Wakfu MP

Intro

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You find yourself waking upon the glimmering back of a truly enormous dragon of stone, slumbering in the endless void of The Krosmoz. This is Incarnam, the plane which all souls will eventually come and go in order to enter the cycle of reincarnation once again. You however, are one of the very lucky few that get to choose their fate before they return to The World of Twelve. This grand opportunity has given birth to the greatest of heroes, the most regal of kings, the most dastardly of villains, and many more unequalled legends. So, What will you make of yourself?

Sex:

The first thing to decide is the general structure of your body between the two. Do not worry, as with the influence of magic the difference in your physical abilities is negligible at best. Males are typically laborers and soldiers, and Females are typically housewives and healers. That being said, strength and ability is respected above all else in all but the most stubborn of places. This paradigm may be broken at your whimsy if you have both the power and the confidence to do so.

Male

Female

Race

All races native to the World of Twelve are named after the God or Goddess who made them, and each inherit distinct specific mental and physical traits from their divine patrons, as their respective deities mold their bodies around the power inserted into the souls incoming through the Incarnam. You have the privilege of choosing which race you belong to according to your desires. You can choose one and only one Race, as even the mightiest of souls cannot handle the power of more than one divine being. Do note that while you will certainly have deeply hardwired instincts and inclinations, your overall personality can vary exceptionally from the baseline of whatever Race you choose.

Although Racial Abilities will be further elaborated upon later, Every Race's magic is connected to three of the following:
Earth, Air, Water, or Fire.
Along with these magics, each Race has their own Special Trait ,which will have a basic description of it to aid in choosing one of the following 20 Races.

Feca

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General

Feca are born guardians, with an innate instinct to protect the weak and their allies. To this end they refine their magics all their lives to serve as righteous defenders of in whatever way they can. Feca are quite possibly the most trustworthy people within the World of Twelve, with several legends and many historical archives depicting Feca defending their allies or even a precious possession they promised to protect to their dying breath. Thus, any and all peoples respect the Feca for both their prowess and their resolve.

Elements

Fecas are connected to the elements of Fire, Water, and Earth.

Special Trait: Protector

Feca has blessed her children with two unique forms of magic to protect those that need it. These magics are Armor, which allows the formation of barriers and Glyphs in order to control the battlefield for their allies.

Osamodas

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General

Osamodas' are the caretakers and protectors of all of the fauna of this world. From a stampeding Minatoror to the humble Tofu, all animals that live within the World of Twelve respect the Osamodas for both their strength and their care in maintaining the delicate balance of nature. With the other races of this world that are not animals, their attitude is generally soured. With the expansion of civilizaition comes the inevitable encroachment upon the natural order, something that Osamodas' abhor above all else. They will certainly work with others fight to save nature from calamity, but do not expect them to aid much within the constructs of society.

Elements

Osamodas' are connected Air, Fire, and Earth.

Special Trait: Beastmaster

Osamodas has blessed his children with the ability to communicate, command, and even give magical buffs all animals in the world. Osamodas also gifts his children a unique starfish-like being called a Gobgob. Gobgobs are attached to the soul at birth to all Osamodas' and have the ability to capture the souls of monsters for a myriad of magical things, most prominently to bring them forth into battle once again.

Enutrof

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General

Enutrofs are by far and away the greediest of all peoples within the World of Twelve, who will do anything to increase their preciously guarded hoard of Kamas. Their unfailing and unflattering universal greed makes them quite disliked amongst the Races of the World of Twelve. Not like they care, an Enutrof's only confidants are Enutrof himself, their Dhreller(s), and their vaults filled with millions (billions if you're a true Enutrof, some say) of golden, shiny, beautiful Kamas. Ironically, aside from tools to gather and protect Kamas and their illustrious hidden mansions, Enutrof are notorious cheapskates. With the average Enutrof having the same quality of life standards (and somehow FAR worse hygiene) than the average homeless brigand. This is both out of sense of miserly pragmatism, and to appear poor to accquire yet more Kamas. All that said, Enutrof on the hunt for gold are some of the the most determined and ruthless beings alive, and make for excellent teammates for bounty hunting or other adventures with the promise of loot.

