ForumsForum GamesEmerald Sword {V5} Dark World Expansion

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Deathless950
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Deathless950
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---{Emerald Sword V5}---

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Overview
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It's been 25 years since the evil of the east brought forth it's raids on the peaceful lands of the Falk regions. In those days great wars and battles tested the balance of dark and light throwing the lands of the world into a great chaos. Eventually however the light regions claimed a temporary victory as great warriors rose and fought and died in the Battle of Argent Diarca, sending the dark energy back halting it's advance.

But things have changed, since that battle the dark fields of the the east have acquired yet a new weapon that may be the most dangerous yet. Intelligence! Now the evils of the Anti Compound's and it's surroundings capitals of Doom rise once again and the darkness of the eastern forces have trained warriors made for the sole intent to rise and destroy this light in the world of Falk. Will they succeed? And will the mysteries of the mineral swords and the gates of infinity root again in this time of unbalance in the world? Introducing The Rune Guard , The Bandit, The Necromancer, The Zombie, The Witch, The Shadewalker, The Demon, The Warlord and a whole new Faction into the emerald universe mixed with the new Dark World zones. Prepare once again for the traditional RP and RPG elements that make this game so fascinating with an overwhelmingly long list of classes to chose from. Are you prepared?

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Character Sheet
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Name:
Gender: (M/F)
Faction: (See class that you chose)
Class: (see below)
Level:
PUL(Posts until level): 5/5
Health: 5/5
Damage: 1
Accuracy: 0
Speed: 0
Abilities: None
Auto: None
Location: Pilrow (Light start zone) Grimridge (Dark start zone)
Achievements: None
Party: None

{Backpack W=0/6}
==Gold- 0
==Gear- None (See Gear Slots Below)
==Food- None
==Other- None

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Stats in detail
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Level- Your overall experience, If your a higher level, your chance to "Hit" also increases. Cap is currently 50.

Health- When reaches 0 automatically resurrect at the nearest town, when no longer a new player you'll also temporarily lose stats from gear and gold equal to your level. Health is recovered along with mana fully at the end of every 24 hour cycle unless in a dungeon/war/closed off event or in battle.

Damage- Amount of health enemy looses if you "hit" in battle.

Accuracy- Your chance to hit.

Speed- Amount of damage you deal during round 0.

(Note: the only way to boost speed accuracy and damage stats is through gear, special items, and class abilities. Leveling only increases your max health and your level unless abilities activate that act differently)

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Classes (Light World)
Picking a Light World class means your faction is set as "Light"
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==Soldier- Starts game with 5 extra health

At level 5- (Furry) If your health is at "1" Your damage output is tripled for the remainder of that combat.

At level 10- (Throw off) If your hit 3 times in a row, deal 3 damage to the enemy.

At level 15- (Maximum Stamina) No limit to the amount of items you may carry, bags from now on are used for gloating and their effects.

At level 15- (Long Distance) You may equip arrows and bullets.

At level 20- (Flurry->Blood Bath) If your max health is below 8 your damage output is tripled.

At level 25- (God Wielder) You may carry "2" 2 handed weapons or 2 Shields of your choice.

At level 30- (Iron Mussel) Permanently Increases max health by "15", Other group members get +10 max health when in a group with you.

At level 35- (Throw off->Whirlwind) If your hit 3 times in a row, deal 15 damage to the enemy and reduces their accuracy by 15 for the remainder of the combat.

At level 40- (Power Mind) You may "Sharpen Weapons" and "Pad" gear at the town Craftshop.

At level 45- (Prepared Stance) Passive Ability. The first time the Warrior takes damage subtract 90% of that blow from what he takes, this effect does not apply to round 0 damage although that does count as the first damage.

At level 50- (Iron Mussel-> Emerald Mussel) Permanently increases max health by "25", Other group members get +20 max health when in a group with you.

==Shaman- Starts game with 1 Speed and 1 Accuracy

At level 5- (Intellect) Add's "Mana" to your stat sheet. (10/10) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 5- (Rain) You may spend 5 mana to heal as many players as you want in range (or you) by 2 health x the 10's digit of your max mana.

At level 5- (Bolt) You may spend 10 mana to deal 3 damage to up to 2 enemies.

At level 15- (Howling Spirit) You may spend 5 Mana to summon a dog spirit to fight for you (Level= Your level, Damage= 1 Health= 3/3). You can have up to 3 of them at any given time.

