Updates
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
New rules for sub-characters:
All current sub-characters are now full PCs with full slots. I lost my tracker for sub-PCs and slots, so we're just making everyone full and not stuck with one another. New sub-PCs may happen in the future, but that will be addressed at that time.
New rules for slots:
A PC has the following slots:
1) A battle slot
- Usable for battles, event matches, special matches, mini-quests, and the like.
2) A player thread slot
- Usable for standard player quests.
3) A major quest slot
- Usable for official quests and megaquests so that we don't have to force PCs through threads when those hit.
4-A to 4-Z) A mod-run slot for each mod running worlds
- One per PC per mod who is running worlds.
New rules for items in multiple threads:
- Items can be in multiple places at a time.
- If multiple different things happen to an item in multiple places, the worst generally carries after the threads end.
- Sometimes things may echo between threads, but this is something I can handle and isn't something that players need to check about - if I haven't said that something has happened, nothing has happened.
- If multiple different positive things happen with an item in multiple places, I can sort out the final result.
- Hopefully item conflicts won't happen too often, but I think that we can make this work.
A general request:
- People should try to maintain a set of modified stats so that they can jump into statted events without having to spend days making their builds.
- People should also try to maintain a set of RP equipment and an ability list (without modified stats) to be able to jump into RP-events when those pop up.
There was almost another slot for statted events, but general chat feedback indicated a preference that those just be unslotted, so we can just roll with that instead.
All current sub-characters are now full PCs with full slots. I lost my tracker for sub-PCs and slots, so we're just making everyone full and not stuck with one another. New sub-PCs may happen in the future, but that will be addressed at that time.
New rules for slots:
A PC has the following slots:
1) A battle slot
- Usable for battles, event matches, special matches, mini-quests, and the like.
2) A player thread slot
- Usable for standard player quests.
3) A major quest slot
- Usable for official quests and megaquests so that we don't have to force PCs through threads when those hit.
4-A to 4-Z) A mod-run slot for each mod running worlds
- One per PC per mod who is running worlds.
New rules for items in multiple threads:
- Items can be in multiple places at a time.
- If multiple different things happen to an item in multiple places, the worst generally carries after the threads end.
- Sometimes things may echo between threads, but this is something I can handle and isn't something that players need to check about - if I haven't said that something has happened, nothing has happened.
- If multiple different positive things happen with an item in multiple places, I can sort out the final result.
- Hopefully item conflicts won't happen too often, but I think that we can make this work.
A general request:
- People should try to maintain a set of modified stats so that they can jump into statted events without having to spend days making their builds.
- People should also try to maintain a set of RP equipment and an ability list (without modified stats) to be able to jump into RP-events when those pop up.
There was almost another slot for statted events, but general chat feedback indicated a preference that those just be unslotted, so we can just roll with that instead.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules update:
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules clarification:
Only Outer Lords may purchase World Laws from the Ability Shop. Other characters may be able to sometimes obtain them from special rewards or other means.
Only Outer Lords may purchase World Laws from the Ability Shop. Other characters may be able to sometimes obtain them from special rewards or other means.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules Clarifications:
New PCs do not currently start with SAN, INF, or RES.
New PCs do not currently start with SAN, INF, or RES.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules clarification:
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Please update Lili's deity profile (and any other existing PC deity profile) so that the Max Benefit Level is (PC Level - 1) instead of a divided version of PC Level. If someone is starting with something higher, please let me know.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules Update for PC Deities:
A PC who becomes a deity may set up a deity block in the style of the ones for NPC Patron Deities.
A PC deity's Max Benefit Level is, by default, equal to that PC deity's Level minus one.
A PC with passive abilities whose name includes 'Bestow Worshiper Benefit' may set up conditionals for the acquisition of those benefits. These benefits may be claimed in RP threads, or, if the conditionals are purely mechanical, may be claimed in Ability Shop posts. Conditionals may include the possession of a given Level, subtype, element, ability, and/or item. They may also include task-like requirements, which the PC attempting to obtain the benefit and/or the PC granting the benefit are responsible for tracking. They may also include requiring a nebulous 'quest', in which case the benefit is only granted via RP threads. A PC deity may change these benefits at any time or choose to specifically grant a PC who has not met a requirement one of the PC deity's worshipper benefits or to specifically bar a given PC worshiper from obtaining a benefit that worshiper would otherwise qualify for.
A PC setting up such a deity block may decide its own tenets. Barring unusual circumstances, the PC decides when a tenet has been violated and whether corrective action for that violation involves the removal of one or more granted worshipper benefits. If a PC does so, this may happen immediately in RP threads, acting across threads even if the PC deity is not directly present there, unless it is judged by Gadigan or a mod running a mod-run-world thread that the location the PC is in (or some other circumstance) would interfere with said remote monitoring and removal. If a PC loses worshiper benefits in this manner, their loss occurs between instances of a battle thread - current battles, random quests, special matches, event matches, and the like conclude without modification, but cannot be repeated with the lost benefit.
A PC deity may choose its own favored classes, elements, and subtypes. These have no mechanical effect on their own and exist at the PC deity's discretion, but must be actual known classes, elements, and subtypes.
A PC deity does not by default obtain an afterlife and should omit that section of the block unless specifically and actively instructed to do otherwise.
A PC who becomes a deity may set up a deity block in the style of the ones for NPC Patron Deities.
A PC deity's Max Benefit Level is, by default, equal to that PC deity's Level minus one.
A PC with passive abilities whose name includes 'Bestow Worshiper Benefit' may set up conditionals for the acquisition of those benefits. These benefits may be claimed in RP threads, or, if the conditionals are purely mechanical, may be claimed in Ability Shop posts. Conditionals may include the possession of a given Level, subtype, element, ability, and/or item. They may also include task-like requirements, which the PC attempting to obtain the benefit and/or the PC granting the benefit are responsible for tracking. They may also include requiring a nebulous 'quest', in which case the benefit is only granted via RP threads. A PC deity may change these benefits at any time or choose to specifically grant a PC who has not met a requirement one of the PC deity's worshipper benefits or to specifically bar a given PC worshiper from obtaining a benefit that worshiper would otherwise qualify for.
A PC setting up such a deity block may decide its own tenets. Barring unusual circumstances, the PC decides when a tenet has been violated and whether corrective action for that violation involves the removal of one or more granted worshipper benefits. If a PC does so, this may happen immediately in RP threads, acting across threads even if the PC deity is not directly present there, unless it is judged by Gadigan or a mod running a mod-run-world thread that the location the PC is in (or some other circumstance) would interfere with said remote monitoring and removal. If a PC loses worshiper benefits in this manner, their loss occurs between instances of a battle thread - current battles, random quests, special matches, event matches, and the like conclude without modification, but cannot be repeated with the lost benefit.
A PC deity may choose its own favored classes, elements, and subtypes. These have no mechanical effect on their own and exist at the PC deity's discretion, but must be actual known classes, elements, and subtypes.
A PC deity does not by default obtain an afterlife and should omit that section of the block unless specifically and actively instructed to do otherwise.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules Clarification:
PC deity blocks should get their own post in the Patron Deity thread.
PC deity blocks should get their own post in the Patron Deity thread.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Rules clarification:
PC deities may worship themselves. RP-wise, this represents a focus on one's own divine power and refining it rather than literal self-worship most of the time.
PC deities may worship themselves. RP-wise, this represents a focus on one's own divine power and refining it rather than literal self-worship most of the time.
- The Nottest of Daves
- High Plains Drifter
- Posts: 1299
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Shop Update
Shop Update:
[19:59] Ordo Hereticus: As a related question, should Kadamarthus Spice and Swagleaf still be Food Consumables, or should they go over to live in Drugs?
[19:59] Ordo Hereticus: Kadamarthus Spice- (Consumable, Food, Fire & Psychic & Spatial, 1 Charge, 17,000,000 Gold) Satiates addiction; Has RP effects
Swagleaf- (Consumable, Food, Wealth & Illusion, 1 Charge, 5,000,000 Gold) Satiates addiction; Has RP effects
[20:00] Ordo Hereticus: related mostly because I suspect Drug-Lord Ryuutarou wasn't exactly the plan for the Recipe book, but it's technically a legal option while they're food XD
[20:01] Gadigan: Please convert them to Drugs. This can be posted.
Amused by Drug-Lord Ryuutarou, though. If you want a month of producing those two, you can
[20:01] Ordo Hereticus: Nah, hahahaha
[20:02] Ordo Hereticus: Oh, not relevant to the Recipe book, but another thing outside of the Drug Category
[20:02] Ordo Hereticus: Neuron Grease- (Consumable, Potion, Psychic & Technology & Energy & Electrical, 1 Charge, 30,000,000 Gold) Satiates addiction; Has RP effects
[20:02] Ordo Hereticus: is a Potion
NEW
[20:03] Gadigan: Make it a Drug too, please
[19:59] Ordo Hereticus: As a related question, should Kadamarthus Spice and Swagleaf still be Food Consumables, or should they go over to live in Drugs?
[19:59] Ordo Hereticus: Kadamarthus Spice- (Consumable, Food, Fire & Psychic & Spatial, 1 Charge, 17,000,000 Gold) Satiates addiction; Has RP effects
Swagleaf- (Consumable, Food, Wealth & Illusion, 1 Charge, 5,000,000 Gold) Satiates addiction; Has RP effects
[20:00] Ordo Hereticus: related mostly because I suspect Drug-Lord Ryuutarou wasn't exactly the plan for the Recipe book, but it's technically a legal option while they're food XD
[20:01] Gadigan: Please convert them to Drugs. This can be posted.
