
The Races of Yggdrasil
This is where it begins. You must choose a Race to continue
Humanoids
Free
Dwarf [ML +5/V +1] [H 50%/C -25%/D -25%]
Can choose a Pure-Blood Dwarf type: Deep, Hill, or Mountain:
Deep Dwarves can see in Dim Lighting
Hill Dwarves have +15 to one Martial Arts or Craft Skill*
Mountain Dwarves are 50% harder to Knock Out or Stagger
Elf [CL +5/V +1] [C 25%/S -25%/L 25%/D -25%]
Can choose a Pure-Blood Elf type: Subterranean, Tundra, or Forest:
Subterranean Elves can see in Dim Lighting
Tundra Elves have +15 to one Knowledge or Craft Skill*
Forest Elves cannot be Detected by sound, regardless of Environment
Human [ML +5/V +1 OR CL +5/V +1] [L 50%/D -50%]
Can either be a Pure-Blood or Half-Blood Human:
Pure-Bloods have +15 to one Martial Arts, Knowledge, or Craft Skill*
Half-Bloods must choose another Race to derive their Bloodline from. Can be considered either Race.
They have the first listed ability that their other Race possesses (after {...})
Demi-Humanoids
Cost 10 Levels
Beastman [ML +15/V +14] [H -25%/C 50%/S -25%]
Can choose from various Cat-like, Dog-like, Rodent-like, Hoofed, Aquatic, Bat, or Shrew forms:
Cat-like, Dog-like, Rodent-like forms possess Natural Weapons
Hoofed receive no movement penalty regardless of Environment
Aquatic forms can breathe Underwater indefinitely
Bat forms have Wings and can fly as easily as running
Shrew forms can burrow through the ground as easily as running
Can see in Complete Darkness
Have 50% increased Range on their radar (heightened senses) and can sense by smell
Birdman [ML +15/V +10] [C -25%/S 50%/E -25%]
Can choose from various Raptor, or Songbird forms:
Raptors know how to use Ranged Weaponry
Songbirds can use their Sing Skill to afflict Targets with Sleep, or Fascination
Have Wings and can fly as easily as running
Can see clearly over long distances, as such their Wisdom is considered 2x higher
Lizardman [ML +15/V +10] [H 25%/C -25%/A 25%/E -25%]
Can choose from various Serpentine, Reptilian, or Amphibian forms:
Serpentine and Reptilian Lizardmen possess Natural Weapons
Amphibian Lizardmen can Breathe Underwater
Must choose one: Underground, Land, Underwater, or Air: Gain 50% bonus to movement speed to selected Environment
It is easier to remain undetected in Forest, Swampland, and Underwater Environments.
Fishman [ML +15/V +10] [H -25%/C 50%/A 25%/S -25%/E -25%]
Can choose between various Jawed, or Bony Fish forms:
Jawed possess Natural Weapons
Bony while Underwater movement speed is doubled
Can Breathe Underwater indefinitely
Can see in Complete Darkness
Goblinkin [ML +15/V +18] [H 25%/A -25%]
Can choose between Goblin, Orc, Troll, or Bugbear:
Goblins take 50% less fall damage
Orcs have +15 to one Martial Arts or Craft Skill*
Trolls' limbs slowly Regenerate
Bugbears are 50% harder to Knock Out or Stagger
Know how to use Martial Weaponry
Can see normally in Dim Lighting
Giantkin [ML +15/V +26] [H -25%/C 50%/A -25%]
Can choose Cave, Frost, Mountain, or Sea varieties:
Cave Giants can see in Complete Darkness
Frost Giants have a +50% Resistance to Cold
Mountain Giants are 50% harder to Knock Out or Stagger
Sea Giants can hold their breath for up to 8 hours
Strength is considered 2x higher
Limbs slowly Regenerate
Heteromorphs
Cost 15 Levels
Angel [ML +5/CL +20/V +21] [A 25%/S -25%/L 75%/D -75%]
{Can choose to be a Fallen Angel, reversing Light and Dark Resistances and Karma Abilities}
Have Wings and can Fly as easily as running
Can see if a Creature is Living, Undead, or Construct
Have Divine Spellcasting (WIS or CHA)
Choose one Domain, and assign a Arcane Specialization to which it roughly corresponds to.
You can access Classes with those Specialization requirements.
You cast spells from your Domain at halved Mana Cost
Demon [ML +15/CL +10/V +27] [C -25%/S 25%/L -75%/D 75%]
{Can choose to be a Redeemed Demon, reversing Light and Dark Resistances and Karma Abilities}
Possess Wings and can Fly as easily as running.
Can reduce the Attributes of nearby Good-Karma enemies.
Can see in Complete Darkness.
Have an increased understanding of Mental Status Effects, Charisma is considered 2x higher
Djinn [CL +20/V +21] [H 25%/A 75%/S -75%/E -25%/L 50%/D -50%]
Can assume an Ethereal alternate form, but only for a short time once every 24 hours
Cannot be harmed by Physical damage, and can walk through most walls and obstacles, but are still
affected by magic effects and magic damage, including magic weapons
Have Arcane Spellcasting (WIS or CHA)
Are Immune to Mental Status Effects
Can Detect a Target's Karma score
Nephilim [ML +20/V +33] [L -25%/D 25%]
Strength is considered 2x higher
Choose three Attributes. They have a base fixed limit of 8. Get +8 to two other Attributes
Chosen Attributes can go beyond 8 from equipment bonuses, but not Leveling Up
Know how to use Martial Weaponry
Can see in Complete Darkness
Brain Eater [CL +20/V +15] [C 50%/S -50%/E -25%/L -25%/D 50%]
Can identify a Target's Supernatural Actions
Have Arcane Spellcasting (INT or WIS)
Are Immune to Mental Status Effects
Can see in Complete Darkness
Dragonoid [ML +20/CL +5/V +27] [? 50%/? -50%]
Can Breathe out a cone of chosen Energy once every 4 hours
Choose two Dragon Bloodlines: Fire, Frost, Acid, Sonic, or Lightning
+50% Resistance to one Element, -50% Resistance to other Element
Possess Natural Weapons
Can see in Complete Darkness
Can assume a Humanoid alternate form
Arthropod [ML +20/V +33] [H -25%/C -25%/A -50%/E 50%/D 50%]
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Can see in Complete Darkness
Possess Natural Weapons
Can Repair their Natural Weapons and Exoskeleton
Vermes [ML +15/CL +10/V +15] [H 25%/C 25%/A -50%/S -50%/D 50%]
Limbs slowly Regenerate
Can see in Complete Darkness
Are twice as hard to Grapple
Are Immune to Mental Status Effects, Blind, and Deaf, but INT and WIS are considered 2x lower
Roper [ML +15/CL +10/V +15] [H -25%/C -25%/A 100%/S -25%/E -25%]
Being Detected can afflict Targets with Revulsion or Fear
Can Parasitize a Humanoid or Demi-Humanoid NPC below their Level to take control of their body
(Uses host's stats with bonus from parasite's Level, Parasite takes 50% of damage that the Host takes)
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Can manipulate body to fit into small openings
Doppelganger [ML +20/V +21 OR CL +20/V +21] [H 25%/C 25%/A 25%/S -50%/E 25%/L -75%/D 25%]
Can assume an alternate form. This form can be any Humanoid or Demi-Humanoid NPC's appearance
While in alternate form Attributes, Resistances and Stats are changed to that of new form, adjusted to 60% of Doppelganger's Level
Can Perform a lengthy ritual to change their alternate form, but can only have one alternate form at a time
Being Detected can afflict Targets with Fear
Can Perform an action to Detect a Target's weaknesses
Planterran [ML +5/CL +20/V +15] [H -50%/C -50%/A 50%/E 50%]
Vitality and Mana Regenerate faster while in direct sunlight
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Have Nature Spellcasting (WIS or CON)
Possess Natural Weapons
Myconid [ML +15/CL +10/V +15] [H 25%/C -50%/A 25%]
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Are Immune to Mental Status Effects, Blind, and Deaf, but INT and WIS are considered 2x lower
Limbs slowly Regenerate
Can inflict nearby Targets with Confusion or Revulsion
Slime [ML +15/CL +10/V +24] [H -50%/C -50%/A 50%/E 50%]
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Can manipulate their body to fit into small openings
Are 50% harder to Grapple, Knock Out, or Stagger
Possess a small, separate Inventory that cannot be Stolen from
Fairy [ML +10/CL +15/V +15] [H 25%/C 50%/A 25%/S -100%/E 25%]
Can issue simple commands to Beast and Plant NPCs
Have Nature Spellcasting (WIS or CHA)
Can slip into small openings, but Strength is considered 2x lower.
Have Wings and can Fly as easily as walking
Nymph [ML +15/CL +10/V +21] [H -25%/C 50%/A -25%]
Can choose Flumine, Sylvan, or Lamia varieties:
Flumine have a Dolphin-like tail and can Breathe Underwater indefinitely
Sylvan have cloven hooves and can issue simple commands to Plant NPCs
Lamia have a snake-like lower body and receive no movement penalty regardless of Environment
Being Detected can afflict Targets with Fascination
Can shift into a Unique Bestial form, in which they possess Natural Weapons
Can see in Dim Lighting
Lycanthrope [ML +20/CL +5/V +27] [H 25%/C 25%/L -50%]
{Choose a Beastman base appearance}
Can see in Complete Darkness
Can identify a Target's Physical Actions
Possess Natural Weapons
Can assume a Humanoid alternate form
Elemental [ML +5/CL +20/V +21] [? 100%/? -100%]
Are aware of the precise location of nearby active magic effects and spell activation
Must choose two Elements:
Have 100% Resistance (Immunity) to one Element, and a -100% weakness to the other
Have Nature Spellcasting (CHA or CON)
Can convert damage taken from Immune Elements into Vitality or Mana
Can cause first chosen Element damage by touch
Automaton [ML +20/V +27] [H 50%/A -25%/S 25%/E -50%]
Cannot Regenerate Vitality naturally over time or drink Consumables, but can replace parts of their body with Tinkered Equipment DLC
Can control their limbs remotely
Are Immune to Mental Status Effects
Know how to use Martial Weaponry
Awakened Golem (Costs 100 Ygg) [ML +20/CL +5/V +48] [H 25%/C 25%/A 25%/S 25%/E 25%]
They can Perform an action to absorb their base material into Vitality
Must choose either Wood, Copper, or Clay for base material
Strength and Constitution are considered 2x higher, but cannot Regenerate Vitality naturally over time or drink Consumables.
Are 50% harder to Knock Out or Stagger
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Undead [ML +15/CL +10/V +21] [H -50%/C 25%/E 25%/L -100%/D 100%]
{Choose a Humanoid or Demi-Humanoid base appearance, then choose your Level of Decay (Pale Skin, Rotting, or Skeletal)}
Can see in Complete Darkness
Have limitless Stamina and Immune to Critical Hits, but cannot Regenerate Vitality naturally over time
Immune to Mental Status Effects
Have +15 to one Knowledge or Craft Skill*
*[Add After Final Calculation. Can exceed your skills soft cap, but not the 100 limit.]
Advanced Racial Classes
Can skip if not a Heteromorph
Can only pick one Level 10 Racial Class, but can pick any Level 5 you qualify after
Angels
Archangel (Costs 10 Levels) [ML +10/CL +5/V +10]
Know how to use Martial Weaponry
Can deal additional damage to Evil-karma Targets
Can detect a Target's Karma score
Astral Deva (Req. Archangel, Costs 5 Levels) [ML +5/CL +5/V +4]
Possess True Sight, able to see through all Illusions and see a Target's true form
Can Perform an action to Negate or Dispel a Spell or Magic effect, once every 4 hours
Principality (Req. Archangel, Costs 5 Levels) [ML +5/CL +5/V +4]
Can emit an Aura that increases the Attributes of Good-karma allies
Can Perform an action to bestow a Target with increased Physical or Supernatural action speed, or Immunity to Fear effects, once every 6 hours
Seraph (Costs 10 Levels) [CL +10/V +8]
Can assume a Humanoid alternate form
Spoken words can be understood by All Creatures, and are Immune to Silence
Being Detected can afflict Targets with Charm or Fascination
Cherubim (Req. Seraph, Costs 5 Levels) [ML +5/CL +5/V +3]
Can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher
Can Perform an action to cure an ally of a Physical Status Effect
Choral (Req. Seraph, Costs 5 Levels) [CL +5/V +3]
Can Perform a lengthy cast time to cast a spell at halved Mana Cost
Can Perform an action to inflict a Target with Charm or Fascination
<-
Demons
Infernal (Costs 10 Levels) [ML +10/CL +5/V +14]
Have Immunity to Heat, but are -50% Resistant to Electricity
Can Perform an Action to inflict nearby Targets with Confusion or Fascination
Can issue simple commands to weak Demon NPCs
Archdevil (Req. Infernal, Costs 5 Levels) [ML +5/V +4]
Can issue simple commands to all weak NPCs
Immune to Mental Status Effects
Pit Fiend (Req. Infernal, Costs 5 Levels) [ML +5/V +4]
Can emit an Aura that increases Attributes of Demon allies
Can summon a horde of weak Demon NPCs, once every 24 hours
Succubus (Costs 10 Levels) [ML +5/CL +5/V +10]
Can assume a Humanoid alternate form
Can Perform an Action to inflict a Target with Charm
Can absorb Vitality from a Target through touch
Lilin (Req. Succubus, Costs 5 Levels) [CL +5/V +3]
Can briefly edit an NPC's combat settings through touch
Can issue simple commands to Target afflicted with Charm
Omnibus (Req. Succubus, Costs 5 Levels) [CL +5/V +3]
Can assume the form of any non-unique NPC
Targets that Detect you are afflicted with Charm, Fascination, or Confusion
<-
->
Bright Lord (Req. Non-Fallen Angel or Redeemed Demon, Costs 10 Levels) [CL +10/V +8]
Can issue simple commands to Good-Karma NPCs below your Level
Light (and Radiant) spell deal additional damage to Evil-Karma NPCs
Can Purchase radiant Spells from the Yggdrasil Cash Shop
Radiant Lord (Req. Bright Lord, Costs 5 Levels) [CL +5/V +3]
Gain +25% Resistance (Immunity) to Light Elemental damage, but gain -25% weakness to Dark
Can cast Light (and Radiant) spells 50% faster
Dark Lord (Req. Fallen Angel or Non-Redeemed Demon, Cost 10 Levels) [CL +10/V +8]
Can issue simple commands to Evil-Karma NPCs below your Level
Dark (and Shadow) Spells deal additional damage to Good-Karma Targets
Can Purchase shadow Spell from the Yggdrasil Cash Shop
Shadow Lord (Req. Dark Lord, Costs 5 Levels) [CL +5/V +3]
Gain +25% Resistance (Immunity) to Dark Elemental damage, but gain -25% weakness to Light
Can cast Dark (and Shadow) spells 50% faster
Djinn
Genie (Costs 10 Levels) [CL +10/V +10]
Ethereal alternate form becomes your base appearance, and can assume a Humanoid alternate form
Can cast any not known spell, but only at the behest of Others. This generates a spell or magical effect that will be suited
to the task of accomplishing the "wish". Has a chance of backfiring horribly when "wish" is worded improperly.
Are specialized in the Conjuration spell school, and can cast Conjuration spells at halved Mana cost
Ifrit (Req. Genie, Costs 5 Levels) [CL +5/V +3]
Can identify a Target's Supernatural Actions
Can Cast Spells of Heat Elemental Energy at halved Mana Cost, with increased Burn DoT duration
->
Houri (Req. Seraph or Genie, Cost 5 Levels) [CL +5/V +3]
Can emit an Aura that slowly restores Vitality of nearby allies
Can Perform an action to cure an ally of a Mental Status Effect
->
Shoulder Devil (Req. Succubus or Genie, Costs 5 Levels) [CL +5/V +3]
Can slip into small openings, but Strength is considered 2x lower
Can cast spells that inflict Mental Status Effects at halved Mana cost
Nephilim
Titan (Costs 10 Levels) [ML +15/V +16]
Chosen Attribute base limit decreases by 2, redistribute Attribute points
Skin becomes as strong as Medium Armor
Being Detected can afflict Targets with Panic, Fear, or Confusion
Can Perform an attack Action to smite a Target, dealing damage that scale with the Target's Karma, once every 4 hours
Asura (Req. Titan, Costs 5 Levels) [ML +10/V +8]
Chosen Attribute base limit decreases by 2, redistribute Attribute points
Have an additional pair of arms, as such can dual-wield on the same side of arms
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Brain Eaters
Enlightened One (Costs 10 Levels) [CL +10/V +8]
Can consume the brain of a slain Humanoid or Demi-Humanoid in order to learn one additional Arcane Spell
Can briefly edit an NPC's combat settings through touch
Can issue simple commands to weak NPCs
Old One (Req. Enlightened One, Costs 5 Levels) [CL +5/V +3]
Choose one spell school to specialize in, you cast spells from that school at halved Mana cost
Being Detected can afflict Targets with Fear, Despair, or Revulsion
<-
Mindflayer (Costs 10 Levels) [CL +10/V +4]
Can Perform an Action to inflict a Target with a Mental Status Effect
Can issue simple commands to weak NPCs
Specialized in Enchantment spell school, you cast spells from that school at halved Mana cost
Souldrinker (Req. Mindflayer, Costs 5 Levels) [CL +5/V +3]
Can Perform an Action to drain Vitality and Mana on touch
Can briefly edit an NPC's combat settings through touch
->
Deep One (Req. Enlightened One or Mindflayer, Costs 5 Levels) [CL +5/V +3]
Gain +50% Resistance (Immunity) to Dark Elemental damage, but gain -25% weakness to Light
Can breathe Underwater indefinitely, and are Immune to Deep Underwater Environment Status Effects.
Dragonoids
Ascendant (Costs 10 Levels) [ML +10/CL +5/V +14]
+50% Resistance (Immunity) to Bloodline's Energy type, damage taken of Bloodline's energy gets converted into Vitality
Can sprout Wings and can fly as easily as running
Possess scales as strong as Medium Armor
Wyrm Lord (Req. Ascendant, Costs 5 Levels) [ML +5/CL +5/V +5]
Can assume the form of an adult Dragon once every 168 hours
While shapeshifted, all Attributes receive an effective +8 bonus,and can use your breath attack at-will
Are Immune to Sleep and Paralysis
Angel-Blood/Demon-Blood (Req. Ascendant, Costs 5 Levels) [CL +5/V +4]
Replace your Bloodline's Energy type with either Light or Dark.
Resistances changes accordingly, but gain +25% Resistance of previous Bloodline
(IE: If you had 100% Heat, -50% Cold and picked Light, you have 25% Heat, 100% Light, -50% Dark)
Breath attack is now a wide beam of your new Energy, with a longer range but a smaller hitbox, can be used every 2 hours
Arthropods
Arachnid (Costs 10 Levels) [ML +10/V +10]
Can walk or run normally on walls and ceilings.