Elements

Enutrof are connected to the elements of Water, Fire, and Earth.

Special Trait: Prime of Life

Enutrof's children almost always appear elderly, with their white hair, easily wrinkling skin, and very compact muscles that aren't typically visible. But after a certain point they just...don't physically age. In fact, as long as they hunt for more wealth (which is what they would do anyways) Enutrofs are technically permanently in their physical prime, only getting stronger and wiser until they eventually get killed in battle or in a cave-in while mining for gold. Enutrof also generously gifts his children with a nose for gold like no other, with every Enutrof able to sniff out gold nuggets and veins several dozen feet underground.

Sram

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General

Nearly the exact opposite of the Feca, Sram love nothing more than the time honored tradition of stealing from and killing people. They wear masks and tight bodysuits to both hide their identity and maximize efficiency in their favorite pastimes. "Luckily", Sram constantly seek to hone their craft, with thieving and murdering innocents becoming quite boring after a while. This means that they make for some of the best hired assassins in the World of Twelve, and will generally play nice with other adventurers if you can get it through their thick skull masks that they maybe shouldn't kill the entire party in their sleep for fun. Maybe. Never Relax around a Sram.

Elements

Srams are connected to the elements of Fire, Water, and Air.

Special Trait: Master Assassin

Sram blesses his children with especially deft and agile bodies, able to both get into and get out of any trouble they with cause. Sram magic generates Weak Points in their unfortunate targets, allowing for a Sram to cripple and kill them even more effectively than usual. This effectively allows for the Sram to have "critical hits".

Xelor

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General

In the beginning, all was still and the Krosmoz was a timeless infinity. God Xelor looked upon the burgeoning yet stale universe and twice swung his mighty Hammhour into the void. The first swing made a TICK and the second a TOCK. Using the resonance of these divine strikes he made the Divine Clock to bring forth and keep track of Time within the Krosmoz. His mortal followers fervently follow in their god's footsteps more than any Race, with an obsession of Time and all things that go tick and tock, crafting countless timekeeping machines of magnificent artifice and using their magic to gleefully warp and control their god's first creation. They wrap themselves in cloth and armor as a show of further devotion, as they do have names, faces, bodies and more, yet they are Xelor first and foremost.

Elements:

Xelor are connected to the elements of Water, Air, and Fire.

Special Trait: Chronomancy

Xelor blesses his children with Chronomancy, and it is every Xelor's pride and joy is their powerful ability to manipulate Time to both aid their attacks and prevent those of their enemies.

Ecaflip

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General

Ecaflip are, without exception, all compulsive gamblers in one way or another. Ecaflip don't even do it for the feeling of winning, just the feeling of putting their fate on the chopping block is absolutely euphoric for these feline humanoids and serves as more than enough motivation to jump into life-threatening combat without any hesitation. Chance and combat are the lifeblood for any Ecaflip, making them potent allies in combat....if they're lucky.
(Ecaflip can also take the appearance of any cat breed)

Elements

Ecaflip are connected to the elements of Fire, Earth, and Water

Special Trait: Weaponized Gambling

Ecaflip gifts his children with immensely athletic feline physiques, capable of getting them out of nearly any trouble they put themselves in. Their most renown gift however is their innate Betting Magics, which allows them to use chance to potentially grant themselves unrivaled power and incredibly potent abilities surpassing that of all other Races combined, if they're lucky enough of course.

Eniripsa

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General

Eniripsa take pride in shouldering the burden of a healer, knowing it is them and them alone who are capable of doing what they do. Eniripsa generally get along with any and all living things, and are practically a requirement for any team of aspiring adventurers lest they wish to meet their maker. It is also a very bad idea to make an Eniripsa angry, for various reasons.

Elements

Eniripsas are connected to the elements of Water, Air, and Fire.