Amused by Drug-Lord Ryuutarou, though. If you want a month of producing those two, you can
[20:01] Ordo Hereticus: Nah, hahahaha
[20:02] Ordo Hereticus: Oh, not relevant to the Recipe book, but another thing outside of the Drug Category
[20:02] Ordo Hereticus: Neuron Grease- (Consumable, Potion, Psychic & Technology & Energy & Electrical, 1 Charge, 30,000,000 Gold) Satiates addiction; Has RP effects
[20:02] Ordo Hereticus: is a Potion
NEW
[20:03] Gadigan: Make it a Drug too, please
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
- The Nottest of Daves
- High Plains Drifter
- Posts: 1299
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Updates
New ruling:
* Damage values present on standard Enemy-style attacks are considered to be Static Damage.
* Attacks using Static Damage perform damage calculations as though they were Enemy attacks, even if a PC is performing them, but are not inherently considered Flat.
* Any Flat or Static Damage value that is part of an ability or Constant Effect, but not an item, is considered to be a Listed Damage Value.
As per statements here:
* Damage values present on standard Enemy-style attacks are considered to be Static Damage.
* Attacks using Static Damage perform damage calculations as though they were Enemy attacks, even if a PC is performing them, but are not inherently considered Flat.
* Any Flat or Static Damage value that is part of an ability or Constant Effect, but not an item, is considered to be a Listed Damage Value.
As per statements here:
Lord Gadigan wrote: ↑Thu May 06, 2021 4:13 am [7:21 PM] The One True Pathaky: "and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values,"
[snipped for brevity]
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
New Levelup Requirement for Knights:
They need Knightly Commendations from one of their orders (and at least one from each order in the case of knights with multiple orders), obtained for completing quests (official, player, mod-run) that are in sync with their orders' goals.
9:59 PM] Celas: Suggestion!
[9:59 PM] Celas: Set a level requirement at 19/39/etc for Knights as "Knightly Commendation" or something to that effect
[10:00 PM] Celas: Something tangible that can be awarded for quests and actions and the like
[10:00 PM] Gadigan: I like this idea, maybe a certain number of them at each mark
[10:00 PM] Gadigan: That way the knights don't just rocket up to 99
[10:01 PM] Gadigan: 1 at 19, 5 at 39, 10 and 59, 25 at 79, with quests at the respective level being needed for them
[10:01 PM] Gadigan: Yes, doing this
[10:01 PM] Gadigan: Thank you
They need Knightly Commendations from one of their orders (and at least one from each order in the case of knights with multiple orders), obtained for completing quests (official, player, mod-run) that are in sync with their orders' goals.
9:59 PM] Celas: Suggestion!
[9:59 PM] Celas: Set a level requirement at 19/39/etc for Knights as "Knightly Commendation" or something to that effect
[10:00 PM] Celas: Something tangible that can be awarded for quests and actions and the like
[10:00 PM] Gadigan: I like this idea, maybe a certain number of them at each mark
[10:00 PM] Gadigan: That way the knights don't just rocket up to 99
[10:01 PM] Gadigan: 1 at 19, 5 at 39, 10 and 59, 25 at 79, with quests at the respective level being needed for them
[10:01 PM] Gadigan: Yes, doing this
[10:01 PM] Gadigan: Thank you
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
*Tonsett-Dorne, Great Camel of the Thousand Crystalline Volcanoes
Level 74 Boss
Great Beast, Earth & Fire & Crystal (2)
HP- 42,555,219,210
MP- 7,504,301,208
STR- 265,200
AGI- 238,100
CON- 264,200
MIN- 127,500
SPI- 130,100
XP- 0
Defense- 100,100
Defense against Stat Damage- 16,800
Critical Chance- 148%
Resilience- 148%
To Hit- 230%
Dodge- 100%
Resistances and Immunities- Absorbs Crystal (2), Absorbs Fire, Earth Immunity, 100% Physical Resistance, 100% Magic Resistance, 100% Technology Resistance, 100% Psychic Resistance, 50% Base Element Resistance, 250% Sonic Weakness, Poison Immunity, Paralyzed Immunity, Absorbs Burning, Absorbs Entombed, Burning Immunity, Entombed Immunity, Petrification Immunity, 296% Minor Status Effect Resistance, 148% Minor Status Effect Resistanec, 74% Major Status Effect Resistance
Prime Attribute- Constitution
Constant Effects-
Great Camel of the Thousand Crystalline Volcanoes- At the start of the thread, possessor acquires 10 Supervolcano Humps, Each uses possessor's Defense and Immunities and has a seperate pool of 400,000,000 HP, Possessor is Immune to sources below Level 60, Possessor has a 99% chance of automatically resurrecting upon death unless possessor is killed by an individual who possesses the ability 'Expert Summoner Magic Attunement' or 'Expert Druid Magic Attunement', or possessor is killed by an individual who is a summon of an individual who possesses the ability 'Expert Summoner Magic Attunement' or 'Expert Druid Magic Attunement', Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 97 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Boss Effect
Auto-Overcrash- If possessor would be killed and has not yet used its Overcrash in the thread, possessor is auto-resurrected at full HP and MP with no buffs, debuffs, or status effects present and then uses its Overcrash, This does not occur if the Terrain or Phantom Terrain is set to 'Frozen Cosmos' by a source with the ability 'Expert Druid Magic Attunement' or 'Expert Geomancy Attunement', Boss Effect
Eidolon-Capable- Possessor takes double damage from effects replicated by spells whose name includes 'Fading Call', to a max of 2,000,000,000 additional Damage, Possessor takes double damage, to a max of 2,000,000,000 additional damage per round, from summons, Constant Effect
Supervolcano Bombardment- For each Supervolcano Hump possessor possesses, possessor may, at the start of each round, choose between either gaining an additional action in turn order that must be used to perform an action that possessor has not yet performed in the same round or to deal 3,000,000 Flat Earth, Fire, or Crystal element damage to up to 800,000 targets, Constant Effect
Bactrian Retribution- Whenever possessor loses a Supervolcano Hump, possessor inflicts Petrified on the removal's source, If possessor loses multiple Supervolcano Humps in the same round, possessor also deals 100,000,000 Flat Universe element Damage to all allies of the removal's source, including the removal's source, Constant Effect
Constant Eruption- Whenever possessor, through a means other than this Constant Effect, including through a status effect, deals Damage to a target, possessor may choose to deal an equal amount of Flat Earth, Fire, or Crystal (2) Damage to that target, Constant Effect
Meltdown Engaged- Quantities of Flat Damage possessor deals are increased by 100% for each 10% of possessor's Max HP that possessor is missing, Possessor's Prime Attribute is considered to be 25% higher for each 10% of possessor's Max HP that possessor is missing, Constant Effect
Red Earth Crystallization- At the start of each round, possessor has a 500% chance of inflicting Entombed on each opponent, then a 400% chance of inflicting Burning on each opponent afflicted with Entombed, then a 300% chance of inflicting Entombed: Shard Prison on each opponent afflicted with Burning, then a 200% chance of inflicting Petrified on each opponent afflicted with Entombed: Shard Prison, Constant Effect
Supermassive- Possessor gains an amount of HP equal to (50x Possessor's Listed HP on the Enemy List or Boss List), provided that possessor is present on either the Enemy List or Boss List, Possessor may be targeted as up to 5 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, Constant Effect
Abilities-
Nation-Crushing Camel Stomp- 300,000 Damage, this action deals double Damage to Units and Large Structures, Earth or Physical or Crystal (2), 0 MP
Moltenize- Target buff or positive status effect from a source below Level 97 is destroyed, and, if this destruction is successful, its possessor is dealt 6,000,000 Flat Fire or Fire & Crystal (2) element Damage, Fire or Fire & Crystal (2), 0 MP
Giga-Eruption- 300,000 Damage, 500% inflicts Burning, 500% inflicts Entombed, 1 hit against 3,000,000,000, Fire & Earth, 5,000,000 MP
Geomelt- Target Zone, Terrain, or Phantom Terrain from a source below Level 97 is destroyed; if it was not 'Frozen Cosmos', all individuals in it are dealt 3,000,000 Flat Fire or Fire & Crystal (2) element Damage; if it was 'Frozen Cosmos', caster is dealt 500,000,000 Flat Ice element Damage, Fire or Fire & Crystal (2), 7,000,000 MP
Crystal Spit- 300,000 Damage, 200% inflicts Petrified, Earth or Cystal (2) or Water & Crystal (2) or Earth & Crystal (2), 7,000,000 MP
Immaculate Crystal Curse- Target individual who does not possess the ability 'Expert Druid Magic Attunement', 'Expert Dark Magic Attunement', or 'Adept Artifice Attunement', who does not Absorb Cursed, who does not Reflect Cursed, who is not Immune to Cursed, who does not have 50% or greater Cursed Resistance, and who is not greater than Level 74 has the text of one of its non-pet, non-spell items that is worth under 2,000,000,000 Gold removed as a non-removable debuff, Darkness & Crystal (2), 7,000,000 MP
Space-Rending Camel Laser- 300,000 Damage, 1 hit against 60,000, this action may target entities below Level 84 in other battlespaces so long as no entity of Level 94 or greater in either caster's battlespace or a target's battlespace objects, Light or Crystal (2) or Spatial, 7,000,000 MP