Exoskeleton is as strong as Light Armor
Natural Weapon secretes a Poison DoT
Ariadne (Req. Arachnid, Costs 5 Levels) [ML +5/CL +5/V +4]
Can assume a Humanoid alternate form
Can produce a silk-like thread that can be woven into webs (that Slow or Stop) or Crafted Objects
These Crafted Objects have an inherent Data Level of [(Total Level/10)+1]
Scorpiones (Req. Arachnid, Costs 5 Levels) [ML +5/V +4]
Possess an additional Natural Weapon
Secondary Natural Weapon can cause Charm or Confusion, while Primary Natural Weapon deals additional damage
Secondary Natural Weapon doesn't secrete a Poison DoT
Vinegaroon (Req. Arachnid, Costs 5 Levels) [ML +5/V +4]
Natural Weapons deal additional Acid damage and make it twice as easy to Grapple Targets
Movement speed scale with unused Carry Weight Limit
Crustacean (Costs 10 Levels) [ML +10/V +16]
Have an additional pair of arms, as such can dual-wield on the same side of arms
Exoskeleton is as strong as Heavy Armor, but can't equip normal Armor
Can breathe Underwater indefinitely
Cancer (Req. Crustacean, Costs 5 Levels) [ML +5/V +5]
Receive a bonus to your Natural Armor rating that scales with Constitution
Can molt armor, losing Natural Armor protection for 24 hours, molted exoskeleton can be repurposed into Crafted Objects
These Crafted Objects have an inherent Data Level of [(Total Level/10)+1]
Mantis Shrimp (Req. Crustacean, Costs 5 Levels) [ML +5/V +4]
Can Perform an attack Action to inflict Target with Blind or Stun, once every hour
Natural Weapons deal additional Sonic damage
Barnacle Mass (Req. Crustacean, Costs 5 Levels) [ML +5/CL +5/V +5]
Can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher
Immune to Instant Death and Doom, but gain -75% Resistance to Heat
Dictyopterran (Costs 10 Levels) [ML +10/V +10]
Can consume Junk items to restore Vitality
Exoskeleton is as strong as Light Armor
Movement speed scales with Carry Weight Limit
Mantis (Req. Dictyopterran, Costs 5 Levels) [ML +5/V +4]
Can Perform an action to inflict Fear or Fascination on a Target
Deal double damage to Targets that do not Detect you
Roach (Req. Dictyopterran, Costs 5 Levels) [ML +5/V +7]
Constitution is considered 2x higher
Are able to slip into tight spaces
Termite (Req. Dictyopterran, Costs 5 Levels) [ML +5/V +5]
Deal triple damage to structures with Natural Weapons
Immune to Blind and Deaf
Hymenopterran (Costs 10 Levels) [ML +10/V +14]
Have Wings and can fly as easily as running
Exoskeleton is as strong as Medium Armor
Natural Weapon secretes a Poison DoT
Ant (Req. Hymenopterran, Costs 5 Levels) [ML +5/V +7]
Can walk or run normally on walls
Strength is considered 2x higher
Wasp (Req. Hymenopterran, Costs 5 Levels) [ML +5/V +4]
Natural Weapons can Sap DoT and it's 50% easier to Grapple Targets
Movement speed scales with unused Carry Weight Limit
Bee (Req. Hymenopterran, Costs 5 Levels) [ML +5/V +4]
It's twice as hard for a Grappled Target to escape once Grappled
Can create a honey-like substance that acts as a strong healing potion when consumed
Cricket (Costs 10 Levels) [ML +10/V +14]
Have an additional pair of arms, as such can dual-wield on the same side of arms
Exoskeleton is as strong as Light Armor
Can Jump up to five times higher by preparing for a moment
Grasshopper (Req. Cricket, Costs 5 Levels) [ML +5/V +4]
Have Wings and can fly as easily as running
Deal 50% increased damage when attacking while jumping or flying
Mole Cricket (Req. Cricket, Costs 5 Levels) [ML +5/V +4]
Can burrow through the ground as easily as running
Can Perform an Action to inflict Sleep on a Target, once every hour
Locust (Req. Cricket, Costs 5 Levels) [ML +5/V +4]
Receive no movement penalty regardless of Environment
Can Perform an Action to summon a horde of locusts that inflict Disease DoT AoE, once every 24 hours
Scarab (Costs 10 Levels) [ML +10/V +16]
Have an additional pair of arms, as such can dual-wield on the same side of arms
Exoskeleton is as strong as Heavy Armor, but can't equip normal Armor
Are 50% harder to Knock Out or Stagger
Hercules (Req. Scarab, Costs 5 Levels) [ML +5/CL +5/V +5]
Can cast Spells while simultaneously wielding a Weapon
Strength is considered 2x higher
Goliath (Req. Scarab, Costs 5 Levels) [ML +5/V +7]
Can Perform other Physical Actions at no penalty while Grappling a Target
When Grappling can use all four arms to deal additional damage that scales with Strength
Odonate (Costs 10 Levels) [ML +10/V +10]
Have Wings and can fly as easily as running
Exoskeleton is as strong as Light Armor
Know how to use Ranged Weaponry
Dragonfly (Req. Odonate, Costs 5 Levels) [ML +5/V +4]
Gain an additional 50% Resistance to an Elemental Energy Type of your choice
Can imbue your Ranged attacks with that Energy type
Damselfly (Req. Odonate, Costs 5 Levels) [ML +5/V +4]
While Flying you are 25% harder to hit with Ranged attacks or "Ray"-type spells
Movement speed scale with unused Carry Weight Limit
Fly (Costs 10 Levels) [ML +10/CL +5/V +10]
Have Wings and can fly as easily as running
Exoskeleton is as strong as Light Armor
While flying you are 25% harder to hit with Ranged attacks and "Ray"-type spells
Butterfly (Req. Fly, Costs 5 Levels) [CL +5/V +3]
Gain 25% Light damage Resistance and Mana Regeneration is Enhanced during the day
Can Perform an action to inflict a Target with Panic or Charm
Moth (Req. Fly, Costs 5 Levels) [CL +5/V +3]
Gain 25% Dark damage Resistance and Mana Regeneration is Enhanced during the night
Can Perform an action to inflict a Target with Confusion or Sleep
Caddisfly (Req. Fly, Costs 5 Levels) [ML +5/V +4]
Can Breathe Underwater indefinitely
Can Perform an action to Enhance Natural Armor to be as strong as Medium Armor, once every 8 hours
Mosquito (Req. Fly, Costs 5 Levels) [ML +5/V +2]
Can absorb Vitality from a Target using stinger-like mouth (while Grappling)
Any DoT effects inflicted on a Target last much longer, and Natural Weapons cause Bleed DoT
Vermes
Leech (Costs 10 Levels) [ML +10/CL +5/V +10]
Can breathe Underwater indefinitely
Can see in Complete Darkness
Can absorb Vitality from a Target using your mouth (while Grappling)
Bloodletter (Req. Leech, Costs 5 Levels) [ML +5/CL +5/V +4]
Harder to Detect while Underwater
Are 50% harder to Knock Out or Stagger
Earthworm (Costs 10 Levels) [ML +10/CL +5/V +10]
Can burrow through the ground as easily as running
You are harder to Detect while Underground
Remaining motionless while Underground Enhances Stamina and Mana Regeneration
Sandworm (Req. Earthworm, Costs 5 Levels) [ML +5/V +4]
Can now burrow through the ground 50% faster
Strength is considered 2x higher
Ropers
Herroper (Costs 10 Levels) [ML +10/CL +5/V +7]
Possess tentacle Natural Weapons that have a change to inflict Poison DoT or Disease DoT on Targets
Twice as easy to Grapple Targets
Can Perform an Action to inflict Fascination on a Target, once every 4 hours
Living Curse (Costs 5 Levels) [ML +5/V +5]
Can possess inanimate Armor not bigger than oneself. Gain Natural Armor as strong as possessed Armor
Know how to use Martial Weaponry
<-
Doppelganger
Greater Doppelganger (Costs 10 Levels) [ML +5/CL +10/V +10]
Alternate form can now be any non-unique NPC
Can assume any number of alternate forms, and can change alternate forms at-will
While in alternate form Attributes, Resistances and Stats are changed to that of new form, adjusted to 80% of Doppelganger's Level
Changeling (Req. Greater Doppelganger, Costs 5 Levels) [CL +5/V +3]
Alternate forms can now be any Humanoid, Demi-Humanoid, or Heteromorphic Races
Can assume the form of any Creature for a short time, Stats and Resistances are changed to that of new form
->
Mimic (Req. Herroper or Greater Doppelganger, Costs 5 Levels) [ML +5/CL +5/V +4]
Can assume the form an inanimate Objects not bigger than oneself
While in the form of an Object and motionless you are Invisible to Perception passive Detection
Planterrans
Death Vine (Costs 10 Levels) [ML +10/CL +5/V +14]
Natural Weapons secrete a Poison DoT
Can breathe a cone of noxious fumes that applies a Poison DoT, once every 4 hours
Can Grapple a Target to inflict Poison DoT damage
Medusoid (Req. Death Vine, Costs 5 Levels) [ML +5/V +4]
Natural Weapons and breath attack have a chance to inflict Petrification
Breath attacks have a chance of Ignoring a Target's Resistances
Shambling Moss (Costs 10 Levels) [ML +5/CL +10/V +10]
Can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher
Have double success rate on Actions that use Climb or Grapple
Can breathe Underwater indefinitely
Lurker (Req. Shambling Moss, Costs 5 Levels) [CL +5/V +3]
While remaining motionless in Forest or Swampland Environment become Invisible to Perception passive Detection
While remaining motionless in Forest or Swampland Environment Mana Regeneration is Enhanced
Dryad (Costs 10 Levels) [ML +10/CL +5/V +8]
While remaining motionless in Forest or Swampland Environment become Invisible to Perception passive Detection
Have Bark as Natural Armor that is as strong as Light Armor
Natural Weapons deal additional Acid damage
Spriggan (Req. Dryad, Costs 5 Levels) [CL +5/V +3]
Can Perform an Action to restore Vitality and remove a Mental Status Effect on a Target
Can issue simple commands to Beast and Plant NPCs
Alraune (Costs 10 Levels) [CL +10/V +8]
While remaining motionless in Forest or Swampland Environment Mana Regeneration is Enhanced
Can assume a Humanoid alternate form
Can Perform an Action to inflict a Target with Confusion, Charm, or Fascination Mental Status Effects
Alraune Queen (Req. Alraune, Costs 5 Levels) [CL +5/V +3]
Can emit an Aura that restores the Vitality and grants Immunity to Cold for nearby Plants
Can issue simple commands to Plant NPCs, and Faefolk NPCs become a Summoner option
Treant (Costs 10 Levels) [ML +10/V +22]
Have Bark as Natural Armor that is as strong as Medium Armor
Strength and Constitution are considered 2x higher, but Dexterity is considered 2x lower
Are 50% harder to Knock Out or Stagger
Tree King (Req. Treant, Costs 5 Levels) [CL +5/V +5]
Can create a small Forest Environment at surrounded location, once every 72 hours
While remaining motionless in Forest or Swampland Environment become Invisible to Perception passive Detection
Myconids
Puffball (Costs 10 Levels) [CL +10/V +8]
While remaining motionless in Forest or Swampland Environment Mana Regeneration is Enhanced
Can emit an Aura that inflicts random Mental Status Effects on Targets, once an hour
Can emit an Aura that inflicts Poison DoT on Targets
Stinkball (Req. Puffball, Costs 5 Levels) [CL +5/V +3]
While remaining motionless in Forest or Swampland Environment Mana Regenerates twice as fast
AoE attacks can cause Poison DoTs and Disease DoTs, and last much longer
Bolete (Costs 10 Levels) [ML +10/V +18]
Strength is considered 2x higher
Know how to use Unarmed Strikes lethally
Are 50% harder to Knock Out or Stagger
King Boletus (Req. Bolete, Costs 5 Level) [ML +5/V +5]
Strength and Constitution are considered 2x higher, but Dexterity is considered 2x lower
Strength is considered 3x higher now
Are harder to Knock Out or Stagger
Slimes
Black Ooze (Costs 10 Levels) [ML +10/V +16]
Gain +50% Acid (Immunity) damage Resistance, but gain -25% Sonic damage weakness
Can deal Acid damage on touch
Can Grapple a smaller Target to engulf them, slowing or stopping their Physical Actions
Tar Jelly (Req. Black Ooze, Costs 5 Levels) [ML +5/V +5]
Acid damage to a Target always reduces their equipment durability
Grappling a Target stacks an additional Acid Corrosion effect
Void Jelly (Req. Black Ooze, Costs 5 Levels) [CL +5/V +4]
Gain +100% Resistance (Immunity) to Dark Elemental damage, but gain -100% weakness to Light
Separate Inventory is expanded, it is now a large Inventory instead of a small Inventory
Blue Ooze (Costs 10 Levels) [ML +5/CL +5/V +12]
Possess Natural Weapons that mimic Martial Weaponry
This allows bypassing Classes with Martial Weaponry requirements
Know how to Sneak attack to deal increased damage to Targets who have not Detected them
Can Perform an Action to poach a Monster at critical Vitality to learn an additional Skill/Spell
Shoggoth (Req. Blue Ooze, Costs 5 Levels) [ML +5/CL +5/V +5]
Can store a Humanoid or Demi-Humanoid NPC within your separate Inventory to assume their form
Being Detected can afflict Targets with Fear, Revulsion, or Despair
Monster Jelly (Req. Blue Ooze, Costs 5 Levels) [ML +5/CL +5/V +5]
Can store any Creature NPC small enough to fit in your separate Inventory to assume their form
Can sprout Wings to fly, and Natural Weapons can now also mimic the Natural Weapons of the Creature stored
Red Ooze (Costs 10 Levels) [ML +10/V +16]
Choose between Heat, Cold, Acid, Electricity, or Sonic, gain +50% Resistance to chosen element
Possess Natural Weapons that deal chosen Elemental damage
Can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher
Abyssal Jelly (Req. Red Ooze, Costs 5 Levels) [ML +5/CL +5/V +5]
Gain additional +25% Resistance to chosen element, and damage taken from it gets converted into Vitality
Can breathe Underwater indefinitely and see in Complete Darkness
Infernal Jelly (Req. Red Ooze, Costs 5 Levels) [CL +5/V +4]
Gain +50% Resistance to Dark damage, and damage taken from it gets converted into Vitality
Are Immune to Poison DoT and Bleed DoT
Fairies
Sprite (Costs 10 Levels) [ML +10/V +4]
Know how to use Ranged Weaponry
Can use Ranged attacks to inflict Sleep or Confusion on Targets
Know how to Sneak attack to deal increased damage to Targets who have not Detected them
<-
Pixie (Costs 10 Levels) [CL +10/V +6]
Can turn Invisible once every 8 hours
Are specialized in the Illusion spell school, and can cast Illusion spells at halved Mana cost
Can Perform an Action to inflict Confusion or Fascination on Targets
->
Sylph (Req. Sprite or Pixie, Costs 5 Levels) [ML +5/V +4 OR CL +5/V +3]
Can Fly 50% faster and are 50% harder to hit while moving during flight
Can effortlessly hover while Flying, Mana Regeneration is enhanced while hovering
Brounie (Costs 10 Levels) [ML +10/V +10]
Know how to use Martial Weaponry
Strength is considered 2x higher (bring considered Strength back to normal)
All Craft Skills are considered 2x higher
Leprechaun (Req. Brounie, Costs 5 Levels) [CL +5/V +5]
Are aware of the exact location of nearby Gold and Magical Objects, except Player Inventory items
Gain a separate Inventory for Gold that cannot be stolen from
Nymph
Siren (Req. Flumine and Sing 15+, Costs 10 Levels) [CL +10/V +8]
Can Perform a lengthy cast time to cast a spell at halved Mana cost
Targets that hear a Siren's Singing can be afflicted with Sleep, Charm, or Despair
Gain a bonus to all non-combat interactions with NPCs
Mermaid (Req. Siren and Swim 20+, Costs 5 Levels) [ML +5/CL +5/V +5]
Maximum swimming speed is increased, and are 50% harder to Detect while Underwater
Gain additional Resistance to all Status Effects while Underwater
Leanan Sidhe (Req. Sylvan and Deception 15+, Costs 10 Levels) [CL +10/V +8]
Can assume a Humanoid or Demi-Humanoid alternate form
Can emit an Aura that increases Skill success chance of nearby allies
Gain a bonus to all non-combat interactions with NPCs
Satyr (Req. Leanan Sidhe and Instrument 20+, Costs 5 Levels) [ML +5/CL +5/V +5]
Have an additional chance to Knock Out, Stagger or Stun Targets when attacking using Natural Weapons
When Playing an Instrument: Mana Regenerates faster, and are 50% harder to Knock Out or Stagger
Gorgon (Req. Lamia and Intimidation 15+, Costs 10 Levels) [CL +10/V +8]
Targets who share a gaze can be afflicted with Petrification
Can Perform a lengthy cast time to cast Spells that inflict Status Effects at halved Mana cost
Natural Weapons have a chance to inflict Poison DoT
Echidna (Req. Gorgon and Persuasion 20+, Costs 5 Levels) [CL +5/V +4]
Targets who share a gaze can be alternatively afflicted with Charm, or Fascination
Can Perform a lengthy cast time to cast Spells that summon NPCs at halved Mana cost
Lycanthropes
Chimerathrope (Costs 10 Levels) [ML +10/V +14]
{Base appearance is now a Hybrid of original appearance and second choice}
Choose either Beastman, Birdman, or Lizardman:
Beastman: Natural Weapons gain an additional chance to Knock Out or Stagger Targets
Birdman: have Wings and can fly as easily as running
Lizardman: Natural Weapons have a chance to inflict Poison DoT
Receive a bonus to damage dealt when attacking with Natural Weapons
Hybrid form has hide as strong as Medium Armor
Cerberusthrope (Req. Chimerathrope, Costs 5 Levels) [ML +5/V +6]
{Base appearance is now a Hybrid of original appearance and second choice with three heads instead of one}
Can see in a limited 360 degree FoV, granting Immunity to Critical Hits
Hybrid form has hide as strong as Heavy Armor
Elementals
Primal Elemental (Req. Elemental, Costs 10 Levels) [ML +5/CL +5/V +10]
Possess Natural Weapons that deal damage of first chosen element
Can cast Spells of first chosen Element at halved Mana cost
20% of damage taken is converted into Damage-over-Time
Entite (Req. Primal Elemental, Costs 5 Levels) [CL +5/V +4]
Can transform into an Elemental Titan once every 168 hours
While in this form your Mana Regenerates much faster and without delay
Are Immune to most Status Effects while transformed
Are Immune to Charm
Awakened Golems
Flesh Golem (Req. Wood Golem, Costs 10 Levels) [ML +5/CL +5/V +28]
Choose a Humanoid race as base material
Take halved healing from both Positive and Negative Energy
Being Detected can afflict Targets with Fear and Revulsion
Limbs are considered Magic Weapons
Effigy Golem (Req. Flesh Golem, Costs 5 Levels) [ML +5/CL +5/V +7]
Alive Humanoid base material gives more Vitality when absorbed
Are Immune to Heat, can convert damage taken from Heat into Vitality or Mana
Metal Golem (Req. Copper Golem, Costs 10 Levels) [ML +10/V +28]
Choose either Iron, Brass, or Aluminum as base material
Know how to use Martial Weaponry
Can manifest Natural Weapons that Mimic Marital Weaponry
Form is considered Heavy Armor
Clockwork Golem (Req. Metal Golem, Costs 5 Levels) [ML +5/CL +5/V +7]
Processed base material gives more Vitality when absorbed
Are Immune to Electricity, can convert damage taken from Electricity into Vitality or Mana
Mineral Golem (Req. Clay Golem, Costs 10 Levels) [CL +10/V +28]
Choose either Quartz or Stone as base material
Can manifest spells anywhere on body, using 360 degree FoV
Can remotely control objects made of base material within sight, including severed limbs (like telekinesis)
Cast spells 50% faster
Gem Golem (Req. Mineral Golem, Costs 5 Levels) [ML +5/CL +5/V +7]