At level 20- (Rain->Waterfall) You may spend 20 mana to heal as many players as you want in range (or you) by 5 health x10's digit of max mana.

At level 20- (Totem) Place a totem in your current location (can not be used in dungeons), there are four different type's that can be set:

=Totem of Fire-The next player to move into the territory immediately takes 8 damage
=Totem of Earth- The next player to move into the territory gets healed by 25% of their max health
=Totem of Water- The next player to move into the territory gains +50% of their max mana
=Totem of Energy- If this totem is in the same territory as the shaman, all the shamans damaging spells now deal extra damage equal to 30% of spell power

All totems cost 10 mana to summon, and you may not have more then one totem summoned at any time.

At level 20- (Harvest) Removes a totem from a territory, you then recover 5 Mana. You don't actually need to be the area where you set the totem to activate this.

At level 25- (Bolt->Shock) You may spend 10 mana to deal 5 damage to up to 2 enemies.

At level 30- (Rebirth) You may spend 25 mana to bring a player back to life with half max health.

At level 40- (Soul Stone) Places a stone on a chosen player for 35 mana. If that player is killed, they immediately come back to life in battle with 10% health, and cured from all res sickness and currency loss. Only one stone can be set at a time. (Soul Stone) can not be used in combat.

At level 45- (Totem V2) Adds 4 new totems you can now use, these are added on to the previous list (see Totems)

=Totem of Shadow-The next player to move into the territory is cursed with res sickness
=Totem of Air- The next player to move into the territory is granted flight for 24 hours
=Totem of Light- The next player to move into the territory gains 5 PUL, effect ignored if player is above level 30. Totem of light can only be summoned once a week.
=Totem of Spirit- If this totem is in the same territory as the shaman, all the shamans stats are increased by 10%, In addition your Shock and Lightning spells can not be avoided or resisted in any way.
You may now have set up to â3â totems at any given time.

At level 50- (Lightning) You may spend â25â mana to deal â16â damage to up to â3â enemies.

At level 50- (Spiritual Hold) You are now permitted to equip heavy gear.

==Archer- Starts game with 4 Accuracy

At level 0- (Long Distance) You may equip arrows and bullets.

At level 15- (Accurate Shot) If you "hit" on the first turn you deal double damage.

At level 20- (Range Mastery) While wielding a bow your accuracy is increased by â20â, While wielding a gun your damage is increased by â4â.

At level 25- (Lock On) If you "hit" on the second turn your accuracy is increased by "15" for the rest of the battle.

At level 30- (Scattered Fire) While in battle with multiple enemies your speed is increased for the battle by 2xA (A= Number of enemies).

At level 35- (Poison Shot) You may dab your ammunition and arrows in poison. Any poison source can be used on 25 of your shots.

At level 35- (Accurate Shot -> Sniper Shot) If you "hit" on the first turn you deal triple damage.

At level 40- (Tamer) You may tame wild animals and creatures, only one tamed creature/animal can be used at once, others must be stored in bag or at bank.

At level 50- (Elven Connections) Cost of all gear at shops reduced by 10%.

==Priest- Initial health reduced by 2 (3/3)

At level 2- (Intellect) Add's "Mana" to your stat sheet. (20/20) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 2- (Smite) You may spend â5â mana to deal â3â damage, if smite is used continuously in the same battle dame output goes down 1 each time. If smite's power reaches â0â it is no longer usable for that combat.

At level 5- (Minor Heal) You may spend â5â Mana to heal a target by â9â health.

At level 10- (Deep Study) Permanently increases your max mana by â10â and your spell power by â2â.

At level 20- (Power Blessing) You may spend â20â Mana to heal a target by â45â health.

At level 25- (Exorcism) You may spend â5â Mana to removes all negative effects on a target (Poison, Sickness, Curse ect.)

At level 25- (Revive) You may spend â35â mana to bring a defeated player back to life with full health, this also cures res sickness.

At level 30- (Minor Heal->Major Heal) You may spend â15â Mana to heal a target by â40â health.

At level 45- (Power Blessing-> Perfect Blessing) You may spend 30 mana to heal a target by â95â health.

At level 45- (Smite-> Holy Wrath) You may spend â15â mana to deal â30â damage, if Holy Wrath is used continuously in the same battle power goes down â5â each time. If smite's power reaches â0â it is no longer usable for that combat.