Crystal Camel Meteor Nuke- 3,000,000 Damage, This attack deals 14 times normal Damage if not replicated, 5 hits against 400,000, this attack is delayed 4 rounds, this attack is cancelled if its caster loses a Supervolcano Hump while it is delayed, Earth & Fire & Astral & Crystal (2), 14,000,000 MP
Majesty of Tonsett-Dorne- All opponents who do not possess the ability 'Adept Druid Magic Attunement' and who are not Glory, Nobility, Wealth, Treasure, or Crystal (2) element have a 100% chance of being afflicted with Dominion, Glory & Nobility & Wealth & Treasure & Crystal (2), 14,000,000 MP
Liquid Crystal Gigatsunami- 300,000 Damage, 1,000% inflicts Paralyzed, 500% inflicts Drowning, 500% inflicts Entombed: Shard Prison, 74% inflicts Petrified, 1 hit against 4,000,000,000, Water & Crystal (2), 28,000,000 MP
Phantom Overcrash: Planetary Crystalline Era Meltdown- 3,000,000 Damage, Caster's Prime Attribute becomes (Constitution x 2) for this action, 140% inflicts Petrification, 140% inflicts Instant Death on Astral Beings, 1 hit against 60,000,000,000, Before this action generates an attack, it destroys all Chronogeomantic Zones, then all Zones created by sources below Level 97, then all other battlespaces created by sources below Level 97, then all Phantom Terrains created by sources below Level 97, then all Terrains created by sources below Level 97, then all Time element buffs and debuffs created by sources below Level 97, then all Spatial element buffs and debuffs created by sources below Level 97, Sets caster's MP to 0 for the remainder of the thread, If another individual replicates this ability (including replicating it as though its possessor on the Boss List were casting it), said individual's MP is set to 0 for the remainder of the thread, This ability may be replicated a max of once per thread across all possessors and replicators, This ability may not be replicated (including replicating it as though its possessor on the Boss List were using it) by an individual who possesses 0 MP, Crystal (2), 1 MP
Drops-
11,100,000 Gold
1,110,000 XP
Level 74 Boss
Great Beast, Earth & Fire & Crystal (2)
HP- 42,555,219,210
MP- 7,504,301,208
STR- 265,200
AGI- 238,100
CON- 264,200
MIN- 127,500
SPI- 130,100
XP- 0
Defense- 100,100
Defense against Stat Damage- 16,800
Critical Chance- 148%
Resilience- 148%
To Hit- 230%
Dodge- 100%
Resistances and Immunities- Absorbs Crystal (2), Absorbs Fire, Earth Immunity, 100% Physical Resistance, 100% Magic Resistance, 100% Technology Resistance, 100% Psychic Resistance, 50% Base Element Resistance, 250% Sonic Weakness, Poison Immunity, Paralyzed Immunity, Absorbs Burning, Absorbs Entombed, Burning Immunity, Entombed Immunity, Petrification Immunity, 296% Minor Status Effect Resistance, 148% Minor Status Effect Resistanec, 74% Major Status Effect Resistance
Prime Attribute- Constitution
Constant Effects-
Great Camel of the Thousand Crystalline Volcanoes- At the start of the thread, possessor acquires 10 Supervolcano Humps, Each uses possessor's Defense and Immunities and has a seperate pool of 400,000,000 HP, Possessor is Immune to sources below Level 60, Possessor has a 99% chance of automatically resurrecting upon death unless possessor is killed by an individual who possesses the ability 'Expert Summoner Magic Attunement' or 'Expert Druid Magic Attunement', or possessor is killed by an individual who is a summon of an individual who possesses the ability 'Expert Summoner Magic Attunement' or 'Expert Druid Magic Attunement', Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 97 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Boss Effect
Auto-Overcrash- If possessor would be killed and has not yet used its Overcrash in the thread, possessor is auto-resurrected at full HP and MP with no buffs, debuffs, or status effects present and then uses its Overcrash, This does not occur if the Terrain or Phantom Terrain is set to 'Frozen Cosmos' by a source with the ability 'Expert Druid Magic Attunement' or 'Expert Geomancy Attunement', Boss Effect
Eidolon-Capable- Possessor takes double damage from effects replicated by spells whose name includes 'Fading Call', to a max of 2,000,000,000 additional Damage, Possessor takes double damage, to a max of 2,000,000,000 additional damage per round, from summons, Constant Effect
Supervolcano Bombardment- For each Supervolcano Hump possessor possesses, possessor may, at the start of each round, choose between either gaining an additional action in turn order that must be used to perform an action that possessor has not yet performed in the same round or to deal 3,000,000 Flat Earth, Fire, or Crystal element damage to up to 800,000 targets, Constant Effect
Bactrian Retribution- Whenever possessor loses a Supervolcano Hump, possessor inflicts Petrified on the removal's source, If possessor loses multiple Supervolcano Humps in the same round, possessor also deals 100,000,000 Flat Universe element Damage to all allies of the removal's source, including the removal's source, Constant Effect
Constant Eruption- Whenever possessor, through a means other than this Constant Effect, including through a status effect, deals Damage to a target, possessor may choose to deal an equal amount of Flat Earth, Fire, or Crystal (2) Damage to that target, Constant Effect
Meltdown Engaged- Quantities of Flat Damage possessor deals are increased by 100% for each 10% of possessor's Max HP that possessor is missing, Possessor's Prime Attribute is considered to be 25% higher for each 10% of possessor's Max HP that possessor is missing, Constant Effect
Red Earth Crystallization- At the start of each round, possessor has a 500% chance of inflicting Entombed on each opponent, then a 400% chance of inflicting Burning on each opponent afflicted with Entombed, then a 300% chance of inflicting Entombed: Shard Prison on each opponent afflicted with Burning, then a 200% chance of inflicting Petrified on each opponent afflicted with Entombed: Shard Prison, Constant Effect
Supermassive- Possessor gains an amount of HP equal to (50x Possessor's Listed HP on the Enemy List or Boss List), provided that possessor is present on either the Enemy List or Boss List, Possessor may be targeted as up to 5 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, Constant Effect
Abilities-
Nation-Crushing Camel Stomp- 300,000 Damage, this action deals double Damage to Units and Large Structures, Earth or Physical or Crystal (2), 0 MP
Moltenize- Target buff or positive status effect from a source below Level 97 is destroyed, and, if this destruction is successful, its possessor is dealt 6,000,000 Flat Fire or Fire & Crystal (2) element Damage, Fire or Fire & Crystal (2), 0 MP
Giga-Eruption- 300,000 Damage, 500% inflicts Burning, 500% inflicts Entombed, 1 hit against 3,000,000,000, Fire & Earth, 5,000,000 MP
Geomelt- Target Zone, Terrain, or Phantom Terrain from a source below Level 97 is destroyed; if it was not 'Frozen Cosmos', all individuals in it are dealt 3,000,000 Flat Fire or Fire & Crystal (2) element Damage; if it was 'Frozen Cosmos', caster is dealt 500,000,000 Flat Ice element Damage, Fire or Fire & Crystal (2), 7,000,000 MP
Crystal Spit- 300,000 Damage, 200% inflicts Petrified, Earth or Cystal (2) or Water & Crystal (2) or Earth & Crystal (2), 7,000,000 MP
Immaculate Crystal Curse- Target individual who does not possess the ability 'Expert Druid Magic Attunement', 'Expert Dark Magic Attunement', or 'Adept Artifice Attunement', who does not Absorb Cursed, who does not Reflect Cursed, who is not Immune to Cursed, who does not have 50% or greater Cursed Resistance, and who is not greater than Level 74 has the text of one of its non-pet, non-spell items that is worth under 2,000,000,000 Gold removed as a non-removable debuff, Darkness & Crystal (2), 7,000,000 MP
Space-Rending Camel Laser- 300,000 Damage, 1 hit against 60,000, this action may target entities below Level 84 in other battlespaces so long as no entity of Level 94 or greater in either caster's battlespace or a target's battlespace objects, Light or Crystal (2) or Spatial, 7,000,000 MP
Crystal Camel Meteor Nuke- 3,000,000 Damage, This attack deals 14 times normal Damage if not replicated, 5 hits against 400,000, this attack is delayed 4 rounds, this attack is cancelled if its caster loses a Supervolcano Hump while it is delayed, Earth & Fire & Astral & Crystal (2), 14,000,000 MP
Majesty of Tonsett-Dorne- All opponents who do not possess the ability 'Adept Druid Magic Attunement' and who are not Glory, Nobility, Wealth, Treasure, or Crystal (2) element have a 100% chance of being afflicted with Dominion, Glory & Nobility & Wealth & Treasure & Crystal (2), 14,000,000 MP
Liquid Crystal Gigatsunami- 300,000 Damage, 1,000% inflicts Paralyzed, 500% inflicts Drowning, 500% inflicts Entombed: Shard Prison, 74% inflicts Petrified, 1 hit against 4,000,000,000, Water & Crystal (2), 28,000,000 MP
Phantom Overcrash: Planetary Crystalline Era Meltdown- 3,000,000 Damage, Caster's Prime Attribute becomes (Constitution x 2) for this action, 140% inflicts Petrification, 140% inflicts Instant Death on Astral Beings, 1 hit against 60,000,000,000, Before this action generates an attack, it destroys all Chronogeomantic Zones, then all Zones created by sources below Level 97, then all other battlespaces created by sources below Level 97, then all Phantom Terrains created by sources below Level 97, then all Terrains created by sources below Level 97, then all Time element buffs and debuffs created by sources below Level 97, then all Spatial element buffs and debuffs created by sources below Level 97, Sets caster's MP to 0 for the remainder of the thread, If another individual replicates this ability (including replicating it as though its possessor on the Boss List were casting it), said individual's MP is set to 0 for the remainder of the thread, This ability may be replicated a max of once per thread across all possessors and replicators, This ability may not be replicated (including replicating it as though its possessor on the Boss List were using it) by an individual who possesses 0 MP, Crystal (2), 1 MP