Precious stone base material gives more Vitality when absorbed
Are Immune to Acid, can convert damage taken from Acid into Vitality or Mana
Magic Golem (Req. Caloric Stone, Costs 0 Levels) [V +1]
Have World Protection (unaffected by World-Class Items)
Can absorb Mana through touch to receive Vitality, and gain 30 Supernatural Resistance
Undead
Lich (Costs 10 Levels) [CL +10/V +8]
Have Arcane Spellcasting (CHA)
Specialized in the Necromancy Spell School, and can cast Necromancy Spells at halved Mana cost
Can emit an Aura to inflict Fear, Panic, or Despair on nearby Targets
Elder Lich (Req. Lich, Costs 5 Levels) [CL +5/V +3]
Can slay a living Humanoid or Demi-Humanoid with a specialized necromancy spell in order to learn an additional Spell
Can emit an Aura to inflict Insanity, or Confusion on weak nearby Targets
Overlord (Req. Lich, Cost 5 Levels) [CL +5/V +3]
Can issue simple commands to Undead NPCs
Can emit an Aura that increases the Attributes of Undead Allies
Bone Lord (Req. Lich, Costs 5 Levels) [ML +5/CL +5/V +5]
Have a body as strong as Medium Armor
Can summon a horde of weak skeleton NPCs, once every 24 hours
Mummy Lord (Req. Lich, Costs 5 Levels) [ML +5/CL +5/V +3]
Can Perform an Action to turn a recently slain not above Total Level into a Mummy, once every 24 hours
Are Immune to Poison DoT, and Disease DoT
Vampire (Costs 10 Levels) [ML +10/CL +5/V +14]
Can absorb Vitality from a Target using your fangs (while Grappling)
Can manifest claw-like Natural Weapons
Can summon a horde of weak familiar NPCs, once every 24 hours
Blutsauger (Req. Vampire, Costs 5 Levels) [CL +5/V +3]
Gain a secondary Mana Pool that is filled by absorbing Vitality
Can absorb Vitality from a Target through touch
Vampire Lord (Req. Vampire, Costs 5 Levels) [ML +5/CL +5/V +4]
Can briefly edit an NPC's combat settings through eye contact
Can assume the form of a true Vampire once every 72 hours
While shapeshifted, all Attributes receive an effective +4 bonus
Daywalker (Req. Vampire, Costs 5 Levels) [ML +5/CL +5/V +4]
Reverse Light and Dark Resistances, but you are still damaged by Positive Energy and healed by Negative energy
Can assume an alternate appearance in order to appear as a Living Humanoid
Wendigo (Req. Vampire, Costs 5 Levels) [ML +5/CL +5/V +4]
Are Immune to Cold, but -50% weak to Acid
Can devour a recently slain Humanoid NPC to restore Vitality and boost Attributes for a short time
+4/2/1 to three highest Attributes the slain Humanoid possessed, doesn't stack
Dullahan (Costs 10 Levels) [ML +10/V +14]
Know how to use Marital Weaponry
50% harder to Knock Out or Stagger
Can control your limbs remotely
Draugr (Req. Dullahan, Costs 5 Levels) [ML +5/CL +5/V +5]
Can Perform an Action to lower a Target's Attributes
Physical attacks are 50% more likely to Knock Out or Stagger
Revenant (Req. Dullahan, Costs 5 Levels) [ML +5/CL +5/V +4]
Are aware of precise location of any nearby Living
Can Perform an Action to reflect damage from an opponent's Physical attack back at them, but this requires precise timing
Headless Horseman (Req. Dullahan and Ride 20+, Costs 5 Levels) [ML +5/V +5]
While Riding: Are Immune to Slow and Stop
While Riding: Can attack while moving to deal increased damage, and Sneak attacks have a chance to inflict instant Death on a Target
Ghost (Costs 10 Levels) [CL +10/V +8]
Base appearance is now Ethereal
Cannot be harmed by Physical damage, and can walk through most walls and obstacles, but are still
affected by magic effects and magic damage, including magic weapons
Can turn Invisible once every 8 hours
Possess Natural telekinesis
Wraith (Req. Ghost, Costs 5 Levels) [CL +5/V +3]
Can assume an alternate Physical form
Can Perform an Action to absorb Vitality from a Target
Poltergeist (Req. Ghost, Costs 5 Levels) [ML +5/CL +5/V +4]
Gain 50% bonus to any Actions that use telekinesis
Physical attacks are 50% more likely to Knock Out or Stagger Targets
Banshee (Req. Ghost, Costs 5 Levels) [CL +5/V +3]
Can scream to deal Sonic Elemental damage in an AoE around yourself, once every 4 hours
Can scream to inflict a Target with Panic, Fear, or Despair Mental Status Effects
Class Levels
Base Job Classes
Cost 15 Levels each
Provide entry-level abilities
Some Heteromorphs can skip this section
Squire (Req. Not over Total Level 30, Costs 15 Levels) [ML +10/V +15]
Know how to use Martial Weaponry (notably Swords), Ranged Weaponry (notably Bows), Unarmed Strikes,
but require 50% more stamina to execute Physical Action Commands
Have an Increased XP gain
Can clean Weapons and Armor for damage or armor bonuses
Can choose to be a Squire to another martial Player.
Lose all martial proficiency and gain theirs, with Level appropriate Physical Action Commands, no longer require 50% more stamina
This is a trial class, it's used for new players not knowing what martial tradition to choose and/or initially lacking requirements for preferred class. Squire doesn't gain XP after Total Level 30. At any time Levels in Squire can be exchanged to a different base class.
Apprentice (Req. Not over Total Level 30, Costs 15 Levels) [CL +10/V +8]
Have Arcane, Nature, Divine Spellcasting (INT) without dividing Caster Proficiency, but cast spells at double Mana cost
Have an Increased XP gain
Crafting materials don't count towards Carry Weight Limit
Can choose to be an Apprentice to another caster Player.
Lose all casting traditions and gain theirs, with Level appropriate spells and crafting recipes, no longer cast at double Mana Cost
This is a trial class, it's used for new players not knowing what magic tradition to choose and/or initially lacking requirements for preferred class. Apprentice doesn't gain XP after Total Level 30. At any time Levels in Apprentice can be exchanged to a different base class.
Boxer (Req. STR 13+ and CON 13+) [ML +15/V +33]
Know how to use Unarmed Strikes lethally
20% of damage taken is converted into Damage-over-Time
Attack speed is increased when Unarmed
Have an increased chance for your attacks to hit multiple times
Wrestler (Req. STR 13+ and DEX 13+) [ML +15/V +30]
Know how to use Unarmed Strikes lethally
Grappling has a 25% Improved success chance and it is 50% harder for a Grappled Target to escape
Deal increased damage when Grappling Targets
Can Perform an attack Action while Grappling a Target to inflict Blind, Silence, or Sleep
Monk (Req. DEX 13+ and Athletics 15+) [ML +15/V +24]
Know how to use Unarmed Strikes lethally
Movement speed scales with unused Carry Weight Limit
Damage taken from AoE effects is halved
Are Immune to Mental Status Effects
Barbarian (Req. STR 11+ and CON 11+) [ML +15/V +33]
Know how to use Martial Weaponry (notably Greatswords, Greataxes, and Greathammers) and Unarmed Strikes lethally
Can enter a Rage state, increasing Martial Attributes by +6, once every 4 hours
Movement speed scales with unused Carry Weight Limit
Can Perform an attack Action to deal damage through a Target's block and sunder their armor
Fighter (Req. STR 11+ and INT 11+) [ML +15/V +27]
Know how to used Martial Weaponry (notably Swords and Axes) and Unarmed Strikes
Are aware of attempts to inflict Mental Status Effects, and are Immune to Mental Status Effects
Stamina costs for Physical Action Commands are halved
Can Perform an attack Action to Stun or Slow a Target
Crusader (Req. STR 13+) [ML +15/V +33]
Know how to use Martial Weaponry (notably Swords and Maces)
20% of damage taken is converted into Damage-over-Time
Resist the secondary Effects of non-damaging abilities, such as Attribute damage
Can Perform and attack Action to rush towards a Target to Knock them Out
Gunner (Req. DEX 11+ and WIS 11+) [ML +15/V +18]
Know how to use Ranged Weaponry (notably Firearms and Throwing Weapons)
Know how to Sneak attack to deal increased damage to Targets who have not Detected them
Can see normally (and Detect Targets) in Dim Lighting
Accuracy increases the longer you remain zoomed-in and focused on a Target
Paladin (Req. WIS or CHA 11+ and Leadership 15+) [ML +10/CL +5/V +24]
Know how to use Martial Weaponry (notably Maces and Hammers)
Have Divine Spellcasting (WIS or CHA) and Mana Regenerates 25% faster, but cast spells at double Mana Cost
Emit an Aura that increases Resistances to Mental Status Effects for allies
Can Perform an attack Action to smite a Target, dealing damage that scales with the Target's Karma, once every 4 hours
Ranger (Req. DEX 11+ and INT 11+ or WIS 11+) [ML +10/CL +5/V +15]
Know how to use Ranged Weaponry (notably Bows, Crossbows, and Throwing Weapons)
Have Nature Spellcasting (INT or WIS) and Mana Regenerates 25% faster, but cast spells at double Mana Cost
Spoken words can be understood by All Beasts, and Are unaffected by the Supernatural abilities of Beasts
Receive no movement penalty regardless of Environment
Samurai (Req. DEX 11+ and Stealth 15+) [ML +15/V +24]
Know how to use Martial Weaponry (notably Swords and Daggers), and can dual-wield
Can Challenge a Target to a duel, if a Target disengages, can deal additional damage to them
Can inflict Fear or Panic on the Target of their duel
Can Perform an attack Action to attack twice as fast, but Weapon must be Sheathed/Put Away to Activate
Rogue (Req. DEX 11+ and Stealth 15+) [ML +10/CL +5/V +18]
Know how to use Martial Weaponry (notably Daggers)
Know how to Sneak attack to deal increased damage to Targets who have not Detected them
Damage taken from AoE effects is halved
Can Perform an attack Action to mug a Target, dealing damage and randomly stealing some Gold or small valuables
Hunter (Req. DEX 13+) [ML +15/V +18]
Know how to use Ranged Weaponry (notably Bows, Crossbows, and Firearms)
Know how to Sneak attack to deal increased damage to Targets who have not Detected them
Deal increased damage to Creature NPCs below their Level
Can Perform an Action to determine the location of nearby Living Targets, and track distant Living Targets
Weapon-Thrower (Req. STR 11+ and DEX 13+) [ML +15/V +24]
Know how to use Ranged Weaponry (notably Throwing Weapons)
Have double Critical hit chance when attacking with Thrown Weapons
Can throw weapons and objects twice as far
Receive no accuracy penalty for movement when using Ranged Weaponry
Cavalier (Req. STR 11+ and Ride 15+) [ML +15/V +24]
Know how to use Martial Weaponry (notably Spears and Lances)
While you are Riding your mount it gains an Attribute boost that scales with your Level
While Riding: are 50% harder to Knock Out or Stagger
While Riding: can attack while moving to deal increased damage and Knock Out Targets
Dragoon (Req. STR 13+ or DEX 13+ and Jump 15+) [ML +15/V +24]
Know how to use Martial Weaponry (notably Lances and Hammers)
Jump height is doubled, and you take halved fall damage
Deal 50% increased damage when attacking while jumping
Can Perform an attack Action to deal damage through a Target's block and sunder their armor
Defender (Req. STR 13+ or DEX 13+) [ML +15/V +33]
Know how to used Martial Weaponry (notably Maces and Greatshields)
Damage taken from AoE effects is halved
Targets standing directly behind them take no damage from AoE attacks and Effects
Can Perform an attack Action using a Shield to Stagger a Target's Action, with a chance to Stun
Shieldbearer (Req. STR 13+ and CON 13+) [ML +15/V +33]
Know how to use Martial Weaponry (notably Greatshields) and can dual-wield shields
While defending using a Shield: are 50% harder to Knock Out or Stagger per Shield
While remaining motionless when defending using a Shield: Gain a bonus to Armor rating that scales with Strength
While defending using a Shield: Unaffected by any Action or Effect that would bypass their defense
Athlete (Req. DEX 11+ and CON 13+) [ML +15/V +27] [Unarmed Strikes?]
Can Perform Physical Action Commands while Running, Swimming, or Flying with no penalties for movement
Maximum movement speed is increased and moving quickly consumes less Stamina
While moving quickly you are 50% harder to Knock Out or Stagger
Receive no movement penalty regardless of Environment
Pickpocket (Req. DEX 13+ and Sleight of Hand 15+) [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
Tinkerer (Req. INT 11+ and WIS 11+) [ML +5/CL +10/V +15]
Know how to create and use Ranged Weaponry (notably Firearms and Crossbows)
Can create and issue simple commands to clockwork Construct NPCs
Can channel a minor transmutation effect to repair Constructs
Can summon a horde of weak clockwork Construct NPCs, once per day
Shaman (Req. CON 13+ and Medicine 15+) [ML +15/CL +5/V +24]
Know how to use Unarmed Strikes lethally
Have Nature Spellcasting (CON)
Are Immune to Bleed DoTs, as such Physical damage taken is considered non-lethal
Can Perform an attack Action to inflict Sap DoT or Slow on a Target
Valkyrie (Req. STR 11+ and WIS 11+) [ML +15/CL +5/V +27]
Know how to use Martial Weaponry (notably Swords and Spears)
Can sprout Wings (can Fly) for a total of 8 hours each day
Have Divine Spellcasting (WIS) and Mana Regenerates 25% faster, but cast spells at double Mana Cost
Can Perform an attack Action to deal damage through a Target's block and sunder their armor
Bard (Req. CHA 13+ and Performance 15+) [ML +5/CL +10/V +15]
Have Nature Spellcasting (CHA) and Mana Regenerates 25% faster, but cast spells at double Mana Cost
Can Perform a lengthy cast time to cast a spell at halved Mana cost
Can Perform to cure nearby allies of a Mental Status Effect
Can Perform to inflict a Mental Status Effect on a Target
Druid (Req. WIS 13+ or CON 13+ and Survival 15+) [ML +5/CL +10/V +15]
Have Nature Spellcasting (WIS or CON)
Can shift into a non-unique Bestial form, in which they can use Natural Weapons
Can Perform an Action to freely change their facial features
Can Perform an Action to inflict Poison DoT or Disease DoT on a Target
Cleric (Req. WIS 13+ and Insight 15+) [ML +5/CL +15/V +15]
Have Divine Spellcasting (WIS)
Can emit an AoE burst of Positive or Negative energy, once every 8 hours
Can deal additional Light or Dark damage to the opposite Karma Targets
Can Perform an Action to cure an ally of almost any status effect
Priest (Req. WIS 15+ or CHA 15+ and Knowledge: Religion 15+) [CL +15/V +12]
Have Divine Spellcasting (WIS or CHA)
Able to Perform a chant to cure an ally of a Mental Status Effect
Can Perform a lengthy chant to enhance Resistances to Mental Status Effects for nearby allies
Can Perform an Action to grant an ally improved Supernatural speed
Elementalist (Req. Demi-Humanoid or Heteromorph and CHA 13+) [CL +15/V +12]
Have Arcane Spellcasting (CHA)
Gain +50% Resistance to an Elemental energy type of choice
Can issue simple commands to Elemental NPCs
Can summon a strong Elemental NPC, once every 72 hours
Sorcerer (Req. Heteromorph and INT 11+, WIS 11+, CHA 13+, or CON 11+) [CL +15/V +12]
Have Arcane Spellcasting (INT, WIS, CHA, or CON)
Can cast Spells associated with their Heteromorphic Bloodline at halved Mana cost
Can create a special ability associated with their Heteromorphic Bloodline. Come up with it yourself!
Can channel additional Mana to cause magic that deals damage to inflict additional effects
Warlock (Req. Humanoid and CHA 11+) [CL +15/V +12]
Have Arcane Spellcasting (CHA)
Can cast Evil-Karma Spells at halved Mana cost and gain +75% Dark Resistance
Can issue simple commands to Evil-Karma NPCs
Can sign a Blood Contract with a Heteromorphic Patron, gain their race's First listed ability.
Contract can be with another Player, in that case it must include terms endearing yourself to them.
For example, you might have to Join their Guild, Perform a quest for them, or even be forced to become
their servant, among other possibilities
Wizard (Req. INT 11+ and Knowledge (Arcana) 15+) [CL +15/V +12]
Have Arcane Spellcasting (INT)
Can Specialize in a spell school, casting Spells from that school at halved Mana Cost
Choose between: Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Transmutation / Necromancy
Can create a special ability associated with their chosen Spell school. Come up with it yourself!
Can create a custom spell that is from chosen Spell School. Can only be used once every 24 hours
Hex Maniac (Requires Int 11+ or CHA 11+, Knowledge (Arcana) 15+) [CL +15/V +12]
Have Spiritual Spellcasting (INT or CHA)
Can detect and identify all supernatural buffs and debuffs on a target by taking a supernatural action
Can channel mana into spells that inflict negative status effects to increase the duration, damage, effect, or number of Targets, among other options
Can summon a powerful ghost companion, once every 72 hours
Psychic (Requires WIS 11+ and CHA 11+) [CL +15/V +12]
Have Spiritual Spellcasting (WIS or CHA)
Can Identify Supernatural Actions a Target is attempting
Can communicate and /or detect any nearby beings telepathically by using a supernatural action
-This communication transcends language barriers, and can be exclusive to certain targets if the Psychic wishes
Are aware of attempts to inflict Mental Status Effects, and are Immune to Mental Status Effects
Hex Maniac (Requires Int 11+ or CHA 11+, Knowledge (Arcana) 15+) [CL +15/V +12]
Have Spiritual Spellcasting (INT or CHA)
Can detect and identify all supernatural buffs and debuffs on a target by taking a supernatural action
Can channel mana into spells that inflict negative status effects to increase the duration, damage, effect, or number of Targets, among other options
Can summon a powerful ghost companion, once every 72 hours
Talismancer (Requires CON 11+ and INT 12+, and Craft (Calligraphy) 15+) [ML +10/CL +10/V +13]
Know how to use Ranged Weaponry (Notably Talismans)
Have Weak Spiritual Spellcasting (INT or CON)
Can create and use cards called ‘Talismans’, in half the time and using less materials than normal
These function similarly to Scrolls, but can be activated by throwing at a target or location in addition to being read by the user; abilities that interact with Scrolls usually interact with Talismans as well
Targets physically struck or touched with Talismans when they activate suffer reduced resistances to the Talisman’s effects
Onmyoji (Requires INT 11+ and Knowledge (Religion) 15+) [ML +0/CL +15/V +12]
Have Spiritual Spellcasting (INT)
Choose at least two elemental focuses form the following list: Light, Dark, Earth, Fire, Metal, Water, Wood or Void
-You cast spells associated with your elemental focus at reduced mana cost (two focus = 1/4 reduction, four 1/16 etc)
Can create a custom spell that is from at least two of your chosen Elemental Focuses. Can only be used once every 24 hours.