Special Trait: Heal and Hurt

Eniripsa blesses her children to be by far the most potent healers within the World of Twelve, capable of healing anything short of death in mere moments, with some even being capable of bringing recently deceased souls back from the Incarnam. They are also blessed to be able to defend themselves and their allies, and due to their general lack of lethality, fighting an Eniripsa can be one of the most painful experiences imaginable as one's body is riddled with various afflictions that tear it apart from the inside out.

Iop

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General

Iops are fearless warriors who love nothing more than a good fight and thrive within any and all conflict, small or apocalyptic. That being said, Iops are....not that bright. At all. In fact "Iop-brained" is more often than not used in place of "stupid" or "retarded" within the World of Twelve due to their low universally low intellect. Iops love the simple things in life, such as fighting, showing off, and hefting around the largest sword they can possibly wield. If you do manage to make friends with a Iop and can put up with their constant asking of what words mean, you have yourself a loyal ally and warrior who will fight alongside you to the ends of the Krosmoz. Just remember that a ubiquitous Iop proverb is "Act before you think".

Elements

Iops are connected to the elements of Fire, Earth, and Air

Special Trait: Simple Strength

Iop blesses his children with a body built for battle, with any Iop being tough and strong to the point where they can physically overpower and outlast most of their problems, such as thinking.

Cra

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General

The most popular Cra saying, said to be given as a holy commandment by their Goddess is "Pride and Precision" and thus the Cra endeavor to follow that to a tee. Cra are trained from the moment they can walk to be able to become archers without compare. Cra are very confident in their abilities, oftentimes to the point of arrogance, which they would say is well earned. Cra are also trained in other matters that do not pertain to archery, constantly stricing to make themselves the best in whatever field they happened to be inclined to. At the end of the day though, nothing is more satisfying to a Cra than plucking arrows in whatever unfortunates happen to be their enemies with pinpoint accuracy.

Elements

Cras are connected to the elements of Air, Fire, and Earth

Special Trait: Unrivaled Archer

Cra blesses her children with incredibly eyesight and hearing, able to see and hear minute details over incredible distances. Cras are also able to make a nigh-endless amount of magical arrows that can be blessed with further effects.

Sadida

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General

Counterpart to the Osamodas, the Sadida are the guardians of all flora within the World of Twelve. Sadida love and venerate all plant life, taking care of and maintaining all of the forests within the world, from the small patches around a village to the gargantuan and seemingly endless expanse of green that is the Sadida Kingdom. Sadida are more than willing to fight any enemy who would dare harm their precious forests, and make for potent allies as long as they are properly motivated.

Elements

The Sadida are connected to the elements of Earth, Air, and Water

Special Trait: One with Nature

Sadida blesses his children with a powerful connection to natural phenomena, allowing them to commune with plants and command the world around them to their needs and desires. Sadida also all gain special Voodolls, which they can channel their magics through.

Sacrier

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General

Sacrier are known far and wide for being the best attrition fighters in the World of Twelve, more than willing and able to fight in the most grueling of gauntlets without complaint or worry. A blackout drunk Pandawa is a very dangerous Pandawa.

Rogue

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General

Rogues are other criminally-inclined Race, but unlike the Sram they have codes of honor, and would never go after innocents and will viciously hunt down any who would dare harm their allies or "gang" as they would call it. Rogues also possess the most modern weaponry of all Races, using guns and bombs as weapons rather than swords and bows. Rogues value cunning and innovation above all else, making for incredibly complex and advanced(by relatively medieval standards) underground criminal networks in which they thrive and create new and powerful weaponry.

Elements

Rogues have a connection to the elements of Earth, Air, and Fire.

Special Trait: Criminal Mastermind

Rogue blesses his children with a supernatural talent for conniving and jury-rigging new and deadlier weapons in order to make names for themselves, and an even greater talent to use them with incredible efficiency and stealth.