Drops-
11,100,000 Gold
1,110,000 XP
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
*Local Horse
Level 31 Boss
Human, Sonic
HP- 103,101,400
MP- 102,251,804
STR- 23,200
AGI- 23,500
CON- 23,500
MIN- 23,500
SPI- 22,900
XP- 0
Defense- 10,500
Defense against Stat Damage- 3,000
Critical Chance- 60%
Resilience- 60%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- Reflects Sonic, 50% Physical Resistance, 50% Technology Resistance, 50% Darkness Resistance, 50% Electrical Resistance, 62% Minor Status Effect Resistance, 31% Moderate Status Effect Resistance
Prime Attribute- Mind
Constant Effects-
Local Rapper Local Horse- Possessor's Animal allies have their stats and Damage dealt doubled, possessor's opponents actions that include Bardic Music have a 50% chance of failing, Boss Effect
And His Horse, Local Rapper- At the start of the thread, possessor summons *Local Rapper from the Boss List, Boss Effect
Till I'm Ho(a)rse- Each time possessor acts, if possessor is not afflicted with Impaired: Mute and is not an Animal, possessor has a 25% chance of immediately gaining an additional action immediately after said action, to a max of 200 additional actions per round, Constant Effect
Abilities-
Three Courses from the Horse- 30,000 Damage, 3 hits against 1, this action counts as involving the casting of an Unarmed Technique spell, this action's Prime Attribute is Strength, Physical or Physical & Air & Metal, 0 MP
Custom Trollslayer Magnum- 30,000 Damage, Targets obtain a non-stacking debuff that lasts 3 rounds that makes its possessor unable to regenerate, this action's Prime Attribute is Agility, Fire & Technology, 0 MP
Self-Titled Album- 30,000 Damage, May Heal, 1 hit against 3,000, this action counts as involving the casting of a Bardic Music spell, Sonic, 0 MP
Local Rapping Horse- Target *Local Rapper from the Boss List deals double Damage with its next attack as a non-stacking buff, this action counts as involving the casting of a Bardic Music spell, Earth & Fire & Sonic, 200,000 MP
Local Whores- 300% inflicts Charm, 1 hit against 3,000, Caster may choose to regenerate 30,000,000 HP at the end of this action, this action counts as involving the casting of a Bardic Music spell, Fire & Sonic, 300,000 MP
High Horse- Target *Local Rapper from the Boss List, if not afflicted with Confusion: High, Regenerates 100,000,000 HP and is afflicted with Confusion: High, this action counts as involving the casting of a Bardic Music spell, Earth, 300,000 MP
Dark Horse- Target acquires a non-stacking buff that makes its next attack, if it would have a 50% or greater chance of being Dodged or of Missing, have its To Hit doubled, this action counts as involving the casting of a Bardic Music spell, Darkness & Sonic, 300,000 MP
Horse Wrapping Locale- Target *Local Rapper from the Boss List acquires a non-stacking buff that triples its possessor's stats and makes its possessor a Santa, this action counts as involving the casting of a Bardic Music spell, Ice & Hope, 5,000,000 MP
Local Horus- 30,000 Damage, 200% inflicts Burning and Awestruck, 5% inflicts Smitten, this action counts as involving the casting of a Bardic Music spell, Fire & Light or Fire & Light & Sonic, 5,000,000 MP
Hoarse Local Rapping- Target opponent's action, provided said opponent is Level 60 or lower, fails, and, provided said action fails, caster immediately gains 10 actions, after the last of which, caster is afflicted with Impaired: Mute; This ability may be used as a preemptive counter to an action that involves an opponent casting a spell, this action counts as involving the casting of a Bardic Music spell, Air & Sonic & Agony, 5,000,000 MP
In the Mouth!?- Target opponent's action, provided said opponent is Level 60 or lower, fails, and, that opponent and all of its allies are afflicted with Smitten and Confusion; This ability may be used as a preemptive counter to an action that would scan the stats of an allied *Local Rapper from the Boss List, with this action having a 50% chance of failing unless said *Local Rapper is afflicted with a Horse Wrapping Locale buff, this action counts as involving the casting of a Bardic Music spell, Divine & Fury & Sonic, 5,000,000 MP
Drops-
542,500 Gold
54,250 XP
*Local Rapper
Level 31 Sub-Boss Summon
Animal, Sonic
HP- 100,504,201
MP- 89,704,332
STR- 23,500
AGI- 23,500
CON- 23,200
MIN- 21,100
SPI- 22,100
XP- 0
Defense- 10,000
Defense against Stat Damage- 3,000
Critical Chance- 60%
Resilience- 60%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- 50% Sonic Resistance, 50% Physical Resistance, 50% Technology Resistance, 50% Darkness Resistance, 50% Electrical Resistance, 62% Minor Status Effect Resistance, 31% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Local Horse Local Rapper- Possessor's turn-order-determining stat sum is doubled for turn-order-determining purposes as a non-stacking effect on rounds following rounds in which a Bardic Music spell was cast, Boss Effect
And His Rapper, Local Horse- Possessor's summoner's Dodge is doubled while possessor is present in the same battlespace, Boss Effect
Can't Force the Horse- The first time per round that possessor or possessor's controller would be afflicted with Charm or Dominion, it instead isn't, Constant Effect
Abilities-
Neigh Loudly Into the Mic- 30,000 Damage, 100% inflicts Impaired: Deaf, Air or Sonic or Technology & Sonic, 0 MP
Force-Blast Eyes- 30,000 Damage, 200% inflicts Fatigued: Stun, 1 hit against 2, Physical & Astral, 0 MP
Shoe Toss! (Followed by Audience Dogpile!)- 30,000 Damage, 5 hits against 1, this action counts as involving 50 Human allies and 5 Animal allies, Air & Physical, 100,000 MP
Lethal Sugar Cube- 30,000 Damage, 100% inflicts Poison, 25% inflicts Instant Death, Light & Toxin, 1,000,000 MP
Drops-
542,500 Gold
54,250 XP
Level 31 Boss
Human, Sonic
HP- 103,101,400
MP- 102,251,804
STR- 23,200
AGI- 23,500
CON- 23,500
MIN- 23,500
SPI- 22,900
XP- 0
Defense- 10,500
Defense against Stat Damage- 3,000
Critical Chance- 60%
Resilience- 60%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- Reflects Sonic, 50% Physical Resistance, 50% Technology Resistance, 50% Darkness Resistance, 50% Electrical Resistance, 62% Minor Status Effect Resistance, 31% Moderate Status Effect Resistance
Prime Attribute- Mind
Constant Effects-
Local Rapper Local Horse- Possessor's Animal allies have their stats and Damage dealt doubled, possessor's opponents actions that include Bardic Music have a 50% chance of failing, Boss Effect
And His Horse, Local Rapper- At the start of the thread, possessor summons *Local Rapper from the Boss List, Boss Effect
Till I'm Ho(a)rse- Each time possessor acts, if possessor is not afflicted with Impaired: Mute and is not an Animal, possessor has a 25% chance of immediately gaining an additional action immediately after said action, to a max of 200 additional actions per round, Constant Effect
Abilities-
Three Courses from the Horse- 30,000 Damage, 3 hits against 1, this action counts as involving the casting of an Unarmed Technique spell, this action's Prime Attribute is Strength, Physical or Physical & Air & Metal, 0 MP
Custom Trollslayer Magnum- 30,000 Damage, Targets obtain a non-stacking debuff that lasts 3 rounds that makes its possessor unable to regenerate, this action's Prime Attribute is Agility, Fire & Technology, 0 MP
Self-Titled Album- 30,000 Damage, May Heal, 1 hit against 3,000, this action counts as involving the casting of a Bardic Music spell, Sonic, 0 MP
Local Rapping Horse- Target *Local Rapper from the Boss List deals double Damage with its next attack as a non-stacking buff, this action counts as involving the casting of a Bardic Music spell, Earth & Fire & Sonic, 200,000 MP
Local Whores- 300% inflicts Charm, 1 hit against 3,000, Caster may choose to regenerate 30,000,000 HP at the end of this action, this action counts as involving the casting of a Bardic Music spell, Fire & Sonic, 300,000 MP
High Horse- Target *Local Rapper from the Boss List, if not afflicted with Confusion: High, Regenerates 100,000,000 HP and is afflicted with Confusion: High, this action counts as involving the casting of a Bardic Music spell, Earth, 300,000 MP
Dark Horse- Target acquires a non-stacking buff that makes its next attack, if it would have a 50% or greater chance of being Dodged or of Missing, have its To Hit doubled, this action counts as involving the casting of a Bardic Music spell, Darkness & Sonic, 300,000 MP
Horse Wrapping Locale- Target *Local Rapper from the Boss List acquires a non-stacking buff that triples its possessor's stats and makes its possessor a Santa, this action counts as involving the casting of a Bardic Music spell, Ice & Hope, 5,000,000 MP
Local Horus- 30,000 Damage, 200% inflicts Burning and Awestruck, 5% inflicts Smitten, this action counts as involving the casting of a Bardic Music spell, Fire & Light or Fire & Light & Sonic, 5,000,000 MP
Hoarse Local Rapping- Target opponent's action, provided said opponent is Level 60 or lower, fails, and, provided said action fails, caster immediately gains 10 actions, after the last of which, caster is afflicted with Impaired: Mute; This ability may be used as a preemptive counter to an action that involves an opponent casting a spell, this action counts as involving the casting of a Bardic Music spell, Air & Sonic & Agony, 5,000,000 MP