Can summon a powerful Shikigami NPC, that is associated with one of your focuses, once every 72 hours.
Perform an Action (physical) tends to have a meaning related to the specifics of the ability. For example, a Hunter would be able to look around, smell the air, listen intently, or feel for vibrations in the ground to activate their ability to determine a Target's location.
Perform an attack Action means that you can attack in any way that you normally would to apply the effect of the ability,
but some Weapon types will restrict which attack Actions can apply the Effect. For example, while wielding a Spear you
can only apply a Sunder Effect with a Thrust attack, but while wielding an Axe you can apply it with a slash attack.
No mention of a duration means it has a short cooldown.
Perform an Action (magic) means that you can recite a chant or mantra, make a gesture or series of gestures with your hands or
limbs, or utilize a casting focus. There are certain other actions that can qualify, but these are odd exceptions. They cost no mana.
Perform means to use one of your Performance Skills. For example, playing an Instrument or Singing.
Custom spells/abilities do not have an XP cost or Mana Cost, their cost is only a long casting time and/or a very long cooldown
Advanced Job Classes
Cost 10 Levels each
What Character Builds are made of
Berserker (Req. Rage ability or Barbarian and CON 15+) [ML +10/V +18]
Rage lasts longer and offers an extra +2 to Attribute boost
When Vitality fall below 20% enter into Rage automatically and stay enraged until Vitality recovers to 25%
While in enraged are harder to Knock Out or Stagger and Mental Status Resistances are greatly increased
Knight (Req. Martial Weaponry) [ML +10/V +22]
Deal additional damage to Targets that have aggro on an ally
Receive no movement penalty when Performing defensive Actions or abilities
Are 50% harder to Knock Out or Stagger, and it is 50% easier to Knock Out or Stagger Targets
Warden (Req. Notable at Greatshields) [ML +10/V +22]
Take reduced damage that scales with the number of nearby allies
Are more likely to be Targeted by Enemies than any nearby allies
Can Perform an attack Action to inflict Slow or Stop on a Target, once per hour
Sentinel (Req. Notable at Greatshields) [ML +10/V +22]
While wearing Heavy Armor you gain a bonus to armor rating that scales with your Level
Are 50% harder to Knock Out or Stagger
Are Immune to Mental Status Effects
High Commander (Req. two (or more) Martial Proficiency) [ML +10/V +12]
Learn an additional Physical Action Command every other Character Level (+50 at Level 100)
Aura and AoE effect range is increased by 50%
Stamina Regenerates 25% faster, and are Immune to Stop
Armament Lord (Req. Martial Weaponry or Ranged Weaponry) [ML +10/V +18]
Choose two types of weapons (For example "Sword & Spear" or "Axe & Firearm")
Stamina costs for Physical Action Commands are halved while wielding that type of Weapon
Create a custom Skill that you can only use while wielding one or both of your chosen Weapon types
Can set a short list of Weapons that can be equipped or switched almost instantly, even while engaged in combat
Sword Saint (Req. Martial Weaponry) [ML +10/V +16]
Primary Weapon cannot be stolen, forcefully unequipped and is not lost upon death
All melee Weaponry equipped are considered magic weapons
Can create a special ability that can only be performed/used while wielding a specific weapon type
Dualer (Req. Martial Weaponry or notable at Firearms) [ML +10/V +16]
Can dual-wield, and while dual wielding can perform two attacks simultaneously on a Target
Attack speed is increased slightly when dual-wielding
Secondary Weapon slot is considered a second Primary Weapon slot
Blade Dancer (Req. Martial Weaponry and Dance 30+) [ML +10/V +16]
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
Stamina costs for Performing Physical Action Commands are 25% lower
Can Perform an attack Action to hit multiple times with a single attack
Sky Dancer (Req. Wings/Supernatural Flight and Flight 30+) [ML +10/V +16 OR CL +10/V +8]
Deal more damage either when attacking or casting spells during flight
Are 50% harder to hit with Ranged attacks and "ray" type spells while flying
Maximum flight speed is increased by 50%
Zephyr (Req. Wings and Flight 30+) [ML +10/V +14]
Take no falling damage
Ranged attacks, movement, and senses are unaffected by the wind
Can Perform an Action to double movement speed and attack speed for a brief time, once every 8 hours
Modgudr (Req. Valkyrie) [ML +10/CL +5/V +12]
Have Wings (can Fly) permanently, and your wings are durable enough to be used defensively (like a Shield)
Spell Mana Cost is no longer doubled and Mana Pool maximum is increased by 25%
Stamina costs for Movement and defensive Actions are halved
Templar (Req. Martial Weaponry and Divine Spellcasting) [ML +10/CL +5/V +14]
Allies can Understand your words regardless of battlefield conditions
Are Immune to Mental Status Effects
Can Perform an attack Action to smite a Target, dealing damage that scale with the Target's Karma, once every 4 hours
Inquisitor (Req. Paladin and Persuasion or Intimidation 30+) [ML +5/CL +10/V +12]
Spell Mana cost is no longer doubled and Mana Pool maximum is increased by 25%
Can Interrogate an NPC to learn information, with a chance to inflict Fear or Despair on them
Can Perform an Action to Dispel or Negate a spell or magic effect, once every 8 hours
Battlemage (Req. Martial Weaponry and any Spellcasting) [ML +5/CL +10/V +14]
Can cast Spells while simultaneously wielding a weapon
Can imbue your Armor with a Spell, but only outside combat
Can wear Medium or Heavy Armor with no penalty to Supernatural action speed
Arcane Duelist (Req. any Arcane Spellcasting, and Martial or Ranged Weaponry) [ML +5/CL +10/V +12]
Can cast Arcane Spells while simultaneously wielding a weapon
Can imbue Weapon with an Arcane Spell
Can cast touch Spells simultaneously while Performing an attack action
Spellsword (Req. Martial Weapons and any Spellcasting) [ML +5/CL +10/V +12]
Can cast Spells while simultaneously wielding a weapon
Can imbue Weapon with a Spell, but only outside combat
Cast spells 25% faster when wielding a Weapon in Primary Slot and a Casting Focus in the other
Mystic Fist (Req. Lethal Unarmed Strikes or Natural Weapons and any Spellcasting) [ML +10/CL +5/V +16]
While Unarmed you cast Spell 25% faster
Can imbue limbs with a Spell
Can Perform an Action that enhances Physical Attributes by +4, once every 4 hours
Sacred Fist (Req. Lethal Unarmed Strikes or Natural Weapons) [ML +10/V +16]
Limbs and/or Natural Weapons are considered Magic Weapons
Can apply limited Attribute Enhancement to body worth 12 points in Total, but cannot activate while wearing Armor heavier than Cloth
Receive a bonus to attack speed that scales with unused Carry Weight Limit
Shen Fist (Req. Lethal Unarmed Strikes or Natural Weapons) [ML +10/V +16]
Can predict what Physical Actions a Target is attempting
Can Perform a set of Physical Actions that mimic the Fighting style of an animal
Choose either crane, mantis, monkey, panther, snake, or tiger
Can create a custom Skill related to your chosen Fighting style, usable once every 24 hours
Strider (Req. Ranger) [ML +10/CL +10/V +12]
Spell Mana Cost is no longer doubled and Mana Pool maximum is increased by 25%
Movement speed scales with unused Carry Weight Limit
Are Immune to Mental Status Effects
Triathlete (Req. Athlete) [ML +10/CL +10/V +14]
Can run on walls and the surface of water.
Moving quickly, jumping, swimming and flying no longer consumes any stamina and maximum movement speed is further increased.
Can deal damage and Knock Out Targets that get in the way, without stopping
Thief (Req. Stealth 30+ and Sleight of Hand 30+) [ML +5/CL +5/V +10]
Can remotely steal a small item from NPC Targets that do not Detect you
While undetected, can access a player's Inventory through touch
Can Perform an Action to make yourself 50% harder to Detect by any means for a time, once every 4 hours
Pirate (Req. Martial Weaponry or Ranged Weaponry and Sailor 30+) [ML +10/V +14]
Know how to use Martial Weaponry (notably Swords and Daggers) and Ranged Weaponry (notably Firearms)
Can Dual-wield a Martial Weapon and a Firearm (Except heavy Firearms)
while Dual-wielding you have no penalty to accuracy for firing your weapon one-handed
Receive a slight increase to the amount of Gold and Loot obtained from defeated NPCs
Sniper (Req. Ranged Weaponry and Perception 30+) [ML +10/V +12]
Can compensate for Ranged damage drop-off, effectively ignoring it
Can predict enemy movement (but not actions), increasing overall accuracy
Can Perform an attack Action that guarantees a Critical Hit
Mobile Artillery (Req. Notable at firearms) [ML +10/V +12]
While wielding a Firearm receive a bonus to attack range
While wielding a heavy Firearm gain a bonus to damage dealt that scales with Target's distance
While remaining motionless Ranged attacks are 50% more accurate
Grenadier (Req. Notable at throwing weapons) [ML +10/V +14]
Can create basic explosives that deal Physical Damage and cause Burn, Bleed, Blind,
Explosives are consumable items, and don't take up an item slot
Can throw Objects farther and have greatly increased accuracy when throwing Objects
AoE attacks have a increased chance to cause secondary effects, and have a increased radius
Assassin (Req. Sneak attack or Stealth 30+) [ML +10/CL +5/V +14]
The longer you remain undetected by a Target, the higher your chance to Critical Hit
Have Arcane Spellcasting (INT), but cast spells at double Mana Cost
Can Perform an attack Action that guarantees a Critical Hit
Ninja (Req. Assassin) [ML +10/CL +10/V +14]
Can walk and run normally on walls and ceilings
Can Perform a short-range teleport if you are completely undetected
Can Perform an Action to inflict Blind, Deaf, Silence, or Stun on a Target
Jester (Req. Bard and Sleight of Hand 30+) [CL +10/V +8]
Can imbue small objects with a weak Spell
Can Perform to produce a number of minor Illusionary effects
Are 50% harder to hit when not wielding a weapon
Virtuoso (Req. Bard) [CL +10/V +8]
Instrument can maintain concentration on spells for you
Can Perform a lengthy cast time to cast a random buff, debuff, heal or damage Spell on a Target
When Playing an Instrument: Targets that hear it can be inflicted with Fascination or Charm
Pied Piper (Req. Bard and Knowledge: Nature 30+) [CL +10/V +8]
Spell Mana cost is no longer doubled and Mana Pool maximum is increased by 25%
Can Perform to issue simple commands to weak NPCs
Can imbue Instruments with a Spell
Spellsinger (Req. Bard and Knowledge: Arcane 30+) [CL +10/V +8]
Spell Mana cost is no longer doubled, and can choose to change to Arcane Spellcasting (CHA),
remain having Nature Spellcasting (CHA), or have both
Can Perform to either inflict a random Positive effect on all nearby allies,
or inflict a random negative effect on all nearby enemies
Can Perform a lengthy chant to double the effectiveness of a Spell
Gospeler (Req. Bard and Knowledge: Religion 30+) [CL +10/V +8]
Spell Mana cost is no longer doubled, and can choose to change to Divine Spellcasting (CHA),
remain having Nature Spellcasting (CHA), or have both
Can Perform to either boost the Attributes of all nearby allies,
or drain the Attributes of all nearby enemies, once every 4 hours
Can Perform a lengthy chant to restore Vitality to nearby allies and Resurrect the recently slain
Geisha (Requires Bard, Craft (Calligraphy) 25+ and Knowledge (Nobility) 25+) [CL +10/V +8]
Spell Mana cost is no longer doubled, and can choose to change to Spiritual Spellcasting (CHA),
remain having Nature Spellcasting (CHA), or have both
Can perform a lengthy ceremony to boost the resistances of targeted allies for an extended duration, 1/day
Receive a bonus to all non-combat interactions with NPCs
Pardoner (Req. Divine Spellcasting) [CL +10/V +8]
Can Detect a Target's Karma value
Divine Spells have an increased hit chance and deal increased damage to opposite Karma Targets,
and lowered hit chance and decreased damage against same Karma Targets
Can Perform an Action to smite a Target, dealing damage that scales with the Target's Karma, once every 4 hours
Flagellate (Req. Divine Spellcasting) [ML +10/CL +5/V +10]
Can choose to change to Divine Spellcasting (CON), remain having previous Divine Spellcasting, or have both
Can cast Divine Spells using Vitality instead of Mana
Can Perform an attack Action to inflict Bleed DoT or Sap DoT on a Target
Contemplative (Req. Divine Spellcasting) [CL +10/V +8]
Choose one Domain. Cast spells from your Domain at halved Mana cost.
Assign a Specialization which your Domain roughly corresponds to. You can access Classes with those Specialization reqs.
Create a special ability associated with their Domain. Come up with it yourself!
Create a custom spell that you can only use once every 24 hours. Must be associated with chosen Domain
Polytheist (Req. Divine Spellcasting) [CL +10/V +8]
Choose two to twelve Domains.
For each Domain, you can access Classes with roughly corresponding Specialization requirements.
Can cast Spells from those domains at a reduced Mana cost (two domains = 1/4th reduction, 4 = 1/16th)
Create a custom spell that you can only use once every 24 hours. Must be associated with two or more chosen Domains
Gain additional resistances to all Status Effects
Wind Talker (Req. any Spellcasting and Knowledge: Religion 30+) [ML +5/CL +10/V +10]
Can manifest a temporary Spirit of a recently slain NPC or enemy Target, in order to gather simple information
Deal additional damage to Undead Targets, and are unaffected by the Supernatural abilities of Undead
Can summon a powerful Ghost NPC, once every 72 hours
More Advanced Job Classes
10 Levels each
Craftsman (Req. any Spellcasting and a Craft 30+) [ML +5/CL +5/V +10]
Can identify any Spells imbued into a Consumable, Weapon, or Crafted Object
Can channel a minor transmutation effect to repair Crafted Objects
Can double the effectiveness of one effect imbued into a Consumable, Weapon, or Crafted Object, once every 8 hours
Artificer (Req. Craftsman) [ML +5/CL +10/V +10]
Can imbue Crafted Objects with a Spell and Gold to create a permanent Magic item
Can create Magic items using scrolls for Spells you don't know
Can imbue Crafted Objects with a Spell, but only if you are not engaged in combat
Gain 50% Resistance to any effect imbued on a Weapon
Alchemist (Req. any Spellcasting and Craft (Alchemy) 11+) [CL +10/V +8]
Can create Potions imbued with Spells
Can create alchemical byproducts, such as Acids, Adhesives, Catalysts, and Oils
Can channel Mana when using a Potion on yourself to double its effectiveness
Medicine Man (Req. Shaman or Alchemist, and Medicine 30+) [ML +10/V +16]
Can craft improved healing items and status healing items, such as Potions and Wands
Can create a special healing item that greatly boosts Vitality Renegeration for some time, once every 24 hours
Are aware of attempts to inflict Status Effects and gain additional Resistances to most Status Effects
Master Chef (Req. Shaman or Alchemist, and Cooking 30+) [ML +10/CL +5/V +26]
Can create a special Food Dish that has a custom effect, once every 24 hours. Create custom effect yourself!