At level 50- (Guardian Angel) If your killed in combat, you may continue to burn out your mana using skills on other players, and drink, despite death.

==Mage- Starts Game with â0â Damage, You may reduce your health by â2â and deal â2â Magic damage, You can't use past level â5â.

At level 2- (Intellect) Add's "Mana" to your stat sheet. (15/15) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 2- (Flame Snap) You may spend â8â Mana to deal â6â damage to an enemy target.

At level 5- (Knowledge) Permanently increases spell power by "2".

At level 10- (Frost Snap) You may spend â20â Mana to deal â9â damage to an enemy target, the target's power then has a 33% chance to get reduced by "1".

At level 15- (Fire Snap->Flame Wave) You may spend â15â Mana to deal â10â damage to an enemy target.

At level 20- (Barrier) You may spend â5â Mana to increase your Magic Resistance by 50%, usable only once on yourself, wears off after you finish your next combat.

At level 25- (Arcane Snap) You may spend â20â Mana to deal â7â damage to an enemy target, the target's accuracy then has a 33% chance to get reduced by "5".

At level 25- (Flight) You may spend â10â mana to grant yourself flight allowing you to reach high up places. Flight is lost after â5â hours or when engaging in combat.

At level 30- (Frost Snap->Frost Wave) You may spend â35â Mana to deal â25â damage to an enemy target, the target's power then has a 50% chance to get reduced by "2".

At level 30- (Summon Consumables) You may create the following once every 5 days:

Summoned Bread x3 (Increases health by 25% max health)
Summoned Water x3 (Increases mana by 25% max mana)

At level 35- (Arcane Snap-> Arcane Wave) You may spend â40â Mana to deal â20â damage to an enemy target, the target's accuracy then has a 50% chance to get reduced by "30".

At level 40- (Extended Pool) Increases you max mana by "15".

At level 40- (Frost Wave->Blizzard) You may spend â50â Mana to deal â45â damage to an enemy target, the target's power then has a 75% chance to get reduced by "4".

At level 45- (Arcane Wave-> Mystic Ray Blast) You may spend â50â Mana to deal â40â damage to an enemy target, the target's accuracy then has a 75% chance to get reduced by "50".

At level 50- (Flame Wave->Meteor) You may spend â50â Mana to deal â70â damage to an enemy target.

==Rogue- Starts game with â3â Speed. Initial health reduced by 3

At level 5- (Invisibility) You may render yourself invisible. This allows you to select mobs in hostile environments, to avoid totems, and to deal â0â turn damage before spells and effects can take place. In addition while in a group you'll always have the least amount of threat amongst mobs (They'll never attack you until your the last one left), If you attack your invisibility automatically fades. (Your threat is still the lowest however).

At level 10- (Massacre) If you kill an enemy before turn â2â, all other creatures with the same name in that same battle are destroyed along with it.

At level 15- (Grip Mastery) Your Damage is increased by 10% when you wield 2-3 weapons.

At level 20- (Confuse) If you have more speed then the level of the creature or player your attacking, you automatically dodge all damage from round â1â and â2â if you happened to miss.

At level 20- (Ninja Flow) if your have more accuracy then the target, your damage output before battle is increased equal to the difference. (Happens only once) Can not be increased more than â7â this way.

At level 25- (Poison Weapon) You may use &quotoison" on your weapons.

At level 30- (Bounty Hunter) Upon activation bounty hunter player picks one of the following Bounty's, this works like an extra ability that can be removed or changed upon request.

Bounty: Bear (25% more speed, 25% less accuracy)
Bounty: Soldier (25% more speed, 25% less damage)
Bounty: Shark (35% more accuracy, 25% less speed)
Bounty: Archer (35% more accuracy, 25% less damage)
Bounty: Family (25% more damage, 25% less speed)
Bounty: Prisoner (25% more damage, 25% less accuracy)

At level 35- (Sap) Whenever you hit during round â0â reduces enemies Damage by â3â and their spell power by â4â.

At level 40- (Confuse->Paralyze) If you have more speed then the level of the creature or player your attacking, you automatically dodge all damage from round 1, 2, and 3 if you happened to miss.