In the Mouth!?- Target opponent's action, provided said opponent is Level 60 or lower, fails, and, that opponent and all of its allies are afflicted with Smitten and Confusion; This ability may be used as a preemptive counter to an action that would scan the stats of an allied *Local Rapper from the Boss List, with this action having a 50% chance of failing unless said *Local Rapper is afflicted with a Horse Wrapping Locale buff, this action counts as involving the casting of a Bardic Music spell, Divine & Fury & Sonic, 5,000,000 MP
Drops-
542,500 Gold
54,250 XP
*Local Rapper
Level 31 Sub-Boss Summon
Animal, Sonic
HP- 100,504,201
MP- 89,704,332
STR- 23,500
AGI- 23,500
CON- 23,200
MIN- 21,100
SPI- 22,100
XP- 0
Defense- 10,000
Defense against Stat Damage- 3,000
Critical Chance- 60%
Resilience- 60%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- 50% Sonic Resistance, 50% Physical Resistance, 50% Technology Resistance, 50% Darkness Resistance, 50% Electrical Resistance, 62% Minor Status Effect Resistance, 31% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Local Horse Local Rapper- Possessor's turn-order-determining stat sum is doubled for turn-order-determining purposes as a non-stacking effect on rounds following rounds in which a Bardic Music spell was cast, Boss Effect
And His Rapper, Local Horse- Possessor's summoner's Dodge is doubled while possessor is present in the same battlespace, Boss Effect
Can't Force the Horse- The first time per round that possessor or possessor's controller would be afflicted with Charm or Dominion, it instead isn't, Constant Effect
Abilities-
Neigh Loudly Into the Mic- 30,000 Damage, 100% inflicts Impaired: Deaf, Air or Sonic or Technology & Sonic, 0 MP
Force-Blast Eyes- 30,000 Damage, 200% inflicts Fatigued: Stun, 1 hit against 2, Physical & Astral, 0 MP
Shoe Toss! (Followed by Audience Dogpile!)- 30,000 Damage, 5 hits against 1, this action counts as involving 50 Human allies and 5 Animal allies, Air & Physical, 100,000 MP
Lethal Sugar Cube- 30,000 Damage, 100% inflicts Poison, 25% inflicts Instant Death, Light & Toxin, 1,000,000 MP
Drops-
542,500 Gold
54,250 XP
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
*Lord Masterburnn
Level 31 Boss
Human, Earth
HP- 50,235,800
MP- 50,848,926
STR- 21,002
AGI- 22,800
CON- 21,000
MIN- 20,000
SPI- 21,500
XP- 0
Defense- 10,000
Defense against Stat Damage- 3,000
Critical Chance- 50%
Resilience- 60%
To Hit- 160%
Dodge- 50%
Resistances and Immunities- 50% Air Resistance, 50% Tacky Resistance, 60% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Bizarre, Once-In-A-Blue-Moon-Trendsetting Noble- Possessor may, at the start of each round, summon up to 1 Human that is below Level 30 and normally fightable for drops on the Enemy List; On rounds 46 and 47, possessor's allies have their stats, Damage dealt, and Resilience tripled, and possessor may instead summon up to 500 Humans, Animals, Elementals, Fae, and/or Golems that are below Level 51 and normally fightable for drops on the Enemy List, Max 5,000 summoned, Boss Effect
Golden Crotch-Octopus Defense!- Possessor gains +60% Resilience, Constant Effect
Abilities-
Noble Swordfighting- 30,000 Damage, this attack obtains +60% To Hit, Physical or Air or Physical & Air, 0 MP
Yodeling Gun Shaped Like An Obese Vulture Carved from Mahagony and Inlaid with Aquamarines and Rose Gold- 30,000 Damage, 80% inflicts Confusion, 30% inflicts Confusion: Fear, Technology or Air & Tacky, 0 MP
Investment Opportunities!- 300,000 Gold Damage, Tacky, 0 MP
Crotch-Octopus Combo-Juggle- 30,000 Damage, 88% inflicts Fatigued: Stun, 8 hits against 1, Earth & Water & Physical, 10,000 MP
Octo-Force, Assemble!- 30,000 Damage, 8 hits against 88,888, this action is not counterable by individuals below Level 20 and counts as involving 888 allied entities that possess both the subtype Robot and the subtype Aquatic, Earth & Water & Magic, 100,000 MP
Octo-Tea- 30,000 Damage, Heals, Cures 5 minor or moderate negative status effects, Water & Magic & Fire, 100,000 MP
Drops-
271,250 Gold
27,125 XP
Level 31 Boss
Human, Earth
HP- 50,235,800
MP- 50,848,926
STR- 21,002
AGI- 22,800
CON- 21,000
MIN- 20,000
SPI- 21,500
XP- 0
Defense- 10,000
Defense against Stat Damage- 3,000
Critical Chance- 50%
Resilience- 60%
To Hit- 160%
Dodge- 50%
Resistances and Immunities- 50% Air Resistance, 50% Tacky Resistance, 60% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Bizarre, Once-In-A-Blue-Moon-Trendsetting Noble- Possessor may, at the start of each round, summon up to 1 Human that is below Level 30 and normally fightable for drops on the Enemy List; On rounds 46 and 47, possessor's allies have their stats, Damage dealt, and Resilience tripled, and possessor may instead summon up to 500 Humans, Animals, Elementals, Fae, and/or Golems that are below Level 51 and normally fightable for drops on the Enemy List, Max 5,000 summoned, Boss Effect
Golden Crotch-Octopus Defense!- Possessor gains +60% Resilience, Constant Effect
Abilities-
Noble Swordfighting- 30,000 Damage, this attack obtains +60% To Hit, Physical or Air or Physical & Air, 0 MP
Yodeling Gun Shaped Like An Obese Vulture Carved from Mahagony and Inlaid with Aquamarines and Rose Gold- 30,000 Damage, 80% inflicts Confusion, 30% inflicts Confusion: Fear, Technology or Air & Tacky, 0 MP
Investment Opportunities!- 300,000 Gold Damage, Tacky, 0 MP
Crotch-Octopus Combo-Juggle- 30,000 Damage, 88% inflicts Fatigued: Stun, 8 hits against 1, Earth & Water & Physical, 10,000 MP
Octo-Force, Assemble!- 30,000 Damage, 8 hits against 88,888, this action is not counterable by individuals below Level 20 and counts as involving 888 allied entities that possess both the subtype Robot and the subtype Aquatic, Earth & Water & Magic, 100,000 MP
Octo-Tea- 30,000 Damage, Heals, Cures 5 minor or moderate negative status effects, Water & Magic & Fire, 100,000 MP
Drops-
271,250 Gold
27,125 XP
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Since the question has circled back multiple times in the past week, here is a formal rules clarification:
Battlespaces are not buffs. Battlespaces may not be carried between battles and do not persist between battles.
Battlespaces are not buffs. Battlespaces may not be carried between battles and do not persist between battles.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Please add Edgelander and Virtue to the list of subtypes selectable by Outer Lords.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
- A Knight of the Orders may pledge Oaths, purchasing them from the Ability Shop to do so. Each Oath provides a benefit, but imposes a behavioral requirement that only applies in RP threads. If an Oath's behavioral requirements are broken in an RP thread, its status becomes violated, the Knight loses the benefits from it, and the Knight becomes unable to cap-break. The Knight must undertake an atonement quest from one of is Orders (or an appropriate allied organization) to fix the violation. Once the atonement quest is completed, the Knight may choose between making the Oath active again and ceasing to possess the Oath.
- If a Knight of the Orders obtains a Commandment of the Seething Idol, the Commandment counts as an Oath, and, if it would be lost due to behavior, it instead becomes violated like a standard Oath would.
==================================
- A Concord Administrator may purchase a Cosmohack for an Oath (but not a Commandment of the Seething Idol). Purchasing a Cosmohack for an Oath that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for an Oath that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If an Oath is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Oath pledged, regardless of whether or not it has been violated, may choose for that individual to not benefit from that Oath, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it. In RP threads, the Cosmohacked Oath functions for the Concord Administrator regardless of the Concord Administrator's behavior; individuals who have pledged an Oath that is Cosmohacked who violate that Oath's requirements during the Cosmohacking generally still count as having violated that Oath once the Cosmohacking ends.
- If a Knight of the Orders obtains a Commandment of the Seething Idol, the Commandment counts as an Oath, and, if it would be lost due to behavior, it instead becomes violated like a standard Oath would.
==================================
- A Concord Administrator may purchase a Cosmohack for an Oath (but not a Commandment of the Seething Idol). Purchasing a Cosmohack for an Oath that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for an Oath that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If an Oath is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Oath pledged, regardless of whether or not it has been violated, may choose for that individual to not benefit from that Oath, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it. In RP threads, the Cosmohacked Oath functions for the Concord Administrator regardless of the Concord Administrator's behavior; individuals who have pledged an Oath that is Cosmohacked who violate that Oath's requirements during the Cosmohacking generally still count as having violated that Oath once the Cosmohacking ends.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
==================================
A Mandate Magellan is not a BA member and is different from a BA member as follows:
* A Mandate Magellan may not perform absorbs.