Any Food you create receives a series of minor bonuses related to the type of food
Can identify any Spells imbued into a Potion or Food Dish, and gain additional Resistances to most Status Effects
Specialist (Req. any Spellcasting) [CL +10/V +8]
Can choose a Spell School to specialize in, spells from that School can be cast at halved Mana cost
Can cast spells from a School that you are Specialized in at a reduced casting time
All Spells have an increased chance of causing additional effects
Enchanter (Req. Enchantment Specialization OR an ability that inflicts a Mental Status effect) [CL +10/V +8]
Can Perform an Action to inflict a Target with a Mental Status Effect
Can Perform an Action to briefly edit an NPCs combat settings
Are aware of attempts to inflict Mental Status Effects, and are Immune to Mental Status Effects
Golemancer (Req. Transmutation Specialization) [CL +10/V +8]
Can create a Golem Core and use it to create a Golem Construct NPC
These Golems can reach up to 80% of Golemancer's Total Level
They start at Level 15 and require rarer material to Level
Can issue simple commands to Construct NPCs
Can summon a horde of weak Golem Construct NPCs, once every 24 hours
Illusionist (Req. Illusion Specialization or Fey Race) [CL +10/V +8]
Can freely imbue equipment with Illusionary Effects
Enemies Target created Illusions as if they were actual Targets
Can Perform an Action to either create an Illusory duplicate of yourself or turn Invisible, once every 8 hours
Warmage (Req. Evocation Specialization) [CL +10/V +10]
Can channel additional Mana into a successful Evocation Spell to increase the duration, damage, effect, or number
of Targets, among other options
Can wear Light or Medium Armor without slowing Supernatural Action Speed
Can cast touch Spells by Performing an attack Action
Scryer (Req. Divination Specialization) [CL +10/V +8]
Can share the results of a Divination Spell with nearby allies
Can reverse the effects of any Divination sensors you Detect, scrying the scryer
Can Perform an Action to remotely view a Target for a time, once every 8 hours
Oracle (Req. Scryer) [CL +10/V +6]
Divination Spells always provide 100% accurate and detailed information
Divination Spells are almost impossible to Misdirect or Reverse
Can Perform a lengthy cast time to inflict a Target with Doom
Death Mage (Req. Undead, or Evocation/Necromancy Specialization) [CL +10/V +8]
Can Perform a lengthy cast time to inflict instant Death on a Target to no Mana cost, once every 24 hours
Can emit an Aura that deals damage to nearby enemies, once every 4 hours
Are Immune to Instant Death and Doom
Chronomancer (Req. Transmutation Specialization) [CL +10/V +6]
Can Perform an Action to increase or decrease a Targets action speed, once every hour
Can Cast an AoE Stop for a few seconds, once every 24 hours
Are Immune to Doom and Stop
Stonamancer (Req. Transmutation Specialization) [CL +10/V +8]
Can Perform an Action to inflict a Target with Petrification, once every 2 hours
Can Perform an Action to cast an AoE Petrification effect, once every 8 hours
Can absorb Mana from Petrified Targets and are Immune to Petrification
Shapeshifter (Req. Transmutation Specialization) [CL +10/V +10]
Can assume an alternate form. You gain an additional form for every 20 character levels
Gain any Natural abilities of the form, such as Natural Weapons or Fly
Can partially transform into their alternate forms to use that form's abilities in their base form
Negater (Req. Abjuration Specialization) [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
Barrier Mage (Req. Abjuration Specialization) [CL +10/V +8]
Can Perform an Action to create a magic barrier to protect from an Attack or Spell
Magic Barriers created are more durable and you can maintain magic barriers at a reduced Mana cost
Can layer magic barriers with multiple barrier types to exponentially increase effectiveness and efficiency
Somamancer (Req. Enchantment Specialization) [CL +10/V +8]
Can Perform an Action to put a Target to Sleep, once every 2 hours
Can absorb Mana from Sleeping Targets and are Immune to Sleep
Can briefly edit the combat setting of Sleeping NPCs
Necromancer (Req. Undead or Necromancy Specialization) [CL +10/V +6]
Can issue complex commands to created Undead NPCs, and simple commands to other Undead NPCs
Can create a weak Undead NPC, once every 8 hours
Can Perform an Action to deal Negative energy damage to a Target, once every 4 hours
Planeswalker (Req. Conjuration Specialization or a Teleportation ability) [CL +10/V +8]
Can passively stall and redirect teleportation directed at your surroundings
Can Banish a summoned NPC, once every 8 hours
Can Perform an Action to forcefully teleport a Target, once every 12 hours
Summoner (Req. Conjuration Specialization or any issue commands ability (w/ any Spellcasting)) [CL +10/V +6]
Choose either Angel, Demon, Elemental, Undead, or Plant NPCs (Tradition must be able to summon them)
Can summon a unique NPC of that type (this NPC's level is 80% of Summoner's Total Level)
When summonable unique NPC dies, it can only respawn after 168 hours
Can emit an Aura that increases the Attributes or Resistances of summoned NPCs
Can issue complex commands to summoned NPCs
Beast Tamer (Req. Nature Spellcasting and Survival 30+) [ML +5/CL +10/V +10]
Can tame and summon up to three (3) wild Beast NPCs
Can train them to modify their combat settings
Their Level can be or reach up to 60% of Beast Tamer's Total Level
Can issue complex commands to tamed Beast NPCs and issue simple commands to other Beast NPCs
Spoken words can be understood by All Beasts, and Are unaffected by the Supernatural abilities of Beasts
High Caster (Req. any Specialization) [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
Incantator (Req. any Spellcasting) [CL +10/V +6]
Can initiate a cooperative spell cast, splitting the Mana cost among all participants
Can Specialize in a spell School, casting Spell from that School at halved Mana cost
Can Perform a lengthy chant to cast Spells at halved Mana cost
Ritualist (Req. any Specialization) [CL +10/V +6]
Can purchase extra spells from known Spellcasting Tradition(s) for 4 Ygg per Spell
Can create a custom spell that is from chosen Spell School. Can only be used once every 24 hours
Can Perform a lengthy ritual to cast a Spell at halved Mana cost
Soulknife (Req. Martial Weaponry or Lethal Unarmed strikes) [ML +10/CL +5/ V +14]
Gain Weak Spiritual Spellcasting (WIS)
Can create and use a ‘Mind Blade’ natural weapon; this weapon counts as magical
Can channel Mana while attacking with the Mind Blade to inflict additional effects
Astrologer (Req. Divine or Spiritual casting) [CL +10/V +8]
Give a target’s fortune, once per month per person, giving them a small luck bonus or penalty for the rest of the month
When outdoors at night, can perfectly determine direction to a specified target object, location or character
Can create a custom spell, based on the Astrologer’s birth sign (the character’s, not necessarily the player’s). This spell can be used once every 24 hours, or 3/day during the user’s birth month
Talisman Shooter (Req. Talismancer) [ML +5/CL +10/V +14]
Weak Spiritual Casting becomes Spiritual Casting (INT or CON)
Increased attack speed when attacking with Talismans
Have a chance to attack twice with each talisman per attack
Theurge (Req. two (or more) Spellcasting Traditions using the same Attribute) [CL +10/V +8]
Can use both/all Spellcasting types that use the same Attribute without dividing Caster Proficiency
Whenever learning a Spell from one type, also learn one from the other(s)
Mana Pool maximum is increased by 25% and Mana Regenerates 25% faster
Blight Mage (Req. any Spellcasting and CON 14+) [CL +10/V +10]
Can Perform an Action to inflict Sap DoT, Poison DoT, or Disease DoT on a Target for no Mana cost, once every 6 hours
Can convert damage from Sap DoT, Poison DoT, or Disease DoT into Vitality
Any DoT effects you inflict on a Target last much longer, and you are Immune to Sap DoT, Poison DoT, and Disease DoT
Healer (Req. any Spellcasting and INT or WIS 13+) [CL +10/V +10]
Healing Spells you cast are much harder to Negate or Dispel, and effects that drain your mana are half as effective
Can Perform a lengthy cast time to cast a Healing Spell at halved Mana cost
Can channel Mana to restore Vitality to a Target, efficiency scales with Level
Somatomancer (Req. Regeneration and CHA 14+) [ML +5/CL +10/V +10]
Can control your limbs remotely
Can launch your limbs at enemies to attack, launched limbs can use touch abilities
Can Perform an attack Action using a launched limb to deal damage through a Target's back
Blood Mage (Req. any Spellcasting and CON 11+) [CL +10/V +10]
Can cast Spells using Vitality instead of Mana
Can slay a Living enemy with a specialized bloodletting Spell in order to learn an additional Spell
Can Perform an Action to inflict Revulsion, Sap DoT, or Drain on a Target, once every 4 hours
Elemancer (Req. any Spellcasting and any Elemental Resistance) [CL +10/V +8]
Gain +75% Elemental Resistance to an Element of choice
Create a custom Spell related to chosen Element, can only use it once every 24 hours
Spells you cast that deal Elemental damage are twice as likely to cause additional effects
Elemental Savant (Req. an Elemental Resistance at 50%+) [CL +10/V +8]
Can emit an AoE burst of all 50%+ Elemental Energy once every 24 hours
Are Immune to all 50%+ Elemental Energy Types
Cast Spells of all 50%+ Elemental Energy at halved Mana Cost
Radiant Adept (Req. any Spellcasting and any % of Light Resistance) [CL +10/V +8]
Can Purchase radiant Spells from the Yggdrasil Cash Shop
Cast Radiant and Light Energy spells at halved Mana cost
Radiant and Light energy Spells have a small chance to Dispel any magic effects on a Target
Shadow Adept (Req. any Spellcasting and any % of Dark Resistance) [CL +10/V +8]
Can Purchase Shadow Spells from the Yggdrasil Cash Shop
Cast Shadow and Dark Energy spells at halved Mana cost
Shadow and Dark Energy Spells have a small chance to inflict Silence on a Target
Mediator (Req. any Karma ability) [CL +10/V +6]
All Good-Karma and Evil-Karma abilities affect both sides
Can emit an Aura that gives Immunity to Mental Status Effects to Neutral-Karma Targets
Base Elemental Resistance to Light and Dark becomes neutral, 0%
Apply first before any other Elemental Resistance changes
Charmer (Req. CHA 15+, Persuasion 30+, Performance 30+) [ML +10/V +14 OR CL +10/V +8]
Gain a bonus during all non-combat interactions with NPCs
Persuasion attempts on all NPCs have improved success chance
Can Perform an Action to inflict Charm or Fascination on a Target, once every 2 hours
Runesmith (Req. Dwarf and Smithing 30+, Costs 10 Levels) [ML +10/V +12 OR CL +10/V + 12]
Can imbue Crafted Objects with a Rune to create a permanent Magic item
Runes work differently from data crystals, refer to the end of the data crystal section
Can double the effectiveness of one effect imbued into a Consumable, Weapon, or Crafted Object, once every 8 hours
Can identify any Spells imbued into a Consumable, Weapon, or Crafted Object
Additional job classes and QnA:
https://rentry.org/OverlordCYOAStuffv4
Evolutions
Hidden Racial Classes that have misc. requirements, such as a Job Class
Humanoid Evolutions:
Ascendant Human (Req. Pure-Blood Human and Level 85+, Costs 5 Levels) [ML +5/V +9 OR CL +5/V +4]
Any Persuasion attempts made on Humanoid NPCs have a high success chance
Choose: Limbs are considered Natural Weapons, and Immune to Poison DoT and Disease DoT (ML)
OR Immune to Mental Status Effects and instant Death (CL)
Werewolf (Req. Half-Blood Human-Beastman or Human-Lycanthrope, Costs 5 Levels) [ML +5/V +6]
During nights, you turn into a Beastman. Possessing Natural Weapons and entering a Rage state, increasing Martial Attributes by +6
Can devour a recently slain Humanoid NPC to restore Vitality and boost Attributes for a short time
+4/2/1 to three highest Attributes the slain Humanoid possessed, doesn't stack
Cambion (Req. Half-Blood Human-Demon, Costs 5 Levels) [ML +5/V +4 OR CL +5/V +3]
Choose: Know how to use Ranged Weaponry (notably Firearms) OR Have Arcane Spellcasting (CON or WIS)
Can Perform an Action to inflict nearby Targets with Confusion or Fascination
Dhampir (Req. Half-Blood Human-Undead, Costs 5 Levels) [CL +5/V +3]
Immune to Mental Status Effects
Can absorb Vitality from a Target using fangs (while Grappling)
Ancient Elf (Req. Pure-Blood Elf and Level 85+, Costs 5 Levels) [CL +5/V +4]
Gain a different ability depending on your Tribal Bloodline
Subterranean Elves can see in Complete Darkness and are Immune to Petrification
Tundra Elves have an additional 50% Cold damage Resistance and Immune to Blind
Forest Elves move and act faster in Forest Environments and are Immune to Disease DoT
Receive a bonus to Mana Regeneration that scales with the number of Spells you know (1% per 6 new spells)
Lone Mountain (Req. Pure-Blood Dwarf and Level 85+, Costs 5 Levels) [ML +5/V +6]
Inventory is expanded, can haggle for better prices with Humanoid and Demi-Humanoid NPC merchants,
and find more valuables when mining
Can see in Dim Lighting and are Immune to Sleep and Petrification
Demi-Humanoid Evolutions:
Savage (Req. Beastman and Shen Fist, Costs 5 Levels) [ML +5/V +8]
Can shift into a unique bestial form and possess secondary Natural Weapons
This form is a chimera of your base form and the animal of your Shen Fist Style
Natural Weapons have a chance of inflicting one Physical Status Effect of choice (ex. Bleed DoT, Poison DoT, Stun, etc.)
Tengu (Req. Birdman and Zephyr, Costs 5 Levels) [ML +5/V +7]
{Tengu are no longer considered Demi-Humanoids, but Heteromorphs}
Ranged attacks are guided by the wind, granting improved accuracy at range, Wisdom is considered 2x higher
Wisdom is considered 3x higher now
Spoken words can be understood by All Creatures, and are Immune to Silence
Sahuagin (Req. Fishman and Rogue, Costs 5 Levels) [ML +5/V +6]
{Sahuagin are no longer considered Demi-Humanoids, but Heteromorphs}
Possess claw-like Natural Weapons that are capable of inflicting Poison DoT
While Underwater you are difficult to Detect, and gain a bonus to Perception passive Detection
Dragonkin (Req. Lizardman and Elementalist, Costs 5 Levels) [ML +5/V +5 OR CL +5/V +4]
{Dragonkin are no longer considered Demi-Humanoids, but Heteromorphs}
Gain a breath Weapon of the Elemental energy chosen through Elementalist, usable once ever 4 hours
Gain +50% Resistance to that Element
Cave Goblin (Req. Goblinkin and Hunter, Costs 5 Levels) [ML +5/V +6]
Can see in Complete Darkness, and are much better at Detecting the location of nearby Targets
Are 50% harder to Detect in Dim Lighting or Dark conditions
Ogre (Req. Goblinkin and Knight, Costs 5 Levels) [ML +5/V +11]
Can designate a Target as a Nemesis. If a Nemesis has aggro on a Target other than yourself,
you gain the benefits of a barbarian's Rage, increasing Martial Attributes by +6
Are 50% harder to Knock Out or Stagger
Oni (Req. Giant and Windtalker, Costs 5 Levels) [ML +5/V +13]
{Oni are no longer considered Demi-Humanoids, but Heteromorphs}
Faefolk NPCs become a Summoner option, and Spirits now provide complex, detailed information
Gain Additional Resistances to Mental Status Effects, as if Charisma was 2x higher (only applies to Resistance)
Heteromorph and General Evolutions:
Dragonheart (Req. Dragonoid or Dragonkin, and Level 85+, Costs 5 Levels) [ML +5/CL +5/V +7]
Have Arcane Spellcasting (CHA)
Can cast Spells of Bloodline's Elemental energy type at halved Mana cost and breath ability duration is halved
Grand Grappler (Req. Arthropod, Slime or Planterran, and Wrestler, Costs 5 Levels) [ML +5/V +9]
Can Perform other Physical Actions at no penalty while Grappling a Target
It is harder for a Grappled Target to escape once Grappled
Wild Angel (Req. Angel and Druid, Costs 5 Levels) [CL +5/V +7]
Can use Divine (WIS) and Nature (WIS) Spellcasting without dividing Caster Proficiency
Can issue simple commands to all lower Level NPCs
Seducer (Req. Succubus or Fallen Seraph and Enchantment Specialization, Costs 5 Levels) [CL +5/V +4]
While in alternate form receive a bonus to all non-combat interactions with NPCs,
and at-will can inflict Charm or Fascination to lower Level Targets
Have an increased understanding of Mental Status Effects, Charisma is considered 2x higher
For Succubus Charisma is 3x higher now
Maximus (Req. Demi-Humanoid, Living Heteromorph or Construct, and Level 85+, Costs 5 Levels) [ML +5/V +10]
Strength and Constitution are considered 2x higher, but Dexterity is considered 2x lower
Have additional Resistances to Physical Status Effect, scaling with Constitution
Minimus (Req. Living Heteromorph or Construct, and Level 85+, Costs 5 Levels) [ML +5/V +5 OR CL +5/V +3]
Choose: Dexterity is considered 2x higher OR Intelligence is considered 2x higher
Can slip into small openings, but Strength is considered 2x lower
Secret Advanced (Job or Race) Classes:
Yggdrasil was known as a game that rewarded player creativity
and nothing rewarded it better than the countless
Secret Advanced Job Classes
Unlike a normal Class, a SAC is a special Class that can only be obtained through special methods. You may select up to
two SACs if you are Level 90+, they Cost 5 Levels each
SACs may have either:
TWO custom abilities
ONE custom ability + TWO pre-existing abilities, except other custom ability choices
Pre-existing abilities can only be from Job Class, Advance Job Class or, for Heteromorphs only, your race's Advance Racial Class abilities.
If a SAC contains an Advance Racial Class ability it has to be a Secret Advanced Race Class, with all the implications.
Cannot pick a different Race's or Evolution pre-existing ability.
Create your own requirements as well!
Furthermore, they can grant either:
[ML +10/V +13], [ML +5/CL +5/V +9], OR [CL +10/V +3]
An example of a SAC:
High Speed Duelist (Req. Arcane Duelist and Ride 30+) [ML +5/CL +5/V +9]
While Riding: Can cast Arcane Spells or attack with Martial Weaponry with no penalty (Custom Ability)
While Riding: are 50% harder to Knock Out or Stagger (Cavalier Pre-existing ability)
While Riding: can attack while moving to deal increased damage and Knock Out Targets (Cavalier Pre-existing ability)
Once you are done with Classes, find your total Martial Level, Caster Level and Vitality
These are Listed alongside each Class
Martial Level and Caster Level written with "_limit" indicate a max value of 100 in calculations
"Considered 2x higher/lower" don't contribute to calculations
Vitality
[V]
Using Vitality for Casting instead of Mana is 1:1
Stamina
[(3/5) * ML + CON]
Undead have limitless Stamina
Mana Pool
[CL + Attribute(s)] OR [ML + Attribute(s)]
Attribute(s): Add up all Attributes used for Spellcasting
Can only use this calculation as an alternative if you have CON casting
Martial Proficiency(-ies)
[ML] OR [ML_limit + Attributes/2 - 10], whichever is highest
Attributes for:
Martial Weaponry and Unarmed Strikes: STR + DEX
Natural Weapons: STR + WIS
Ranged Weaponry: DEX + WIS
Physical Action Commands
[ML_limit/2] OR [0]
Can only have Physical Action Commands by having a Martial Proficiency
Physical Resistance
[(X/5) * ML_limit + 3*Total Level/10]
X - +1 Know how to use Martial Weaponry
+1 Know how to use Ranged Weaponry
+1 Lethal Unarmed Stikes or possess Natural Weapons
+1 Notable at Greatshields
+1 Warden or Sentinel Class
Caster Proficiency(-ies)
[CL/X] OR [(CL_limit)/X + Attribute(s)/Y - 10], whichever is highest
Attribute(s): Add up Attributes of the same Spellcasting Tradition (ex. Nature(CON) and Nature(WIS): CON + WIS)
X - Number of known Spellcasting Traditions
Y - Number of Attributes used for Spellcasting
Treat X as 1 if Theurge or Wild Angel and Y = 1
Caster Spell List
[3*CL_limit] OR [0]
Can only have a Caster Spells by having a Casting Proficiency
Supernatural Resistance:
[(X/5) * CL_limit + 3*Total Level/10]
X - +1 Have Arcane Spellcasting
+1 Have Divine Spellcasting
+1 Have Nature Spellcasting
+1 Specialized in Abjuration
+1 Negater or Barrier Mage Class
All Stats possible:
Vitality
Stamina
Mana Pool
Martial Proficiency (Martial Weaponry)
Martial Proficiency (Ranged Weaponry)
Martial Proficiency (Natural Weapons)
Martial Proficiency (Unarmed Strikes)
Physical Action Commands
Physical Resistance
Caster Proficiency (Arcane)
Caster Proficiency (Divine)
Caster Proficiency (Nature)
Caster Spell List
Supernatural Resistance
Every build is capable of Unarmed Strikes, but only non-lethal (causes Knocked Out Status Effect when Vitality reaches 0).
Having an Attribute 20+, Caster Proficiency 70+ and Mana Pool 25+ you're capable of casting one 10th tier spell.
(You'd also require a Caster Spell List size of 190+ to unlock a 10th tier spell or a Tome of Spellcraft)
Martial/Caster Proficiency has diminishing returns after a score of 100. Only damage/healing increases; no increases in duration, range, chance to inflict, etc.
Regen Speed is determined by Ki Control and Mana Control, plus any bonuses from abilities or equipment.
Stamina Regenerates naturally way faster than Mana and has way shorter delay before starting to recharge,
so much so that it's expected Casters having no Mana Regen when starting combat.
Vitality Regeneration is dependent on Constitution Attribute score
Anyone with Arcane(INT) can learn new Arcane spells through Spellcraft, for Free
Learning took many in-game hours, however. It was an incredibly boring minigame
Can Recalculate Stamina, Mana Pool, Martial and Caster Proficiency with Equipment Bonuses.
Don't recalculate Physical Action Commands Size, Physical Resistance, Caster Spellbook Size and Supernatural Resistance with Equipment Bonuses.
Character Skills
Now that you have your Attributes and Classes
You can understand what your Character is capable of
All Skills have a Maximum Score of 100, and a Minimum Score of 0.
All Skill have a base score derived from your Attributes.