At level 45- (Bounty Hunter V2) Adds more Bounty's for rogues: (See Bounty Hunter)

Bounty: Assassin (35% more speed, 15% less accuracy, 25% less damage)
Bounty: Royalty (60% more accuracy, 15% less damage, 25% less speed)
Bounty: Village (35% more damage, 15% less accuracy, 25% less speed)
Bounty: Ogre (100% More Max health, 20% less of all other stats)

At level 50- (Sap->Wound) Whenever you hit during round â0â reduces enemies Damage by â5â and their spell power by â10â.

At level 50- (Hidden Weapon) You may wield up to "3" 1 handed weapons.

==Warlock- When you have â3â or less health your attacks/spells deal double damage. Starts game with 4/4 health

At level 5- (Intellect) Add's "Mana" to your stat sheet. (30/30) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 10- (Curse of Intellect) You may spend â20â mana to reduce your opponents accuracy by "3" + SP. (Counts as a Curse, The same curse can be placed on an enemy no more then once).

At level 10- (Curse of Elements) You may spend â15â mana to reduce your opponents Physical and Magical Defenses by 25% (Counts as a Curse, The same curse can be placed on an enemy no more then once).

At level 15- (Summon Minion) You may summon at any time 1 evil minion to fight for you (Level= Your level, Damage= 2 Health= 1/1).

At level 15- (Shadow Blast) You may spend â20â Mana to deal â8â damage to an enemy target. Deals â5â additional damage if the enemy is cursed.

At level 20- (Immolate) You may spend â5â Mana to deal â2â damage to an enemy target. The damage this spell deals is increased by "1" if used again each time on the same target while in combat

At level 25- (Curse of Weakness) You may spend â30â mana to reduce your opponents "damage" by "1"+SP (Counts as a Curse, The same curse can be placed on an enemy no more then once).

At level 30- (Shadow Blast->Shadow Burn) You may spend â35â mana to deal â19â damage to an enemy. Deals â7â additional damage if the enemy is cursed.

At level 35- (Curse of Decay) You may spend â35â mana to reduce your opponents health by â1â each round for the rest of the combat + 20% of SP.

At level 40- (Immolate->Incinerate) You may spend â25â Mana to deal â4â damage to an enemy target. The damage this spell deals is increased by "6" if used again each time while in combat.

At level 45- (Conflagerate) Immediately activates incinerate for free. However after using Conflagerate, Incinerate and Conflagerate are no longer usable in that battle.

At Level 45- (Nightmare) Removes all curses in play, dealing â7â damage per curse removed (Counts as magic).

At level 45- (Specialize in Dark Arts) Warlock chooses one of the following upgrades: (You may pay 300 Gold to change later)

Specialization in Flame Arts:
-When Conflagerate is activated, activate immolate twice instead of only once
-Immolate now deals â10â damage instead of â4â

Specialization in Shadow Arts:
-When enemy is cursed and player activates shadow burn deals 16 additional damage instead of only 7
-Cost of all curses -5 Mana
-(Summon Minion-> Summon Greater Minion) You may summon at any time 1 Greater evil minion to fight for you (Level= Your level, Damage= 5 Health= 1/1)

At level 50- (Pestilence) You may spend â10â mana to spread all current curses activated on an enemy to all other enemies in battle

At level 50- (Life Cut) You may reduce your health in half to recover all missing mana, usable once per battle.

==Buccaneer- Levels two PUL faster than other classes (PUL=3/3)

At level 5- (Raider) Recover â1â health each time you hit the enemy

At level 15- (Charisma) Cost for all gear at shops -30%

At level 15- (Morality) When at full health your damage output is tripled

At level 20- (Reflective Trance) Reduce your health by â10â to activate, the next spell cast on you is instead cast on the user. Can be used twice per battle.

At level 25- (Long Distance) You May equip bullets and arrows.

At level 30- (Set Sail!) You may build construct and use ships (Parts cost gold unless you followed the buccaneer class quest which will reward you with a boat). Boats give you combat bonuses and party benefits as well as of course, aquatic travel.

At level 30- (River Bones) If your prevented to hit or miss on both round 1 and 2, your accuracy is increased by â50â for the remainder of the combat.

At level 35- (Raider->Invader) Recover â5â health each time you hit the enemy.

At level 40- (Barracuda Loader) Your bullet/arrow supply is from now on infinite, and ammunition is treated as a single item.

At level 45- (River Bones-> Sea Bones) If your prevented to hit or miss on both round 1 and 2, your accuracy is increased by â75â for the remainder of the combat. If your prevented to hit or miss on round 3, your accuracy is increased by â75â for the remainder of the combat.