* A Mandate Magellan may not perform combos.
* A Mandate Magellan begins with 60 distributable base stat points.
* Mandate Magellans do not get bonus-points to assign on level-up.
* A Mandate Magellan may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Electrical, Energy, Acid, Ice, War, Moon, Metal, Law, Civilization, Spatial, Time, Astral, or Aether element.
* A Mandate Magellan may be a Human, Fae, Humanoid, Animal, Robot, Edgelander, Mutant, Reptile, Celestial, Illuminated, Daemon, Infernal, Warshard, Golem, Machine, Clockwork, Aquatic, Aerial, Cthonian, Astral Being, Plant, Undead, Dragon, Metahuman, Agarthan, or Gigas.
* A Mandate Magellan may not participate in Event Matches.
* A Mandate Magellan may not participate in Mini Quests.
* A Mandate Magellan may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Mandate Magellan does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Mandate Magellan possesses a special Transformation called a Magellan's Vessel. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Magellan's Vessel: <Controlling Magellan's Name>'. It is a Mech & Robot. It may optionally be given the subtypes Machine and/or Clockwork. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Mandate Magellan transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Magellan. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Magellan's Vessel begins with 70 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Magellan's base MIN and base SPI to its corresponding base stats (rounding up).
* A Mandate Magellan gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilties for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things until the controlling Magellan gets the abilities that are the prerequisites for one of the above traits.
* A Megellan's Vessel possesses special slots called Supersystem Slots. By default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 3 Ordnance, 3 Modules, 4 Programs, and 4 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purcahse. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Mandate Magellan must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Mandate Magellan who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Mandate Megellan possesses 1 fewer Accessory Slot than an Arena Member, but is always considered to be wielding a non-destroyable, non-stealable Civilization & Knowledge element Trinket Accessory called '<Magellan's Name>'s Magellan's Compass that by default allows its wielder to spend an action to scan the stats of all individuals in all battlespaces or to move to any other existing battlespace so long as no greater-Level entity in either battlespace objects.
* A Mandate Magellan possesses an Ablative Forcefield. It has (100 x the Magellan's Level x the Magellan's Base MIN) HP. If the Magellan would be dealt Damage by a source that is not gerater Levels than the Magellan that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor. The forcefield may be healed as though it were a separate individual from the Magellan, but cannot be healed by entities that are not Mandate Magellans (with transformed Mandate Magellans being able to heal the Ablative Forcefields).
* Diviner, Geomancer, Scientist, Captain, Rider, Mech Jockey, Engineer, Gunner, Matrix Keeper, and Scholar abilities cost Mandate Magellans 1 fewer week in the Ability Shop to learn, to a minimum of 1 week.
* Mandate Magellans do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Supersystems, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 6 Ordnance, 6 Modules, 8 Programs, 8 Special Cargo, and 20 Retainer Augments.
Level 40- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 12 Ordnance, 12 Modules, 16 Programs, 16 Special Cargo, 40 Retainer Augments, and 1 successful world-region takeover.
Level 60- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 24 Ordnance, 24 Modules, 32 Programs, 32 Special Cargo, 100 Retainer Augments, and 5 successful world-region takeover.
Level 80- 24 Frames, 24 Drives, 24 Reactors, 24 Field-Emitters, 24 Platings, 24 Paintjobs, 100 Ordnance, 100 Modules, 250 Programs, 250 Special Cargo, 250 Retainer Augments, and 25 successful world-region takeover.
* Mandate Magellans are based in The Saitoserris Mandate and respawn there on the parallel reality version of the Imperial Homeworld.
==================================
- A Concord Administrator may purchase a Cosmohack for a Supersystem. Purchasing a Cosmohack for a Supersystem that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for a Supersystem that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If a Supersystem is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Supersystem, may, even if transformed, choose at the start of battle and at the start of each round to negate the Supersystem's effect for any transformation (or individual) using it (with it installed or otherwise active; owned but uninstalled Supersystems that are not active do not count) and may apply its benefits, if they are being negated, to any transformation the Concord Administrator is transformed into or a passenger in.
==================================
Retainers-
Some PC types may acquire Retainers.
A Retainer, if an entity subtype that the PC is allowed to purchase, may be purchased in the Ability Shop from the Enemy List, provided that it normally fightable for drops on the Enemy List, costing 1,000,000 x its Level Gold and (1 x (Its Level/5, rounded up)) Weeks to purchase. An individual may only purchase Retainers of lower Level.
A Retainer, once possessed, gives the PC the option of using the enemy that is the Retainer as a Cohort or as Followers. A PC may not bring equal or higher Level cohorts or followers into a thread.
Cohorts may be brought into a thread in Pet slots, becoming Unique, gaining a second name of its controlling PC's choice (but also counting as possessing its original name), and have their natural stats, HP, MP, Defense, and Damage values multiplied by 2. Once brought into a thread in this manner, they act as pets, except where noted otherwise.
Followers may be brought into a thread in Spell slots. A PC with one or more Followers in Spell slots may, at the start of a round, choose a max of one type of equipped Follower and summon up to (the owning PC's Level) of that Follower (with a summon cap equal to 10 times the owning PC's Level). Followers in spell slots are always semipresent and may be targeted as Spell items, with something that manages to 'cast' them (although they do not normally possess an MP cost that would allow them to be cast) summoning a group equivalent to what their owner would have summoned were they selected at the start of a round. Summoned Followers behave as normal summons except where otherwise noted.
A Retainer may be brought into a thread as both a Cohort and as Followers at the same type, but may only be brought into a thread as each once.
Only one Cohort may be brought into a thread by a PC.
PCs, once in possession of a Retainer, may then purchase subtype-specific Retainer Augments, applying them to a single Retainer each time they are acquired (but being able to purchase them multiple times for different Retainers). Most Retainer Augments have different effects for Cohorts and Followers (and some only effect one or the other).
Battle Arena Members, Fated Ones, and Well-Locked BA Members may not take Retainers.
Concord Administrators may take Humans, Humanoids, Fae, Aerials, Astral Beings, Elementals, Robots, Machines, and Coded Beings as Retainers.
Enigma Men may take Humans, Humanoids, Fae, Reptiles, Cthonians, Robots, Bio-Horrors, Horrors, Mindshadows, Umbrals, and Living Rumors as Retainers.
Keybearers may take Humans, Humanoids, Fae, Aquatics, and Elementals as Retainers.
Knights of the Orders may take Humans, Humanoids, Fae, Solar Beings, Celestials, Brilliants, Innocents, Paragons, Angels, Devas, Aisurii, Spireguides, Verdants, Wishkin, and Fantasmics as Retainers.
Mandate Magellans may take Humans, Humanoids, Fae, Mutants, Robots, Machines, and Clockworks as Retainers.
Outer Lords may take entities of their own subtypes as Retainers.
A Mandate Magellan is not a BA member and is different from a BA member as follows:
* A Mandate Magellan may not perform absorbs.
* A Mandate Magellan may not perform combos.
* A Mandate Magellan begins with 60 distributable base stat points.
* Mandate Magellans do not get bonus-points to assign on level-up.
* A Mandate Magellan may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Electrical, Energy, Acid, Ice, War, Moon, Metal, Law, Civilization, Spatial, Time, Astral, or Aether element.
* A Mandate Magellan may be a Human, Fae, Humanoid, Animal, Robot, Edgelander, Mutant, Reptile, Celestial, Illuminated, Daemon, Infernal, Warshard, Golem, Machine, Clockwork, Aquatic, Aerial, Cthonian, Astral Being, Plant, Undead, Dragon, Metahuman, Agarthan, or Gigas.
* A Mandate Magellan may not participate in Event Matches.
* A Mandate Magellan may not participate in Mini Quests.
* A Mandate Magellan may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Mandate Magellan does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Mandate Magellan possesses a special Transformation called a Magellan's Vessel. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Magellan's Vessel: <Controlling Magellan's Name>'. It is a Mech & Robot. It may optionally be given the subtypes Machine and/or Clockwork. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Mandate Magellan transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Magellan. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Magellan's Vessel begins with 70 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Magellan's base MIN and base SPI to its corresponding base stats (rounding up).
* A Mandate Magellan gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilties for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things until the controlling Magellan gets the abilities that are the prerequisites for one of the above traits.
* A Megellan's Vessel possesses special slots called Supersystem Slots. By default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 3 Ordnance, 3 Modules, 4 Programs, and 4 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purcahse. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Mandate Magellan must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Mandate Magellan who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Mandate Megellan possesses 1 fewer Accessory Slot than an Arena Member, but is always considered to be wielding a non-destroyable, non-stealable Civilization & Knowledge element Trinket Accessory called '<Magellan's Name>'s Magellan's Compass that by default allows its wielder to spend an action to scan the stats of all individuals in all battlespaces or to move to any other existing battlespace so long as no greater-Level entity in either battlespace objects.
* A Mandate Magellan possesses an Ablative Forcefield. It has (100 x the Magellan's Level x the Magellan's Base MIN) HP. If the Magellan would be dealt Damage by a source that is not gerater Levels than the Magellan that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor. The forcefield may be healed as though it were a separate individual from the Magellan, but cannot be healed by entities that are not Mandate Magellans (with transformed Mandate Magellans being able to heal the Ablative Forcefields).
* Diviner, Geomancer, Scientist, Captain, Rider, Mech Jockey, Engineer, Gunner, Matrix Keeper, and Scholar abilities cost Mandate Magellans 1 fewer week in the Ability Shop to learn, to a minimum of 1 week.