Some Skills require conditions to be fully unlocked, they're Soft Capped at a certain score.
A Score of 0 represents lacking the Concept.
A Score of 1 represents recognizing the existence of it, but nothing else.
A Score of 5 represents having a white/black Understanding.
A Score of 10 represents the average of a Commoner from the Medieval ages.
A Score of 30 represents having Competence to be Referred to.
A Score of 50 represents being an Expert in the Field.
A Score of 80 represents Mastery.
A Score of 100 represents Incapability of Failing.
You have [((STR+DEX+CON+INT+WIS+CHA)-60)*8] Free Skill Points to distribute how you want
For Level 30, that's 120 points.
For Level 80, that's 320 points.
For Level 100, that's 400 points.
For Nephilim, add an additional +128 points.
Don't forget to meet your Class requirements!
DO NOT recalculate your Skills from ability/equipment Attribute bonuses.
If the base score of a skill is less than 10, use [multiplied Attribute-1]
(IE: If [STR+CON2-20]/[CON3-20] is 1, use [CON-1] for base score)
Physical Skills:
Skills that rely on the Physical Capabilities of your Character
[Ki Control][STR+DEX+CON-20] - Determines Stamina usage efficiency for combat.
[Athletics] [CON3-20] - Determines Stamina usage efficiency for movement and Resistance to Fatigue from Stamina depletion.
[Balance] [CON+DEX2-20] - Determines movement speed and ability to remain stable while on unstable surfaces, like when Wall Walking.
[Climb] [DEX+STR2-20] - Determines movement speed, ability to prevent falls and maintain stability while on a vertical surface.
[Jump] [CON+STR2-20] - Determines how high and far you can jump.
[Tumble] [DEX+CON*2-20] - Determines ability to mitigate Fall Damage and reduce damage from AoE effects.
[Flight] [STR+DEX*2-20] - Determines flight speed, stability and ability to control Wings or Supernatural Flight.
[Soft Cap:50] Unlocked by: 'Have Wings and can fly as easily as running' ability
[Ride] [STR+DEX*2-20] - Determines ability to guide, control, and stay on a mount.
[Soft Cap:50] Unlocked by: 'Can issue simple/complex commands to Beast NPCs' or 'Spoken words can be understood by All Beasts' ability
[Swim] [CON+STR*2-20] - Determines movement speed and precision while submerged underwater or while levitating.
[Soft Cap:50] Unlocked by: 'Can Breathe Underwater indefinitely' ability
[Grapple] [STR*3-20] - Determines success chance when grappling and escape from grapples
[Soft Cap:50] Unlocked by: any Grapple ability
[Thievery] [DEX*3-20] - Determines ability to lockpick and discreetly steal loot.
[Soft Cap:50] Unlocked by: any ability with 'while undetected can access Inventory'
[Stealth] [WIS+DEX*2-20] - Determines ability to conceal presence from a target's [Perception] and conceal small weapons
[Soft Cap:50] Unlocked by: 'Know how to Sneak attack to deal increased damage to Targets who have not Detected them' ability
Mental Skills:
Skills that rely on the Mental Capabilities of your Character
[Mana Control][INT+WIS+CHA-20] - Determines Mana Pool recovery speed
[Investigation] [INT3-20] - Determines ability to make deductions based on circumstantial evidence.
[Insight] [INT+WIS2-20] - Determines ability to passively label targets as an Enemy.
[Perception] [WIS3-20] - Determines range at which you can detect targets.
[Medicine] [CON+WIS2-20] - Determines Effectiveness of Healing and Regeneration Spells and Consumables.
[Survival] [CON+WIS2-20] - Determines ability to recognize natural circumstances, such as changes in weather
[Deception] [WIS+CHA2-20] - Determines ability to avoid being labeled an Enemy by a Target's [Perception]
[Intimidation] [STR+CHA2-20] - Determines ability to inflict fear through Physical Actions
[Leadership] [CHA3-20] - Determines effectiveness of Auras or Abilities that provide benefits to nearby allies
[Persuasion] [INT+CHA*2-20] - Determines ability to issue simple commands to not-allied NPCs
[Craft][CON+INT*2-20][Soft Cap: 10+CON][Unlocked: (CON/5)+1]
Determines ability to create Objects using a particular technique:
[Alchemy], [Artifice], [Basketweaving], [Calligraphy], [Clothweaving], [Construction], [Cooking], [Glassblowing], [Jewelry],
[Leather], [Mechanisms], [Papermaking], [Painting], [Pottery], [Sculpting], [Shipmaking], [Smithing]
Each [Craft] is a separate Skill
[Knowledge][WIS+INT*2-20][Soft Cap: 10+INT][Unlocked: (INT/5)+1]
Determines amount of information depicted on in-game tooltips:
[Arcana], [Dungeoneering], [Engineering], [Geography], [History], [Local], [Monster Lore], [Nature], [Nobility], [Religion]
Each [Knowledge] is a separate Skills
[Profession][CHA+WIS*2-20][Soft Cap: 10+WIS][Unlocked: (WIS/5)+1]
Determines ability to Perform the functions of a Profession, and gives better prices or deals:
[Architect], [Baker], [Barrister], [Brewer], [Butcher], [Clerk], [Cook], [Courtesan], [Driver], [Civil Engineer], [Farmer],
[Fisherman], [Gambler], [Gardener], [Herbalist], [Innkeeper], [Librarian], [Merchant], [Midwife], [Miller], [Miner], [Porter],
[Sailor], [Scribe], [Shepherd], [Stable Master], [Soldier], [Tanner], [Trapper], [Woodcutter]
Each [Profession] is a separate Skill
[Performance] - [INT+CHA*2-20][Soft Cap: 10+CHA][Unlocked: (CHA/5)+1]
Determines effectiveness of Perform actions with:
[Acting], [Comedy], [Dance], [Oratory], [Singing], [Keyboard Instr.], [Percussion Instr.], [String Instr.], [Wind Instr.]
Each [Performance] is a separate Skill
[Spellcraft] [INT*3-20] - Determines ability in learning new Arcane Spells
[Soft Cap: 5] Unlocked by: 'Have Arcane Spellcasting (INT)' ability
Name of skill
│ ┌───── Calculation that determines Base score of Skill, Minimum score 0.
│ │
│ │
[Skill][YY+ZZ2-20] - Skills Description ─────── What the Skill does
[Soft Cap: 50] Unlocked by: Unlocking condition*
│ │
│ └───── Way of removing Soft Cap to Maximum of 100.
└───── Some Skills have a Soft Cap, a number indicating how big the skill can be scored.
┌── Name of Skill │ ┌───── Number of Sub-Skills you can choose without a Soft Cap
│ │ │
[Skill][XX+YY2-20][Soft Cap: 10+YY][Unlocked: ZZ]
Skills Description*: ────────────────────────── What the Skill does
[Sub-Skill1], [Sub-Skill2], [Sub-Skill3], etc. ────┬─── Each Sub-Skill is a new Skill
Each [Skill] is a separate Skill ──────────────────────┘
The Yggdrasil Cash Shop
Despite advertising player choice and freedom,
Yggrasil was still plagued by the corporate greed
that dominated the mid-2100s
You have up to 1000 Yggdrasil E-currency to spend
This currency is used throughout the cash shop
If you picked Golem Race, you already spent 100 Ygg
If you picked Automaton, Radiant or Shadow Adept, you might want to save some for later
Some pre-made Amenities:
Self-Sustaining Clothing (Cost 30 Ygg)
An outfit of your choice
Dirt, sweat, and waste is cleared
Small rips and tears are mended
Strike a pose and they come flying off!
Lighter (Cost 30 Ygg)
It's a lighter. It lights fires.
Refrigerator (Cost 30 Ygg)
It's a refrigerator. It's a box that chills.
Oven (Cost 30 Ygg)
It's an oven. It's a box that heats.
Water Heater (Costs 50 Ygg)
Creates hot water for bathing. Gives off a low hum, pretty cozy.
Don't drink the water. Don't try to sell it, either.
Bag of holding (Costs 70 Ygg)
It's a bag. It holds things.
Maximum 250 Lbs and 50 ft3. Weighs 15 lbs fully-loaded
Instant Messenger (Costs 70 Ygg)
Send a verbal (25-word or less) message to someone you know
They can respond with a verbal (25 words or less) response
Equipment - The Art of Artifice
In Yggdrasil, Equipment was ranked based on its Capacity for Data Crystals
The rankings were:
Low(+1), Medium(+3), High(+5), Top Class(+7), Legacy(+9), Relic(+11), Legendary(+13), Divine(+15)
(For the purposes of the CYOA, they have been assigned a linear Data Level)
Each Data Level represents one Spell Tier to be embedded in an object
(IE: Low-rank Equipment will have a permanent Tier 1 Spell imbued)
Every in-game material possessed an inherent Data Level, with rarer materials possessing more
Artificers were able to prime a Crafted Object using In-game Currency
This "unlocked" a Data Level based on the Object's material
They could then imbue a Spell and more currency into the object, creating Equipment
Creating Equipment through Artifice required a sizeable amount of In-game Currency
As such, Data Crystals were the preferred method
Data Crystals were dropped from monsters, bosses, loot chests, etc.
They possessed a random magic effect chosen from Yggdrasil's thousands of spells
Using one allowed non-Artificers to turn Crafted Objects directly into Equipment
As increasing a Crafting Skill cost no Levels, nearly all players had at least one
Objects still had an inherent Data Level, but using a Data Crystal was Free
You just needed to find suitable materials to make an Object
TL;DR Only Artificer Class can permanently imbue spells into weapons and armor
Anyone with a craft Skill can permanently imbue Data Crystals into weapons and armor
Data Crystals are one time Spells in Loot form
Don't feel like Grinding for Equipment? There was always the
Yggdrasil Cash Shop
You are given the opportunity to purchase Crafted Objects and Data Crystals
Crafted Objects (Cost Potential Data Level [Max 15] x 5 Ygg)
Can choose, for example:
Heavy Armor (Req. STR 15+, high damage reduction, low evade)
Medium Armor (Req. STR 13+, medium damage reduction, medium evade)
Light Armor (Req. STR 11+, low damage reduction, high evade)
Garment (highest evade, no supernatural penalty)
Greatshield (Martial, high damage reduction when in use, slow)
Shield (Martial, medium damage reduction when in use)
One-handed Weapon (Martial, medium damage)
Two-handed Weapon (Martial, high damage, slow)
Dagger (Martial, low damage, fast)
Unarmed Gear (Unarmed)
Natural Gear (Attaches to natural weapons/armor)
Bow/Crossbow (Ranged)
Throwing Set (Throwing Weapons)
Gun (Firearm Ranged, Req. Ammo or Mana)
Heavy Gun (Heavy Firearm Ranged, Req. STR 15+, Ammo or Mana)
Casting Focus (Wands, Staves, Tomes, Orbs, etc. Caster Things)
Accessory (Can wear 3) (More accessory slots cost 1001 Ygg EACH)
Examples:
Adamantite Plate Armor (Top Class +7) (Costs 35 Ygg)
Black Opal Ring (Relic Class +11) (Costs 55 Ygg)
Kusanagi-no-Tsurugi (Divine Class +15) (Costs 75 Ygg)
These Objects have no Data Crystals, you'll have to buy some!
Data Crystals (Cost Spell Tier x 15 Ygg)
Contains a Spell Effect of your choice
Examples:
[Weapon of Energy (4)] - Weapon is imbued with chosen Energy Type
[Abundant Ammunition (2)] - Infinite projectiles in inventory
[Spell Engine (9)] - Mana Regeneration has no delay time
[Mage Armor (2)] - +20 Physical Resistance
[Animal's Attribute (3)] - +4 to one Attribute
[Enlarge Person (2)] - +2 STR, -2 DEX, Strength is considered 2x higher
[Spell Enhancer (5)] - +10 CL
[Divine Power (5)] - +20 ML, +6 STR, and +10 Vitality
[Spell Resistance (6)] - Supernatural Resistance equal to [CL_limit/5 + 12]
[Resist Energy (3)] - +30% Resistance to chosen Energy Type
[Energy Immunity (8)] - Immune to chosen Energy Type
[Death Ward (5)] - Immune to instant Death, and getting Vitality absorbed
[Mind Blank (9)] - Immune to Mental Status Effects and Divination
[Freedom (10)] - Immune to Paralysis, Petrification, Sleep, Stun, Slow and Stop
For more check Data Crystals section in the end...
Don't like the prices?
There's another way. Why don't you try your luck?
Even if the Servers were announced to be shut down, it didn't prevent the devs putting one last gacha banner
World-Class Gacha, absurdly good rates, but for a game on it's last leg, a way to cash out on whales
To those who rolled even once, receive one Exceedingly Rare Special Item Ticket. This ticket can be exchanged for one 1% item.
Can spend 5 Ygg to roll a D100 once
Random Data Crystal 20% (1-20)
Crate of Crafting Materials 20% (21-40)
Crate of Random Potions 10% (41-50)
Crate of Random Spell Scrolls 10% (51-60)
Illusionary Effect 7% (61-67)
Cosmetic Armor 7% (68-74)
Mirror of Remote Viewing 4% (75-78)
Wand of Resurrection 4% (79-82)
Godly Training Manual 4% (83-86)
Tome of Spellcraft 4% (87-90)
Divine Class Jewelry 3% (91-93)
Divine Class Weapon 2% (94-95)
Divine Class Armor 2% (96-97)
Exchange Box 2% (98-99)
or an Exceedingly Rare Special Item 1% (100)
If you rolled an Exceedingly Rare Special Item, roll a D10
Shooting Star 30% (1-3)
Guild Creation Scroll 20% (4-5)
Accessory Slot 20% (6-7)
Caloric Stone 20% (8-9)
Fallen Leaf of Yggdrasil 10% (10)
Gacha Item Explanations:
Random Data Crystal
Contains a magic Effect of your choice
Roll a D10 to determine the spell tier
Crate of Crafting Materials
Grants a 1 ft3 wooden crate filled with random crafting material
They are low level materials of your chosen field
Due to the occasional high level item crafting requirements and the
annoyance of low Level enemy farming drops, it's decent.
Crate of Random Potions
Grants a 1 ft3 wooden crate filled with random effect potions vials
They range from weak Tier 1 effects to middling Tier 4 effects
Crate of Random Spell Scrolls
Grants a 1 ft3 wooden crate filled with random effect spell scrolls
Allows a spellcaster to cast the contained spell once, at halved mana cost
They range from weak Tier 1 effects to decent Tier 6 effects
If you are not a spellcaster... Sell them?
Illusionary Effect
Allows the user to apply a simple Illusion Effect to any Equipment
This a merely cosmetic and does not count against an equipment's Data Level
Cosmetic Armor
Allows the user to append a cosmetic appearance over their equipped armor
This does not affect the armor's durability, defenses, or Data Level
Mirror of Remote Viewing
An ornate mirror that allows the user to control a simple remote scrying sensor
The mirror will shatter if it encounters a scry trap. Be careful!
It does not see through anti-divination effects
Wand of Resurrection
A wand that allows you to cast the tier 8 spell [Resurrection] 25 times
This spell requires a body, but the condition is not a factor
The absolute minimum size for a "body" is 1 cm3
Godly Training Manual
A semi-useful item that allowed the user to learn one additional physical
attack command. +1 to your command list.
Not bound to the user, so non-martials can just sell it.
Tome of Spellcraft
A semi-useful item that allowed the user to learn one additional spell.
Can choose one spell from your tradition. +1 to your spell list.
Not bound to the user, so non-spellcasters can just sell it.
Divine-Class Jewelry
Grants you an Accessory of your choice
It comes imbued with up to 15 Data Levels worth of spell tiers
You don't need to buy a Data Crystal
Divine-Class Weapon
Grants you a Martial, Ranged, or Unarmed Weapon of your choice
Can also choose a Casting Focus
It comes imbued with up to 15 Data Levels worth of spell Tiers
You don't need to buy a Data Crystal
Divine-Class Armor
Can choose Heavy Eitrium Plate, Dragonscale Armor, Niddhide Leather, or an Alfweave Robe
It comes imbued with up to 15 Data Levels worth of Spell Tiers
You don't need to buy a Data Crystal
Exchange Box
An ornate 8 ft3 wooden crate
Any objects placed within the exchange box are converted directly into in-game currency
Can place 2 Gacha items within to get 1 gacha reroll
For the Exceedingly Rare Special Few
Shooting Star
A Ring with 3 faintly glowing gems in the shape of shooting starts
Allows you to use the Super-Tier Spell [Wish (upon a Star] up to 3 times, at no XP cost.
Each use presents you with 10 random choices as to your Wish...
But for the purposes of this CYOA, choose your Wishes in the Wish section.
Guild Creation Scroll
A System-level scroll that allows you to start a Guild and become its Guildmaster.
Being in a Guild or having additional scrolls can increase your value as a Guild member.
You are considered a +1 active member for every additional scroll.
Depending on Guild's scenario it has different value. For more details check scenarios.
Accessory Slot
Allows you to wear an additional accessory
Accessories equipped on extra Accessory Slots can't exceed +15 Divine-Class.
Due to it being given out in this manner, you can only have a maximum of 2, meaning a
maximum of 5 accessories, plus a Guild Ring if you're part of a Guild.
Caloric Stone
Allows you to transmute an Object to Mythical-Class; have a 20 Data Crystal capacity.
Requires Data Crystals to fill. Object has World Protection, but not the user.
Alternatively, can be used on a Golem to unlock a special class or an Automaton to give a special frame.
Both options grant World-Class Immunity, a.k.a. World Protection
Even more so, Summoners can use it on their Unique NPC to make it a permanent summon:
giving Immunity to Banish and Allowing the Unique NPC to summon more NPCs.
This however makes slain Unique NPCs cost vast amounts of in-game currency.
NPC has World Protection.
Fallen Leaf of Yggdrasil
Allows you to create a World-Class Item: an Object containing vast power.
Create your WCI as a SAC, without being limited by Racial and Evolution Classes for pre-existing abilities.
The only limitation is abilities can only be in effect if the Item is equipped or being used in some capacity.
Pre-existing abilities can't take 'create a custom spell/special ability' abilities.
It also has a 20 Data Crystal capacity.
SAC-like abilities and Crystals don't have to be thematically cohesive. Don't require Data Crystals to fill.
Having a WCI in possession grants the user World Protection.
Alternatively, make a 40 Data Crystal stat stick.
Reminder, you can pick one Exceedingly Rare item for FREE if you rolled even once.
Automate your Gacha Rolls: https://repl.it/repls/FussyBogusSemicolon
Guilds
While the Yggdrasil servers still ran,
Players would often "Party up" to Level, compare Builds, and collect Data Crystals together
Sometimes, they would form a Guild
If you have a Guild Creation Scroll or Wished (upon a star) to be a Guildmaster, you can form a Guild!
Decide on your Guild Name, Guild Goal/Purpose and Requirements to join
Choose an Emblem or Color Scheme if you so desire
Guild Base
Guilds start with an Exterior Floor and 1 Extradimensional Floor.
The Exterior Floor can be any structure you desire
A Castle! An Asylum! A Colosseum! A Bakery! 22nd Century Neo-Tokyo! Anything!