Masqueraider

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General

Maquerairders are....weird. I mean sure all Races have their quirks and eccentricities,but Masqueradiers? Nothing. You can't possibly predict them, their personalities, or hell even their powers. One is a crusader of faith and justice, and the next one is a bonafide villain who wishes to dominate the World of Twelve. Nobody knows their origins, if they even have one. All that is known is that they carry and wear strange masks that give them even stanger powers.
(You can give your personal Masqueradier whatever inclinations you want)

Elements

Masqueradiers are connected to the elements of Water, Air, and Fire

Special Trait: Masked

Masqueradier blesses his children with masks filled to the brim with powerful magic, allowing them to do various odd yet potent feats of magic

Ouginak

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General

Ouginaks are extremely brutal hunter-gatherers, who constantly seek greater and tougher prey in order to prove their dominance and ability to their kin. If anything, the perilous adventures that they go on outside of their tribes with other Races are refreshing vacations compared to the constant struggle for survival within their home territories. Ouginaks are constantly filled with rage, barking at and even starting physical conflicts with those that they do not trust due to how harsh their lives usually are. But once one garners true friendship with an Ouginak, nothing will break that bond of loyalty asides from death itself.

Elements

Ouginaks are connected to the elements of Water, Earth, and Air

Special Trait: Primal Fury

Ouginak blesses his children with a body built for constantly hunting an brawling, surviving all the world has to throw at them and being able to fight back. Additionally, an Ouginak's rage is is as tangible as any other form of magic, able to empower them in order to mercilessly hunt down and kill their Prey.

Steamer Foggernaut

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General

Steamers are from an ancient and illustrious time, only being remembered by beings at the very least a millennia old. They hid deep within the seas within massive submarines during Ogrest's Chaos, and have only begun to emerge within the present era hundreds of years after it's end. They remain as curious and inventive as ever, using their inventions in order to rebuild and upgrade their way of life. They seemingly get along just fine with the other Races, though there is always a sense of distance between them and their ways of life and magic.

Elements

The Steamers come from a time before the Elements were flowing through all magics, and thus are connected to none.

Special Trait: Ancient Genius

God Foggernaut grants his isolated undersea followers a penchant for invention and innovation like no other, with a Steamer able to overcome any opponent with wits and machines.

Stasis Foggernaut

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(There is a female version, there just isn't any images with them both together)

General

Unlike the Steamers who somewhat share their namesake, Foggernauts are a relatively recent Race within the World of Twelve. Their origin was within a devastating war machine made by an immensely powerful Xelor. Once the Steamers started their grand return, they acquired the schematics of the war machine and made the first Foggernauts in order to provide labor. Eventually they became receptacles for incoming souls from the Incarnam, and thus they peacefully left the Steamers in order to explore the World of Twelve and their own abilities granted by the Stasis that powers them.

Elements

Foggernauts are connected to the Elements of Earth, Fire, and Stasis.

Special Trait: Modern Engineering.

While they are technically atheists, God Foggernaut still imbues his mechanical "followers" with the same drive and talent for innovation that their ancient counterparts possess.

Eliatrope

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General

Eliatropes shouldn't exist. Seriously. Their entire Race only exists because of an immensely convoluted time paradox that I shall not explain here. What does matter though, is that all Eliatropes are reflections of their King-God that are around purely via a freak accident...kinda. Again, not getting into it. As simultaneously the oldest and newest residents of the World of Twelve, these adventurous beings are alien to every civilization within the World of Twelve, even more so than the Steamers. Eliatropes are born explorers who spend their days luxuriating in all the adventures that can be found within their "new" home and learn about the secrets that lie within both the world around them, and their own curious nature.

Elements

Eliatropes are connected to the elements of Water, Earth, and Air.

Special Trait: King-God's Portals

The most potent ability that all Eliatropes inherit from their King-God is the ability to freely make portals in physical space. The first leads to an infinite personal pocket dimension, and the second leads back out. While simple, this allows an Eliatrope to be one of the most annoying opponents in the World of Twelve, and with training they can manipulate Wakfu for awe-inspiring effects.

Huppermage

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General

Huppermages are the most dedicated mages of all, studying all their lives within massive libraries to master and perfect their Elemental Magic. They do this in order to be appointed to protect and uphold the ever esoteric Krosmic Balance, these assignments can range anything from protecting a massive magical gateway to cosmic horrors, or partying with adventurers. Yet, as the ever-dutiful paladins that Huppermages are they do this without complaint and definitely do not goof off and have unprofessional things like "friends" and "relationships". Though, perhaps the Krosmic balance requires both.