* Mandate Magellans do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Supersystems, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 6 Ordnance, 6 Modules, 8 Programs, 8 Special Cargo, and 20 Retainer Augments.
Level 40- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 12 Ordnance, 12 Modules, 16 Programs, 16 Special Cargo, 40 Retainer Augments, and 1 successful world-region takeover.
Level 60- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 24 Ordnance, 24 Modules, 32 Programs, 32 Special Cargo, 100 Retainer Augments, and 5 successful world-region takeover.
Level 80- 24 Frames, 24 Drives, 24 Reactors, 24 Field-Emitters, 24 Platings, 24 Paintjobs, 100 Ordnance, 100 Modules, 250 Programs, 250 Special Cargo, 250 Retainer Augments, and 25 successful world-region takeover.
* Mandate Magellans are based in The Saitoserris Mandate and respawn there on the parallel reality version of the Imperial Homeworld.
==================================
- A Concord Administrator may purchase a Cosmohack for a Supersystem. Purchasing a Cosmohack for a Supersystem that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for a Supersystem that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If a Supersystem is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Supersystem, may, even if transformed, choose at the start of battle and at the start of each round to negate the Supersystem's effect for any transformation (or individual) using it (with it installed or otherwise active; owned but uninstalled Supersystems that are not active do not count) and may apply its benefits, if they are being negated, to any transformation the Concord Administrator is transformed into or a passenger in.
==================================
Retainers-
Some PC types may acquire Retainers.
A Retainer, if an entity subtype that the PC is allowed to purchase, may be purchased in the Ability Shop from the Enemy List, provided that it normally fightable for drops on the Enemy List, costing 1,000,000 x its Level Gold and (1 x (Its Level/5, rounded up)) Weeks to purchase. An individual may only purchase Retainers of lower Level.
A Retainer, once possessed, gives the PC the option of using the enemy that is the Retainer as a Cohort or as Followers. A PC may not bring equal or higher Level cohorts or followers into a thread.
Cohorts may be brought into a thread in Pet slots, becoming Unique, gaining a second name of its controlling PC's choice (but also counting as possessing its original name), and have their natural stats, HP, MP, Defense, and Damage values multiplied by 2. Once brought into a thread in this manner, they act as pets, except where noted otherwise.
Followers may be brought into a thread in Spell slots. A PC with one or more Followers in Spell slots may, at the start of a round, choose a max of one type of equipped Follower and summon up to (the owning PC's Level) of that Follower (with a summon cap equal to 10 times the owning PC's Level). Followers in spell slots are always semipresent and may be targeted as Spell items, with something that manages to 'cast' them (although they do not normally possess an MP cost that would allow them to be cast) summoning a group equivalent to what their owner would have summoned were they selected at the start of a round. Summoned Followers behave as normal summons except where otherwise noted.
A Retainer may be brought into a thread as both a Cohort and as Followers at the same type, but may only be brought into a thread as each once.
Only one Cohort may be brought into a thread by a PC.
PCs, once in possession of a Retainer, may then purchase subtype-specific Retainer Augments, applying them to a single Retainer each time they are acquired (but being able to purchase them multiple times for different Retainers). Most Retainer Augments have different effects for Cohorts and Followers (and some only effect one or the other).
Battle Arena Members, Fated Ones, and Well-Locked BA Members may not take Retainers.
Concord Administrators may take Humans, Humanoids, Fae, Aerials, Astral Beings, Elementals, Robots, Machines, and Coded Beings as Retainers.
Enigma Men may take Humans, Humanoids, Fae, Reptiles, Cthonians, Robots, Bio-Horrors, Horrors, Mindshadows, Umbrals, and Living Rumors as Retainers.
Keybearers may take Humans, Humanoids, Fae, Aquatics, and Elementals as Retainers.
Knights of the Orders may take Humans, Humanoids, Fae, Solar Beings, Celestials, Brilliants, Innocents, Paragons, Angels, Devas, Aisurii, Spireguides, Verdants, Wishkin, and Fantasmics as Retainers.
Mandate Magellans may take Humans, Humanoids, Fae, Mutants, Robots, Machines, and Clockworks as Retainers.
Outer Lords may take entities of their own subtypes as Retainers.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Updates
Here are six new PC types. They are considered Lesser PC Types for anything that checks such (though I don't have any mechanical impact of that yet). Any slot can be used to make one of these instead of a BA member if you wanted to for some reason, but they're mostly being built in preparation for other (better) PC types that potentially build off their rules.
=====================================
Wandering Adventurer-
A Wandering Adventurer is not a BA member and is different from a BA member as follows:
* A Wandering Adventurer may not perform absorbs.
* A Wandering Adventurer may not perform combos.
* A Wandering Adventurer begins with 50 distributable base stat points.
* Wandering Adventurers do not get bonus-points to assign on level-up.
* A Wandering Adventurer may be Earth, Air, Fire, Water, Light, Darkness, Physical, or Psychic element.
* A Wandering Adventurer may be a Human, Fae, or Humanoid.
* A Wandering Adventurer may not participate in Event Matches.
* A Wandering Adventurer may not participate in Mini Quests.
* A Wandering Adventurer may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Wandering Adventurer does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Wandering Adventurer selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Wandering Adventurers do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate dungeons (clearing the dungeon, defeating at least one dungeon boss in the process and obtaining at least one unique piece of loot) and quests, as per the following chart:
Level 20- 1 Dungeon, 1 Quest
Level 40- 5 Dungeons, 5 Quests
Level 60- 10 Dungeons, 10 Quests
Level 80- 25 Dungeons, 25 Quests
* Wandering Adventurers do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Dimensional Hero-
A Dimensional Hero is not a BA member and is different from a BA member as follows:
* A Dimensional Hero may not perform absorbs.
* A Dimensional Hero may not perform combos.
* A Dimensional Hero begins with 60 distributable base stat points.
* Dimensional Heroes do not get bonus-points to assign on level-up.
* A Dimensional Hero may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dimensional Hero may be a Human, Fae, Humanoid, Celestial, Angel, Deva, or Edgelander.
* A Dimensional Hero may not participate in Event Matches.
* A Dimensional Hero may not participate in Mini Quests.
* A Dimensional Hero may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dimensional Hero does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dimensional Hero selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dimensional Heroes do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests with a heroic tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests
Level 60- 20 Quests, at least one of which must involve saving a world
Level 80- 50 Quests, at least one of which must involve defeating a multi-form unique boss of significant power
* Dimensional Heroes do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Dread Villain-
A Dread Villain is not a BA member and is different from a BA member as follows:
* A Dread Villain may not perform absorbs.
* A Dread Villain may not perform combos.
* A Dread Villain begins with 60 distributable base stat points.
* Dread Villains do not get bonus-points to assign on level-up.
* A Dread Villain may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dread Villain may be a Human, Fae, Humanoid, Daemon, Devil, Demon, or Undead.
* A Dread Villain may not participate in Event Matches.
* A Dread Villain may not participate in Mini Quests.
* A Dread Villain may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dread Villain does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dread Villain selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dread Villains do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests (or self-defined nefarious missions with concrete, pre-defined goals working towards and overall master plan) with a villainous tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve setting up some sort of base of operations
Level 60- 20 Quests, at least one of which must involve taking over or destroying a world
Level 80- 50 Quests, at least one of which must involve defeating major party of unique level-band-appropriate heroes
* Dread Villains do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Anointed Prophet-
An Anointed Prophet is not a BA member and is different from a BA member as follows:
* An Anointed Prophet may not perform absorbs.
* An Anointed Prophet may not perform combos.
* An Anointed Prophet begins with 60 distributable base stat points.
* Anointed Prophets do not get bonus-points to assign on level-up.
* An Anointed Prophet may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Hope, War, Moon, or Truth element.
* An Anointed Prophet may be a Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, or Demon.
* An Anointed Prophet may not participate in Event Matches.
* An Anointed Prophet may not participate in Mini Quests.
* An Anointed Prophet may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Anointed Prophet does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* An Anointed Prophet selects 1 base weapon class, 1 base armor class, Priest, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* An Anointed Prophet must select a Patron Deity at character creation. It cannot change Patron Deities or have its Patron Deity changed. It may not select a Pantheon.
* Anointed Prophets do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests on behalf of their deities (or in accordance with their deities' primary areas of interest and general portfolios), as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve converting a population to their deity's service and at least one of which must involve finding a divine relic of the patron deity or a unique item that could be made into a divine relic
Level 60- 20 Quests, at least one of which must involve defeating a major organization devoted to an opposing deity or anathemaic force
Level 80- 50 Quests, at least one of which must involve defeating the incarnate avatar of a rival divine power
* Anointed Prophets respawn automatically once per completed patron-relevant quest they complete (even if below current Level-band). If out of these automatic respawns, they must be manually resurrected in some manner if killed in an RP thread. Respawn location is the Anointed Prophet's patron deity's divine realm.
=====================================
Relic Collector-
A Relic Collector is not a BA member and is different from a BA member as follows:
* A Relic Collector may perform absorbs, but only on uniques that are part of its collection.
* A Relic Collector may not perform combos.
* A Relic Collector begins with 50 distributable base stat points.
* Relic Collectors do not get bonus-points to assign on level-up.
* A Relic Collector may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Relic Collector may be a Human, Fae, Humanoid, Undead, Golem, Robot, Celestial, Angel, Deva, Illuminated, Elemental, Abstract, Daemon, Devil, or Demon.
* A Relic Collector may not participate in Event Matches.