The Extradimensional Floors can be almost anything!
The Terrain, Structures, Environment, and Aesthetics are up to you
The Exterior must have an entrance to the Extradimensional Space
Intruders must be able to access the Guild Weapon!
Can spend AoE Data Crystals to permanently enhance a specific area of an Extradimensional floor.
You get 1 more Floor for every 2 additional members
You can have a maximum of 10 Extradimensional Floors (and 1 Exterior Floor)
Guild Weapon
A Guild Weapon is special equipment, that represents a Guild.
If it breaks, the Guild is considered destroyed, all dead NPCs are forever gone.
Would require another Guild Scroll to regain your Guild and start anew.
A Guild Weapon has an inherent ability to Edit Guild NPC Combat settings.
Guild Weapons are Divine-Class; have +15 Data Levels.
It's Primed and ready, it just needs Data Crystals!
Recommended to have at least [Mending (1)] on Guild Weapon, don't want it to naturally get destroyed from neglect!
You can fit +1 Data Crystal (of any Data Level) or quest Accessory on Guild Weapon for every 4 additional members
Your Guild Weapon can go up to +7 Data Crystals or quest Accessories
Guild Jewelry
Guilds starts with 5 pieces of Guild Jewelry.
These are Free +11 Relic-Class Equipment, they don't take up an item slot!
These can be given to Guild NPCs.
Decide amongst yourselves what these +11 Data Level contain!
[Arcane Mark (Tier 1)] is Required, so decide on the other +10!
You get 5 more pieces for every 2 additional members
Guild NPCs
A starting Guild gets 200 Levels to allocate to Unique NPCs.
Decide amongst yourselves!
NPCs each get 1 Crafted Weapon and 1 Crafted Armor
They have a Potential Data Level based on the NPC's Level!
Potential Data Level = 5 + (Level/10), round down.
They just need Data Crystals!
You get +100 more Levels for every 2 additional members
You can have a maximum of 2600 Levels allocated to Unique NPCs
Guilds also allow spawning of non-unique Level 15 NPCs to defend the base.
Can have as much variety in non-unique NPCs as you want, but they'll cost extra in-game currency for upkeep.
Can't assign their levels.
Play Nice
Guild scenarios:
All Guild scenarios can only be chosen by a Guildmaster,
and require either a [Guild Creation Scroll] or [Wish] to be a [Guildmaster] to be used for the creation of a Guild.
[Turning off the Lights - A Lonely Guild] (Req. not more than 3 active members)
Yggdrasil is coming to an end, but it arrived early for your guild.
You exchange some lonely words with the stragglers, a remnant of this once wondrous legacy.
It saddens you that so few are present. Someone has to turn off the lights.
The lights don't go off.
• For every active guild member you have, add 15 inactive members.
In the New World there are... complications. Your NPCs, being so long abandoned, don't have loyalty in their hearts anymore;
you'll need to earn it back. Or perhaps the only way they could have managed was to become fanatically devoted and desperate to
their last master(s). No matter what, it is clear that the greatest obstacle to your guild's survival may be found within.
Their scrutiny may be your death sentence.
[The Last Banquet - A Fragmented Guild] (Req. 3 active members)
Yggdrasil is coming to an end. The invite was sent out and a few responded.
You have a good time with old friends, but the missing parts stand out. Friends who have since quit.
A longtime inactive pops back in. You all rejoice. So does an NPC. Wait, what?
• For every active guild member you have, add 3 inactive members.
The New World marks a new chapter in your guild's long history. Your NPCs are loyal to the cause, but those with missing creators
notice what is gone. Pangs of longing, perhaps even jealousy, wrack their hearts. Will you heal them before they find themselves in
trouble? What if a missing member shows up centuries down the line?
[One Final Hurrah - A Tightknit Guild]
Yggdrasil is coming to an end. You all are ending this on a high note.
The guild hall is vibrant. Members file back in from the last big guild event. Not a single soul is missing.
There is a closeness that you feel to your comrades, one that you're sure will continue beyond the game.
Someone points out the clock.
• No inactive members, but Guild Scrolls used here add an effective value of +2 members instead of +1.
Your guild is small, perhaps young, but it had the endgame economy to abuse and the activity to take advantage.
Your NPCs are extremely well geared. The New World is going to get one hell of a surprise.
• All NPCs have two additional Crafted Items. Can be weapons, armors, or accessories.
They are scaled to level as normal. They still require Data Crystals!
Definitions:
• Active member - Someone who played the CYOA and joined the guild. Additional Guild Scrolls give +1 value to you as a member.
• Inactive member - Can't be someone who played the CYOA, they're just backstory. Inactive members didn't log on and aren't with you.
They scale up your guild though.
If an active member stops being active in the thread, they still take up active slots.
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[Banned] (Req. Possessing 2 World-Class Items) (Must be taken if you meet the requirements)
Due to unexpected high rate of World Class Items, the Yggdrasil automated system has been suspending
accounts on the grounds of cheating. Due to the game closing, the devs can't or won't help get users
their accounts back. Best to give it to an NPC, trade it away or let it all end one day earlier.
! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
Singleplayer Scenarios
Yggdrasil has ended, what comes next?
[Awaken in the New World] (Req. Level 80 or Level 100)
As Yggdrasil comes to an end, your vision slowly dims only to be filled with blinding light
you slowly come to your senses, finding yourself lying in at the edge of a deciduous forest
You notice a small farming village in the distance, surrounded by a simple wooden fence
You have been transmigrated somewhere in the New World
[Babby in Nazarick] (Req. Level 1)
You awaken to find yourself born to one of Demiurge's breeding experiments
You are accepted into Nazarick's ranks as a peon, and must prove your worth to your superiors
You have a Level cap of 60 to work towards. Get to it, peon!
As you grow, you'll come to discover your innate talent as a New Worlder
This is a random, at-will magic effect, usually between Tier 1 and Tier 3
It'll probably be trash, like 50% faster basket-weaving
They'll never let you get close to Ainz-sama, but you might become subordinate to a guardian
if you ever reveal your nature, expect to get deleted by Albedo's kill squad
[A Green Start] (Req. Level 30 or 80 Goblin)
You are a member of the Goblin army summoned to defend warlord Enri
Your name: Goblin <Profession>!
Are you green enough dude to defend the village?
If you're Level 30, you're a high-ranking foot soldier
You're probably a Paladin-Knight or Artillery
If you're Level 80, you're in Goblin high command
You work directly with the warlord and oversee all 5000 goblin troops
You're stronger than Lupusregina, so the 13 redcaps all defer to you
You're too valuable to let die, Nazarick is watching you
[The 42nd Supreme Being] (Req. Heteromorph and forfeiting an extra Accessory Slot)
The frontier village you awaken near is Carne Village.
It's a veritable fortress, staffed by over 5000 Goblins under warlord Enri
Should you introduce yourself to the villagers, Lupusregina Beta will report this directly to Ainz-sama
Albedo seems distrustful, but Ainz-sama recognized your name. How? Well, it all began with being lucky...
If you won a Guild Creation Scroll through Gacha, Carne Village qualifies as a suitable Guild Base.
Data Crystals
Spells in crystallized form
Depending on Crafted Object you can fit a certain amount of Data Levels
For example a Divine-Class has 15 Data Levels, it can fit any combination of 15 Levels worth of Data.
Data Level is displayed near the Data Crystal's name.
You can only gain the benefits of a Data Crystal once. Having 2+ of the same doesn't give additive benefits.
Lesser/Greater Data Crystals count as the same. (IE: [Mage Armor] and [Greater Mage Armor] are considered the same)
Those marked with an asterisk* can stack, but only if the benefits are different, and subsequent Data Crystals cost 1 Data Level less.
(IE: [Resist Energy] can be take twice for +30% Heat and Cold, but not for +60% Heat)
General Weapon Data Crystals:
[Bestow Weapon Proficiency (3)] - +5 Proficiency to Weapon Type when wielding
[Magic Weapon (2)] - Weapon is considered as a Magic Weapon
[Greater Magic Weapon (5)] - +5 Proficiency to Weapon Type when wielding, and Weapon is considered as Magic Weapon
[Spellsword (5)] - Can cast Spells while simultaneously wielding, Weapon is considered as a Casting Focus.
Martial Weaponry Data Crystals:
[Greater Mighty Wallop (4)] - Weapon has increased Knock Out and Stagger chance, as if Strength is considered 4x higher
(only for Knock Out and Stagger)
[Ghost Touch Weapon (4)] - Can deal damage to ethereal Creatures
[Spikes (4)] - Deals extra damage and Doubles Critical Hit rate
Range Weaponry Data Crystals:
[Alchemical Tinkering (3)] - Ranged weapon can transform into a different range weapon, ex. Bow to Firearm.
[Ghostly Reload (2)] - Halve reload time
[Abundant Ammunition (2)] - Infinite projectiles in Inventory
[Aspect of the Falcon (2)] - Double Critical Hit rate and increase Critical damage. +1 Ranged Weapon Proficiency, +3 Perception
*[Exacting Shot (3)] - Deal increased Critical Hit damage and ignore 'harder to hit' chances against chosen race.
[Hunter's Mercy (2)] - When target's Vitality is full, always Critical Hit (Immunities still apply)
Unarmed Strikes/Natural Weapon Data Crystals:
[Blessed Fist (2)] - Know how to use Unarmed Strikes lethally
[Bristle (2)] - Exchange a chosen amount of Physical Resistance for an equivalent amount of bypassing Physical Resistance when using
Unarmed Strikes and/or Natural Weapons
[Thornskin (4)] - Know how to use Unarmed Strikes lethally. Increase Natural Weapon and Unarmed damage.
When Grappled, struck by Natural Weapons, or Unarmed Strikes: opponent gets moderate damaged from thorns.
Natural Weapon Gear Data Crystals:
[Beast Claws (2)] - +5 Natural Weapon Proficiency
[Magic Fang (2)] - Natural Weapons are considered Magic Weapons
[Greater Magic Fang (4)] - +5 Natural Weapon Proficiency. Natural Weapons are considered Magic Weapons.
[Blitzstrahl (5)] - Attacks are imbued with Electric Energy type and are likely to cause [Stun]
[Grand Delta (8)] - Weapon deals a small amount of bonus untyped type damage
[Light of Penance (10)] - Target loses 6 Stamina and can suffer [Blind]
[Razorfangs (3)] - Attacks have Double Critical Hit rate
[Bloody Claws (5)] - Attacks deal Bleed DoT
Casting Focus Data Crystals:
[Finding the Center (9)] - Don't need to Concentrate on spells. Being Staggered doesn't end spells
[Replicate Casting (10)] - Can cast any 9th tier or lower spell you have witnessed another cast in the past few seconds
Still requires a Casting Proficiency
[Dimensional Anchor (5)] - Any "Ray"-type spells cast at a target can also disable them from Teleporting, or becoming Ethereal.
[Antimagic Ray (8)] - Any "Ray"-type spells cast at a target can also Silence and Dispel. Doesn't affect equipment.
[Artificer's Curse (8)] - Any "Ray"-type spells cast at a target can also suppress enchantments on equipment.
[Mage's Disjunction (10)] - Any "Ray"-type spells cast at a target can also Silence and Dispel,
Any "Ray"-type spells cast on the Environment can also Dispel AoE magic
Has a small chance of removing Data Crystals from target's equipment and Dispel [Antimagic Field]
[Lesser Spell Matrix (6)] - Can activate a chosen 4th tier or lower spell with no delay.
Can create a trigger condition for activation.
Inflict 3 points of Vitality damage to yourself before activation.
[Spell Matrix (8)] - Can activate a chosen 4th tier or lower array of 2 different spells with no delay.
Can create a trigger condition for activation.
Inflict 6 points of Vitality damage to yourself before activation.
[Greater Spell Matrix (10)] - Can activate a chosen 4th tier or lower array of 3 different spells with no delay.
Can create a trigger condition for activation.
Inflict 12 points of Vitality damage to yourself before activation.
[Spellsteal (6)] - Steal Mana from damaging targets. Generate Mana from damaging targets if they don't possess a Mana Pool
[Spell Engine (9)] - Mana Regeneration has no delay time
Armor/Shield Only Data Crystals:
[Punishing Armor (2)] - 50% of melee damage taken is dealt back to opponent
[Diamondsteel (4)] - Armor/Shield has 50% more defense
[Magic Vestment (4)] - 1 Physical Resistance per Data Capacity (IE: 15 Phys. Resistance for Divine-Class; 20 for Mythical/World-Class)
[Starmantle (7)] - All non-magic weapons and projectiles are destroyed on contact with your armor/shield
Shield Only Data Crystals:
*[Energized Shield (4)] - Gain +10% Resistance to chosen Energy Type and shield bashing deals that Energy Type damage
[Water Shield (5)] - +50% Resistance to Heat and Acid. Shield bashing deals Acid damage.
[Ward Shield (5)] - Supernatural Resistance equal to [CL_limit/5 + 10]
Armor/Garment Only Data Crystals:
[Effortless Armor (3)] - Can wear Armor with no penalty to movement speed.
[Mage Armor (2)] - 20 Physical Resistance
[Greater Mage Armor (4)] - 30 Physical Resistance
[Dampen Magic (5)] - 15 Supernatural Resistance
[Shadow Phase (5)] - Physical attacks have 50% miss chance, Supernatural attacks have 20% miss chance
[Ironguard (8)] - Immune to metal Weapon Physical damage.
Can pass through metal barriers, and ignore metal armor when attacking Unarmed or with Natural Weapons
[Ectoplasmic Armor (2)] - Ethereal creatures can't ignore your defense
[Iron Silence (3)] - Armor doesn't make Sound
Natural Armor Gear Only Data Crystals:
[Self-Destruct (2)] - Explode on Knock Out, Death, or at Will, dealing Medium AoE Heat damage
[Spiral Spin (2)] - When directly attacked, reduce enemy's accuracy by 20%
[Diamondskin (7)] - You and nearby allies gain 10 Physical Resistance
Attribute/Skill Bonus Data Crystals:
[Bull's Strength (3)] - +4 STR
[Cat's Grace (3)] - +4 DEX
[Bear's Endurance (3)] - +4 CON
[Fox's Cunning (3)] - +4 INT
[Owl's Wisdom (3)] - +4 WIS
[Eagle's Splendor (3)] - +4 CHA
[Animalistic Power (3)] - +2 STR, +2 DEX, +2 CON
[Chasing Perfection (7)] - +4 STR, +4 DEX, +4 CON, +4 INT, +4 WIS, +4 CHA
[Nixie's Grace (7)] - +6 DEX, +2 WIS, +8 CHA. 5 Physical Resistance. Can breathe Underwater indefinitely. Can see in Dim Lighting.
[Strength of Stone (3)] - +8 STR when in contact with the ground.
[Mighty Strength (5)] - +8 STR
[Divine Agility (6)] - +10 DEX
[Righteous Might (6)] - +8 STR, +4 CON. Strength is considered 2x higher
[Blend with Surroundings (2)] - +20 Stealth when motionless
[Beloved of the Forge (3)] - +10 Survival, +10 to one unlocked Craft Skill
[Heightened Awareness (2)] - +2 Perception, +2 to all unlocked Knowledge Skills
[Acute Senses (3)] - +30 Perception
[Skill increases from equipment can exceed soft cap, but not the 100 limit.]
[Attribute increases from equipment can affect final calculations, but not Skill calculations]
Resistance Data Crystals:
[Lesser Globe of Invulnerability (5)] - Immune to all 4th tier or lower spells
[Globe of Invulnerability (7)] - Immune to all 5th tier or lower spells
[Effulgent Epuration (10)] - Can negate spells up to 20 times. Use Mana to recharge
[Phantom Blood (2)] - Vitality doesn't drop below 1 from self-inflicted damage
[Indomitability (6)] - When Vitality reaches 0, get healed by 1 Vitality. Effect activates once per combat encounter
[Resist Energy (3)] - +30% Resistance to chosen Energy
[Energy Immunity (8)] - Immune to chosen Energy
[Antifire Sphere (6)] - Immune to Heat
[Anticold Sphere (6)] - Immune to Cold
[Protection from Arrows (3)] - 10 Physical Resistance but only for Ranged attacks.
[Reverse Arrows (4)] - 10 Physical Resistance but only for Ranged attacks.
If you take no damage from a Ranged attack, the potential damage gets inflicted to your opponent
[Stoneskin (5)] - 10 Physical Resistance
[Blessing Bahamut (4)] - 10 Supernatural Resistance
[Spell Resistance (6)] - Supernatural Resistance equal to [CL_limit/5 + 12]
Immunity Data Crystals:
[Endure Elements (2)] - Immune to temperature inflicted Status Effects.
[Medusa's Bane (5)] - Immune to all gaze Status Effects.
[Favor of the Martyr (5)] - Immune to Exhaustion, Fatigue, Charm, Fascination, Revulsion, Stun, Knock Out, and Stagger.
[Absorb Toxicity (6)] - Immune to Disease DoT and Poison DoT
[Freedom of movement (5)] - Immune to Paralysis, Stun, Slow
[Freedom (10)] - Immune to Paralysis, Stun, Slow, Stop, Petrification, and Sleep
[Undeath's Eternal Foe (10)] - Immune to instant Death, Doom, and absorb Vitality.
Are unaffected by all Racial abilities of Undead
[Veil of Undeath (9)] - Immune to Mental Status Effects, Critical Hits, Paralysis, Stun, Disease DoT, instant Death, Doom,
Knock Out, Attribute damage, absorb Vitality, Fatigue, Exhaustion.
Are healed by Negative Energy, damaged by Positive Energy.
You are not considered Undead from this spell.
Utility Data Crystals:
*[Recharge Innate Magic (2)] - Halve one chosen ability's recharge time.
[Haste (4)] - Increase Physical Action speed, Dexterity is considered 2x higher.
[Subdue Aura (5)] - Misdirect Vitality, Stamina and Mana Pool to look smaller
[Greater Invisibility (5)] - Can become Invisible.
[Superior Invisibility (10)] - Can become Invisible. Can't be detected by Scent and Sound.
Are Silenced, cannot cast spells while Invisible.
Means of Travel Data Crystals:
[Quick March (3)] - Increase movement speed outside combat
[Burrow (3)] - Can can burrow through the ground as easily as running.
[Spider Climb (3)] - Can walk or run normally on walls and ceilings
[Water Walk (4)] - Can walk on any liquid surface
[Sky Swim (4)] - Can swim in the air
[Water Breathing (4)] - Can breathe Underwater indefinitely
[Transformation of the Deeps (6)] - Can see in Complete Darkness. Can breathe Underwater indefinitely.
Immune to temperature and pressure in extreme depths of water.
[Adamantite Wings (8)] - Possess wings which are also Natural Weapons
[Stormrage (9)] - Can Supernaturally fly
While flying: Are 100% harder to hit with Ranged attacks and you're unaffected by Supernatural wind
[Greater Teleport (8)] - Can quick-travel to any non-hostile location while outside combat
[Dimension Door (7)] - Can teleport short distances
[False Gravity (5)] - Can switch your gravitational pull at-will
[Ethereal Jaunt (8)] - Can assume an Ethereal alternate form
Other Data Crystals:
[Blessing of the Salamander (6)] - +20% Heat Resistance. Can rapidly regrow lost limbs, Constitution is considered 2x higher
[Lesser Visage of the Deity (4)] - +4 CHA. 10 Physical Resistance.