Elements:

Huppermages are connected to the elements of Fire, Earth, Air, Water, and Light.

Special Trait: Archmage

God Huppermage grants it's followers with an immense talent for all Magics, so much so that Huppermages can even use the Magics possessed by other Races along with their own.

Dragon

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General

Whether they be the direct spawn of Osamodas or The Great Dance of the Krosmoz, two things are universal amongst all Dragons: They take the form of enormous winged firebreathing lizards, and are pound for pound the most powerful natural beings in the World of Twelve. Each and every Dragon is a legendary demigod in their own right, able to hold sway over the decisions of the most powerful people in the world via their presence alone. Surprisingly, while dragons are certainly prideful, they are not all that arrogant and instead tend to stick to their own desires and whims instead of taking time to belittle the other Races of the world.

Elements

Dragons are not connected to any elements, as their bodies are more than able to supply itself without being overtly connected to the natural world.

Special Trait: Draconic Might

Dragons are able to channel the Stasis and Wakfu that flows through them in order to strengthen themselves even further than their already mighty selves. Asides from that they aren't capable of much asides from very basic self-centered barriers, with even the wisest and most ancient of dragons only being capable of relatively basic elemental manipulation. So while a Dragon is certainly always going to be a daunting opponent, they can oft be overwhelmed by the versatile and potent abilities possessed by other Races.

ShuShu

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General

While Dragons are indeed the most powerful natural beings within the World of Twelve, there are beings that lay far beyond the natural order. The most prominent of these are Shushus, demons of malicious intent and destructive impulse made manifest that seemingly wish for nothing more than the dominion, corruption, or destruction of all that was, is, and will ever be. As an attempt to keep the World of Twelve safe, the Gods have sealed them in nearly indestructible artifacts which can be practically anything, from a weapon to jewelry to furniture to a house. The Gods then assigned Guardians to both protect the world and potentially use the Shushu for good. However, Shushus have the ability to possess any living thing and will always attempt to use it on their Guardians or any other thing if they are left alone for but a moment. Thus, the Shushu Guardians live in a precarious balance that can be toppled in an instant if they give in for but a moment.

Unique Playstyle:

There are 4 ways to play a Shushu and/or Guardian(A Dragon cannot be a Guardian):
1: You can be both a Guardian and a customizable Shushu to essentially play as two separate beings. You may invest customization options into both, or you can be a generic Twelvian and only customize your given Shushu.
2: You can be a Possessed Guardian, having both the attributes of a Shushu and the Guardian as one. Again, this Guardian may have a Race or be a generic Twelvian.
3: You can be a Free Shushu, only having to customize your Shushu and roam the World of Twelve "freely". As seen with Luis and Rubilax, Shuhus can be relatively fine within society in their true form or as an artifact, you will have a very hard time and have to prove yourself over and over to not be Skaven-tier evil, which all Shushus have an instinctual desire to be.
4: MP ONLY: Another anon may declare themselves a Guardian, and you their given Shushu or vice-versa. If they do this then they only are responsible for their own build, thus allowing them to make full use of their customization options and powers. Anons who choose the rough path of a Shushu Guardian will also gain exclusive and powerful magics and rewards.

Elements

Shushus are reviled by the nature world, and gain no help from it.

Special Trait: Demonic Gifts

Powerful Shuhus(of which you will be/are the Guardian of) are possessors of arguably the most powerful and potent abilities of all Races that allow them to stand head and shoulder above all others and completely overwhelm all who would stand in the way of their endless evil and wrath. The sealing of Shushus are one of the very few things that all of the Gods agreed to do, and it is for a reason.

Racial Mechanics

Aside from Steamers, Dragons, and Shushus, all of the Races have their abilities derived from both their Elements, and their Racial Abilities. You will be able to choose one Element for your build, and

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Pub: 03 Oct 2024 22:27 UTC

Edit: 09 Apr 2025 20:21 UTC

Views: 282