* A Relic Collector may not participate in Mini Quests.
* A Relic Collector may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Relic Collector does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Relic Collector selects a single item subtype to be the focus of its collection. This selection may not be changed.
* A Relic Collector selects obtains its collection type's corresponding class. It may then select 11 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Relic Collectors do not require Seal Pieces to break Level caps. Instead, they must collect unique items to fit into their collections that are appropriate in power level to their current Level-band, as per the following chart:
Level 20- 5 Unique Items
Level 40- 25 Unique Items
Level 60- 50 Unique Items, at least one of which must be an Artifact
Level 80- 100 Unique Items, at least five of which must be Artifacts
* Relic Collectors do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Realm Noble-
A Realm Noble is not a BA member and is different from a BA member as follows:
* A Realm Noble may perform absorbs, but only on uniques that are part of its collection.
* A Realm Noble may not perform combos.
* A Realm Noble begins with 50 distributable base stat points.
* Realm Nobles do not get bonus-points to assign on level-up.
* A Realm Noble may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Realm Noble may be a Human, Fae, or Humanoid.
* A Realm Noble may not participate in Event Matches.
* A Realm Noble may not participate in Mini Quests.
* A Realm Noble may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Realm Noble does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Realm Noble selects 1 base weapon class, Diplomat, 1 other base armor class, Commander, 1 other base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Realm Nobles do not require Seal Pieces to break Level caps. Instead, they must collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 10 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 50 Retainer Augments, 10 Unique Non-Pet Items, 10 Unique Pets
Level 60- 250 Retainer Augments, 50 Unique Non-Pet Items, 50 Unique Pets, Own a world
Level 80- 1,000 Retainer Augments, 250 Unique Non-Pet Items, 250 Unique Pets
* Realm Nobles do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Dimensional Heroes, Dread Villains, Relic Collectors, and Wandering Adventurers may not take Retainers.
Anointed Prophets may choose at the time of their creation up to any two out of Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, Demon, Undead, Golem, Animal, Aerial, Aquatic, Astral Being, Cthonian, Insect, and Plant that they have chosen classes corresponding to during character creation and may take entities of those subtypes as Retainers.
Realm Nobles may take entities corresponding to Tier 1 subtypes they selected during character creation as Retainers.
=====================================
Wandering Adventurer-
A Wandering Adventurer is not a BA member and is different from a BA member as follows:
* A Wandering Adventurer may not perform absorbs.
* A Wandering Adventurer may not perform combos.
* A Wandering Adventurer begins with 50 distributable base stat points.
* Wandering Adventurers do not get bonus-points to assign on level-up.
* A Wandering Adventurer may be Earth, Air, Fire, Water, Light, Darkness, Physical, or Psychic element.
* A Wandering Adventurer may be a Human, Fae, or Humanoid.
* A Wandering Adventurer may not participate in Event Matches.
* A Wandering Adventurer may not participate in Mini Quests.
* A Wandering Adventurer may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Wandering Adventurer does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Wandering Adventurer selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Wandering Adventurers do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate dungeons (clearing the dungeon, defeating at least one dungeon boss in the process and obtaining at least one unique piece of loot) and quests, as per the following chart:
Level 20- 1 Dungeon, 1 Quest
Level 40- 5 Dungeons, 5 Quests
Level 60- 10 Dungeons, 10 Quests
Level 80- 25 Dungeons, 25 Quests
* Wandering Adventurers do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Dimensional Hero-
A Dimensional Hero is not a BA member and is different from a BA member as follows:
* A Dimensional Hero may not perform absorbs.
* A Dimensional Hero may not perform combos.
* A Dimensional Hero begins with 60 distributable base stat points.
* Dimensional Heroes do not get bonus-points to assign on level-up.
* A Dimensional Hero may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dimensional Hero may be a Human, Fae, Humanoid, Celestial, Angel, Deva, or Edgelander.
* A Dimensional Hero may not participate in Event Matches.
* A Dimensional Hero may not participate in Mini Quests.
* A Dimensional Hero may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dimensional Hero does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dimensional Hero selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dimensional Heroes do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests with a heroic tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests
Level 60- 20 Quests, at least one of which must involve saving a world
Level 80- 50 Quests, at least one of which must involve defeating a multi-form unique boss of significant power
* Dimensional Heroes do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Dread Villain-
A Dread Villain is not a BA member and is different from a BA member as follows:
* A Dread Villain may not perform absorbs.
* A Dread Villain may not perform combos.
* A Dread Villain begins with 60 distributable base stat points.
* Dread Villains do not get bonus-points to assign on level-up.
* A Dread Villain may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dread Villain may be a Human, Fae, Humanoid, Daemon, Devil, Demon, or Undead.
* A Dread Villain may not participate in Event Matches.
* A Dread Villain may not participate in Mini Quests.
* A Dread Villain may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dread Villain does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dread Villain selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dread Villains do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests (or self-defined nefarious missions with concrete, pre-defined goals working towards and overall master plan) with a villainous tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve setting up some sort of base of operations
Level 60- 20 Quests, at least one of which must involve taking over or destroying a world
Level 80- 50 Quests, at least one of which must involve defeating major party of unique level-band-appropriate heroes
* Dread Villains do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Anointed Prophet-
An Anointed Prophet is not a BA member and is different from a BA member as follows:
* An Anointed Prophet may not perform absorbs.
* An Anointed Prophet may not perform combos.
* An Anointed Prophet begins with 60 distributable base stat points.
* Anointed Prophets do not get bonus-points to assign on level-up.
* An Anointed Prophet may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Hope, War, Moon, or Truth element.
* An Anointed Prophet may be a Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, or Demon.
* An Anointed Prophet may not participate in Event Matches.
* An Anointed Prophet may not participate in Mini Quests.
* An Anointed Prophet may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Anointed Prophet does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* An Anointed Prophet selects 1 base weapon class, 1 base armor class, Priest, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* An Anointed Prophet must select a Patron Deity at character creation. It cannot change Patron Deities or have its Patron Deity changed. It may not select a Pantheon.
* Anointed Prophets do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests on behalf of their deities (or in accordance with their deities' primary areas of interest and general portfolios), as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve converting a population to their deity's service and at least one of which must involve finding a divine relic of the patron deity or a unique item that could be made into a divine relic
Level 60- 20 Quests, at least one of which must involve defeating a major organization devoted to an opposing deity or anathemaic force
Level 80- 50 Quests, at least one of which must involve defeating the incarnate avatar of a rival divine power
* Anointed Prophets respawn automatically once per completed patron-relevant quest they complete (even if below current Level-band). If out of these automatic respawns, they must be manually resurrected in some manner if killed in an RP thread. Respawn location is the Anointed Prophet's patron deity's divine realm.
=====================================
Relic Collector-
A Relic Collector is not a BA member and is different from a BA member as follows:
* A Relic Collector may perform absorbs, but only on uniques that are part of its collection.
* A Relic Collector may not perform combos.
* A Relic Collector begins with 50 distributable base stat points.
* Relic Collectors do not get bonus-points to assign on level-up.
* A Relic Collector may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Relic Collector may be a Human, Fae, Humanoid, Undead, Golem, Robot, Celestial, Angel, Deva, Illuminated, Elemental, Abstract, Daemon, Devil, or Demon.
* A Relic Collector may not participate in Event Matches.
* A Relic Collector may not participate in Mini Quests.
* A Relic Collector may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Relic Collector does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Relic Collector selects a single item subtype to be the focus of its collection. This selection may not be changed.
* A Relic Collector selects obtains its collection type's corresponding class. It may then select 11 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Relic Collectors do not require Seal Pieces to break Level caps. Instead, they must collect unique items to fit into their collections that are appropriate in power level to their current Level-band, as per the following chart:
Level 20- 5 Unique Items
Level 40- 25 Unique Items
Level 60- 50 Unique Items, at least one of which must be an Artifact
Level 80- 100 Unique Items, at least five of which must be Artifacts
* Relic Collectors do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Realm Noble-
A Realm Noble is not a BA member and is different from a BA member as follows:
* A Realm Noble may perform absorbs, but only on uniques that are part of its collection.
* A Realm Noble may not perform combos.
* A Realm Noble begins with 50 distributable base stat points.
* Realm Nobles do not get bonus-points to assign on level-up.
* A Realm Noble may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Realm Noble may be a Human, Fae, or Humanoid.
* A Realm Noble may not participate in Event Matches.
* A Realm Noble may not participate in Mini Quests.
* A Realm Noble may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Realm Noble does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Realm Noble selects 1 base weapon class, Diplomat, 1 other base armor class, Commander, 1 other base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Realm Nobles do not require Seal Pieces to break Level caps. Instead, they must collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 10 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 50 Retainer Augments, 10 Unique Non-Pet Items, 10 Unique Pets
Level 60- 250 Retainer Augments, 50 Unique Non-Pet Items, 50 Unique Pets, Own a world
Level 80- 1,000 Retainer Augments, 250 Unique Non-Pet Items, 250 Unique Pets
* Realm Nobles do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
=====================================
Dimensional Heroes, Dread Villains, Relic Collectors, and Wandering Adventurers may not take Retainers.
Anointed Prophets may choose at the time of their creation up to any two out of Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, Demon, Undead, Golem, Animal, Aerial, Aquatic, Astral Being, Cthonian, Insect, and Plant that they have chosen classes corresponding to during character creation and may take entities of those subtypes as Retainers.
Realm Nobles may take entities corresponding to Tier 1 subtypes they selected during character creation as Retainers.