Good-Karma: +10% Resistance to Cold, Acid and Electricity
Evil-Karma: +10% Resistance to Heat, Cold, and Sonic
[Visage of the Deity (7)] - +4 CHA. Can see in Complete Darkness. 20 Supernatural Resistance, 10 Physical Resistance.
Good-Karma: +20% Resistance to Cold, Acid and Electricity
Evil-Karma: +20% Resistance to Heat, Cold, and Sonic
[Greater Visage of the Deity (10)] - Can see in Complete Darkness. 25 Supernatural Resistance, 10 Physical Resistance.
Possess Natural Armor as strong as Light Armor.
Good-Karma: +4 STR, +2 DEX, +4 CON, +2 INT, +4 WIS, +4 CHA.
+20% Resistance to Cold, Acid and Electricity. Immune to Disease DoT.
Evil-Karma: +4 STR, +4 DEX, +2 CON, +4 INT, +2 CHA.
+20% Resistance to Heat, Cold and Sonic. Immune to Poison DoT and Sap DoT.
[Greater Angelic Aspect (9)] - Immune to Cold and Acid. +10% Resistance to Heat and Electricity.
10 Physical Resistance. Can see in Complete Darkness.
Immune to 4th tier or lower spells.
[Tenser's Transformation (7)] - +4 STR, +4 DEX, +4 CON. Know how to use Martial Weapons.
Possess Natural Armor as strong as Medium armor. Are Silenced, cannot cast spells.
[Draconic Might (6)] - +5 STR, +5 CON, +5 CHA. Immune to Sleep and Paralysis. Possess Natural Armor as strong as Medium Armor.
[Particulate Form (8)] - Can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher
Immune to Bleed DoT, and Critical Hits.
[Blinding Beauty (5)] - Targets who share a gaze can be afflicted with Blind
[Unearthly Beauty (9)] - Targets who share a gaze can be afflicted with instant Death
[Transcend Mortality (10)] - +50% Resistance to Heat, Cold, Acid, Eletricity and Sonic.
Immune to Attribute damage, Disease DoT, absorb Vitality, Poison DoT and Instant Death.
30 Physical Resistance, Supernatural Resistance of [CL_limit/5].
Instantly die and disintegrate when [Transcend Mortality] is dispelled, supressed or unequipped.
Feat Data Crystals:
(Requirements need to be met from base Attributes and Race/Job Classes)
[Arcane Concordance (Enlarge Spell) (4)] - Can double Arcane spell range.
[Arcane Concordance (Extend Spell) (4)] - Can double Arcane spell duration.
[Arcane Concordance (Silent Spell) (4)] - Can cast Arcane spells even when Silenced.
[Arcane Concordance (Still Spell) (4)] - Can cast Arcane spells with no movement penalty.
[Tactical Adaptation (Two-Weapon Fighting) (4)] - Can dual-wield. Req. 15 DEX
[Tactical Adaptation (Armor Proficiency) (4)] - Bypass armor STR requirements
[Tactical Adaptation (Befuddling Strike) (4)] - Unarmed strikes can Confuse targets. Req. Lethal Unarmed Strikes
[Tactical Adaptation (Bleeding Attack) (4)] - Unarmed strikes can Bleed DoT targets. Req. Lethal Unarmed Strikes
[Tactical Adaptation (X) (4)] - Find more at: https://www.d20pfsrd.com/feats/combat-feats
Combo Data Crystals:
[Unicorn Horn (4)] - Possess a horn Natural Weapon, that is considered as a Magic Weapon
[Unicorn Blood (6)] - Immunity to Poison DoT and Charm
[Unicorn Heart (8)] - +4 STR, +4 DEX, +4 CON. Teleportation spells have halved Mana cost
(Unicorn Horn + Unicorn Blood: Emit an Aura that increases max Vitality by +20 for all allies)
(Unicorn Horn + Unicorn Heart: Extra damage from horn Natural Weapon)
(Unicorn Blood + Unicorn Heart: Emit an Aura that prevents opposite Karma Summons from targetting you)
(Having 2 on the same equipment costs 1 Data Level less in total)
(Having all 3 on the same equipment costs 15 in total)
[Heart of Air (3)] - Maximum flying speed is increased, +10 Jump
[Heart of Water (4)] - Can breathe Underwater indefinitely, and Can slip into small openings
[Heart of Earth (5)] - Increase max Vitality by +30
[Heart of Fire (6)] - +20% Heat Resistance. Maximum movement speed is increased
(Having 2 on the same equipment gives 25% chance to ignore Critical Hits and costs 1 Data Level less in total)
(Having 3 on the same equipment gives 50% chance to ignore Critical Hits and costs 2 Data Levels less in total)
(Having all 4 on the same equipment gives Immunity to Critical Hits and costs 15 in total)
[Primal Hunter (3)] - +5 Climb, +5 Jump, +5 Swim
[Primal Instinct (4)] - +5 Survival, +5 to any Knowledge Skill and +5 DEX at the beginning of combat
[Primal Senses (5)] - Can Detect targets by Sound and see in Dim Lighting. +5 Insight, +5 Perception
[Primal Speed (7)] - Maximum movement speed is increased
(Having 2 on the same equipment makes Movement speed scale with unused Carry Weight Limit and costs 1 Data Level less in total)
(Having 3 on the same equipment makes Movement speed scale with unused Carry Weight Limit and costs 3 Data Levels less in total)
(Having all 4 on the same equipment makes Movement speed scale double with unused Carry Weight Limit and costs 15 in total)
[Other combos] - Any Data Crystals that have an asterisk* before it can be picked multiple times, but require different effects to be
chosen. Every Data Crystal after the first costs 1 Data Level less if equipped on the same equipment.
(Example: [Resist Energy (3)] is taken trice for +30% Heat, +30% Cold, +30% Dark. It would cost 3+2+2=7 Data Levels)
Runesmith Runes
Runes work differently from Data Crystals
Runes are either a increase to the item's base statistics,
Or a imbued spell with a chance of triggering when attacking or when being hit
[Lesser Channeling (3)] - Casting Focus Rune. Casting time is cut by 25%.
[Resistance (6)] - Armor Rune. Armor has 75%+ damage resistance, and degradation is halved.
[Greater Weight (9)] - Blunt Weapon Rune. Damage is doubled, Knock Out and Stagger chance is increased,
And weapon resists Disarm and Steal.
For active spells, grab the spell's equivalent and double its price.
Fireball is 3rd tier spell in D&D, so it is a 4th tier spell in Overlord, and requires 8 Data Crystal capacity to slot into equipment.
Incidentally, 6th tier or higher spells cannot be slotted.
[Fireball (8)] - Weapon Rune. Chance to casts Fireball upon hitting enemy.
[Cure Wounds (4)] - Armor Rune. Chance to slightly heal vitality when hit.
Be warned this section may be removed or reworked in the future, particularly base stat enhancing runes.
All Data Crystals are interpretations from 3.5/pf spell list, you can search for more by yourself, just add +1 to highest spellcasting level.
The Construct's Armory
Automaton Replacement Parts
Automaton
Added in the Valkyrie's Downfall patch alongside Gunner, Tinkerer, and Firearms.
Players were disappointed to learn that base Automaton are effectively Metal Skeletal Undead
They could, however, purchase Replacement Parts
Tinkerers could also create these parts using Craft Skills.
Automaton must choose a Base Metal for their frame
Changes to Resistances affect the Automaton's Listed default
Brass (Free/Default)
No changes.
[H 50%/A -25%/S 25%/E -50%] are default Elemental Resistances
Wrought Iron (Costs 10 Ygg)
[H +25%]. Weight is double for size.
Aluminum (Costs 20 Ygg)
Immune to Rust. [H -25%/A +50%] Weight is average for size.
Steel (Costs 40 Ygg)
[H +25%] and high durability. Weight is double for size.
Mythril (Costs 60 Ygg)
Immune to Rust. [H +25%/A +75%] Weight is average for size.
Adamantite (Costs 80 Ygg)
Frame is indestructible. [H +25%/A +25%]
Weight is triple for size. Cannot Swim.
Prismatic (Costs a Caloric Stone)
Frame is indestructible and Immune to Rust. [H +50%/A +75%]
Weight is average for size. Have World Protection.
Automaton can Purchase up to 9 of the following Replacement Parts
You get 3 replacement parts for every 5 Automaton Levels
Artificial Skin (Costs 10 Ygg)
Fake skin covers your frame. [E +25%] You are considered Humanoid to simple detection
Armored Plating (Costs 15 Ygg)
Sturdy armor plates reinforce your frame. They are as strong as Heavy Armor
Auditory Receptors (Costs 25 Ygg)
These receptors detect vibrations in the air around
Can effectively see in a limited 360 degree FoV, granting Immunity to Critical Hits
Reflective Lenses (Costs 10 Ygg)
Glass eyes are replaced with luminescent quartz. You see normally in dim lighting
Scope Lens (Costs 15 Ygg)
One eye is replaced with a telescopic lens. It's to see incredible distances clearly,
as if Wisdom is considered 2x higher, but only in Detecting hostile Targets
It is recommended to cover it when not in use, however, as it could cause a headache
Gustatory Implant (Costs 10 Ygg)
Mouth and esophagus are semi-functional. You can now Drink Consumables.
Deployable Climbing Claws (Costs 15 Ygg)
Hands and feet gain a set of claws that allow you to Climb sheer surfaces
They also double as weak Natural Weapons
Retractable Limb Chords (Costs 25 Ygg)
Limbs are always detachable, but now they can be pulled back on!
Gold Nerves can run through the chords, allowing detached limbs to manifest Spells
Forearm Tonfas (Costs 20 Ygg)
Gain a set of Tonfas crafted from Base Metal, they are installed in the forearms
They are always equipped, and are considered Natural Weapons
Internal Database (Costs 15 Ygg)
A ticking clockwork mechanism fills the skull. You can access Knowledge Skills at-will
Ichor Transfusion System (Costs 15 Ygg)
An artificial heart pumps repairing ichor. CON now regenerates Vitality.
The tubing only fills the torso and wraps the spine. It can break if decapitated
Gold Nerves (Costs 15 Ygg)
Gold wiring runs from a soulstone to all limbs. This grants [CL +5]
Attunement Matrix (Costs 25 Ygg)
A simple mechanism absorbs either Positive OR Negative healing Spells cast upon you
It converts Half into Vitality and the other Half is dispersed
Rocket Boosters (Costs 50 Ygg)
Installed in elbows and calves. Can spend stamina to launch limbs
This can be manipulated to detach and fire limbs or to attempt Manned Space Flight
Replacement Parts are not Equipment and Cannot Contain Data Levels
Radiants and Shadows
Added to intensify the Light/Dark Schism through Pay-to-Win
Investing Levels in these Classes allowed users to specialize in Light Energy & Dark Energy Spells
This was a much-requested feature throughout Beta
These Classes also granted access to a variety of extremely powerful Radiant and Shadow Spells
These spells can only be Purchased by Bright/Dark Lord or Radiant/Shadow Adept players
Radiant Energy worked off Light Resistance, and those with a Positive% were Immune
However, it ignored Resistance granted by Equipment and Spells
Shadow Energy worked off Dark Resistance, and those with a Positive% were Immune
However, it ignored Resistance granted by Equipment and Spells
Lord Adepts have a few options, treat these as examples:
Radiant Touch/ Shadow Touch [Evocation (Radiant/Shadow)]
(Costs 5 Ygg)
1st Tier/ 1 Mana
(Must have Attribute 11+ and a Caster Proficiency of 7+ to Cast)
Damage scales slowly with Caster Proficiency
Deal low Radiant or Shadow damage to a target through touch
Radiant Burst/ Shadow Burst [Evocation (Radiant/Shadow)]
(Costs 15 Ygg)
3rd Tier/ 3 Mana
(Must have Attribute 13+ and a Caster Proficiency of 21+ to Cast)
Damage and Range scales slowly with Caster Proficiency
Deal low Radiant or Shadow damage to all targets within a 5 foot radius around you.
Radiant Protection/ Shadow Protection [Abjuration (Radiant/Shadow)]
(Costs 20 Ygg)
4th Tier/ 4 Mana
(Must have Attribute 14+ and a Caster Proficiency of 28+ to Cast)
Duration scales with Caster Proficiency
Grant an ally temporary Immunity to the opposed Energy Type
Only grants Light/Dark Resistance. Radiant and Shadow Energy bypass this protection
Radiant Aura/ Shadow Aura [Enchantment (Radiant/Shadow)]
(Costs 25 Ygg)
5th Tier/ 6 Mana
(Must have Attribute 15+ and a Caster Proficiency of 35+ to Cast)
Duration and Range scales with Caster Proficiency
Emit an aura of Radiant or Shadow Energy that lowers the Attributes of targets
Furthermore, it has a chance to inflict a weak Mental Status Effect
Blade of Radiance/ Blade of Shadow [Transmutation (Radiant/Shadow)]
(Costs 30 Ygg)
6th Tier/ 9 Mana
(Must have Attribute 16+ and a Caster Proficiency of 42+ to Cast)
Damage and Duration scales with Caster Proficiency
Sheath your Primary Weapon with energy for 6 seconds, dealing Radiant or Shadow damage
Can choose to deal low damage with each strike for the duration, or medium damage with a single strike
Radiance/ Shade [Evocation (Radiant/Shadow)]
(Costs 50 Ygg)
10th Tier/ 24 Mana
(Must have Attribute 20+ and a Caster Proficiency of 70+ to Cast)
Damage scales with Caster Proficiency
Call down a strike of energy that deals High Radiant or Shadow Damage to a single target
Status Effects
Info:
Afflicted - the one suffering from the Status Effect
Afflicter - the one who put the Status Effect
Another - not Afflicted (3rd party or Afflicter)
If it's not mentioned to be Permanent, it has a duration.
"Another's basic action" could be a slap or a shout, just a general "interact with", no skill required.
"Cannot be removed by Afflicted" doesn't mean "Cannot be prevented by Afflicted"
There are positive Status Effects, but they're not named in the CYOA.
(If it matters, I'd make Immunity to Mental Status Effects from equipment ignore positive Mental Status Effects as well, but I don't feel like making buffs)
Negative Mental Status Effects:
[Charm] (Charmed) - Incapable of attacking the Afflicter, removed when attacked by the Afflicter. Auto attack first Another that damaged Afflicter. Cannot be removed by Afflicted. [Charm] can be a partial failure/success of [Revulsion].
[Revulsion] (Revulsed) - Incapable of attack and casting spells. [Revulsion] can be a partial failure/success of [Charm].
[Fascination] (Fascinated) - Incapable of attacking the Afflicter, removed when generally attacked or by Another's basic action. Cannot be removed by Afflicted. [Fascination] can be a partial failure/success of [Charm] or [Revulsion].
[Panic] (Panicked) - Auto drop anything in hand (IE: Weapons) and auto run away from Afflicter. Afflicted receives extra damage from Afflicter. Can still use spells or consumables when auto fleeing.
[Fear] (Frightened) - Auto run away from Afflicter. Afflicted receives extra damage from Afflicter. Can still use spells or consumables when auto fleeing. [Fear] can be a partial failure/success of [Panic].
[Despair] (Shook) - Afflicted receives extra damage from Afflicter. [Despair] can be a partial failure/success of [Panic] or [Fear].
[Confusion] (Confused) - In random intervals randomly does either:
(1) Auto attacks the Afflicter
(2) Incapable of Physical or Supernatural actions (Can't move or do anything)
(3) Nothing, as if unaffected
(4) Auto runs away from Afflicter
(5) Auto attacks the closest Another
[Insanity] (Insane) - Permanent [Confusion]. Cannot be removed by Afflicted.
[Sleep] (Asleep) - Incapable of Physical or Supernatural action. Long duration, removed when generally attacked or by Another's basic action. [Sleep] can be a partial failure/success of [Knock Out].
Negative Physical Status Effects:
[Paralysis] (Paralyzed) - Incapable of Physical action. Permanent.
[Stun] (Stunned) - Incapable of Physical action. Electricity Elemental damage additional effect. [Stun] can be a partial failure/success of [Paralysis].
[Stop] (Stopped) - Incapable of Physical or Supernatural action. [Time Stop] falls into this.
[Slow] (Slowed) - Decrease Physical action speed, Dexterity is considered 2x lower. Cold Elemental damage additional effect. [Slow] can be a partial failure/success of [Stop], [Stun] or [Sap].
[Petrification] (Petrified) - [Slow] + delayed [Stop]. Permanent. Once Stopped Afflicted is considered a structure. (Immunity to [Slow] doesn't prevent from being Petrified)
[Silence] (Silenced) - Cannot cast spells. Cannot use Chat, unless Afflicted can communicate "telepathically" with someone.
[Blind] (Blinded) - Cannot detect by sight (Causes screen to go White/Dark unless Afflicted can detect by other means). Light and Dark Elemental damage additional effect.
[Deaf] (Deafened) - Cannot detect by sound. Cannot see/hear Chat, unless Afflicted can communicate "telepathically" with someone. Sonic Elemental damage additional effect.
[Doom] (Doomed) - Delayed Instant Death, a.k.a. Oxymoronic Death. [Doom] can be a partial failure/success to instant [Death].
[Knock Out] (Knocked Out) - Incapable of Physical or Supernatural action. Long duration, can be removed by Another's basic (lengthy) action. Result of 0 Vitality from Non-lethal damage and gaining [Fatigue] when being Exhausted .
[Exhaustion] (Exhausted) - -4 STR and -4 DEX. Even slower movement speed. Naturally gained when something causes [Fatigue] while already being Fatigued.
[Fatigue] (Fatigued) - -2 STR and -2 DEX. Slower movement speed. Naturally gained when depleting Stamina bar too often (short duration in that case).
Physical Damage-over-Time:
[Poison] (Poisoned) - Regular DoT.
[Sap] (Sapped) - Faster acting DoT. Has a shorter duration (deals the same amount of damage as regular, only quicker acting).
[Disease] (Sick) - Single Attribute DoT. Death when Attribute reaches 0. (Attribute depends on Afflicter, otherwise random. Attribute slowly returns after Disease duration has ended)
[Bleed] (Bleeding) - Regular DoT. Afflicted receives faster damage over time when performing Physical actions. Removed when Burning.
[Burn] (Burning) - Regular DoT. Heat Elemental damage additional effect.
Instant and/or "Hidden" Status Effects:
[Death] - As a status effect, it's instant Death.
[Banish] - For Summoned NPC only. Afflicted gets removed.
[Stagger] - Cancels the Afflicted's current Physical or Supernatural action, breaks concentration spells.
[Negate] - Cancels the Afflicted's current or next Supernatural action, breaks concentration spells.
[Corrosion] - Lowers equipment durability (which in turn lowers their damage/armor). Acid Elemental damage additional effect.
[Misdirect] - Display false data to Afflicted (Could be one or more: Vitality, Karma, Location, etc.).
[Dispel] - Removes (de)buff(s) on Afflicted. Afflicted could be an Object.