At level 50- (Looter) each time you hit the enemy reduce their Mana (if they use any) by "4"

==Paladin- Starts game with â2â extra health

At level 5- (Intellect) Add's "Mana" to your stat sheet. (15/15) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 5- (Holy Mentality) You may spend â5â mana to increase your damage by "1" +X equal to the amount of players in a group with you. Can be used only once per lifespan.

At level 10- (Noble Steed) 50% cheaper mount cost.

At level 15- (Recover) You may spend all of your mana to heal all missing health. (Can not be used more than once a battle and can not be used with 10 or less mana left).

At level 20- (Defense Mentality) You may spend 5 mana to increase your Physical Defense by 5% and your magical defense by 10%. Can be used only once unless it wears off due to death.

At level 30- (God Tap) You may decrease your health in combat by â35â and recover all missing mana, usable once per battle.

At level 35- (Holy Mentality->Saint Mentality) You may spend â10â mana to increase your damage by "2" (x) X equal to the amount of players in a group with you. Can be used only once unless it wears off due to death.

At level 40- (Winged Strike) While armed with a Mentality, your attacks reduce your opponents accuracy by "1" per hit.

At level 50- (Defense Mentality->Guard Mentality) You may spend â10â mana to increase your Physical Defense by 10% and your magical defense by 20%. Can be used only once unless it wears off due to death.

==Scout- Starts game with â5â Accuracy, Initial Health reduced by 2 (3/3)

At level 2- (Environment Senses) Can ask host for information and always get a correct answer (example: What is there to the north?)

At level 5- (Flee) When normally killed, scout will attempt to flee (65% chance of success) not effective in dungeons.

At level 10- (Uncover) When a scout has a piece of gear, they may call upon their "Uncover" ability to give this piece of item a random additional special ability. Once done however the item is no longer tradable.

At level 15- (Buff of Sight) While in a party everyones accuracy is increased by "11â.

At level 20- (Trick) If while in a party your the last one killed, you revive to fight again with full health and 50% gear stats. Does not activate multiple times in combat.

At level 25- (Tamer) Can tame wild animals and creatures.

At level 25- (Hard Feet) Unaffected by travel damage, Unaffected by res sickness (Gold however is still lost upon death and using trick will still harm your gears stats).

At level 35- (Flee->Flash) When normally killed, scout will attempt to flash (85% chance of success) not effective in dungeons.

At level 40- (Buff of Wrath) While with other players everyones damage is increased by "6"

At level 40- (Trick-> Feign Death) If while in a party your the last one killed, you revive to fight again with full health and 100% stats. Does not activate multiple times in combat.

At level 45- (Tamer-> Beast Master) You can have 2 wild animals or creatures at once, and they each deal 10% more damage.

At level 50- (Skilled Hands) You work 50% faster when committed to a job, and receive 50% more income.

==Droid- Starts game with mana. Add's "Mana" to your stat sheet. (50/50) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 2- (Morph: M) Can spend â5â mana to turn into a Mouse (Immune to travel damage, -50% Max Health, -50% Damage).

At level 5- (Morph: L) Can spend â10â mana to turn into a Lion (+25% Damage, +33% accuracy, -25% max health, All other party members +5% Damage).

At level 15- (Morph: B) Can spend â10â mana to turn into a Bear (x2 Max Health, All other party members -5% all stats).

At level 15- (Morph: D) Can spend â30â mana to turn into a Dauphin (Allows the player to cross water and explore the depths of sea's like no other class, in addition while in water your immune to travel damage).

At level 20- (Morph: P) Can spend â15â mana to turn into a Panther (+25% Speed +33% accuracy, -25% max health, Allows the player to render themselves invisible, see the rogue ability for details)

At level 30- (Morph: WT) Can spend â30â mana to turn into a Walking Tree (+30 Max Mana, while in this form you gain the following abilities automatically:

==Herb Wave (Can spend â15â mana to heal a target by 1/4 of spell power. Herb Wave continues to tick each time that target hits, can be stacked up to 3 times).

==Moon Rise (Can spend â50â mana to heal a target by 35 health, That target now receives the "Moon" buf, increasing healing done x3).

==Nourish (Can spend â5â mana to heal a target by spell power).

At level 35- (Morph: GO) Can spend â20â mana to turn into a Giant Owl (+10 Spell Power, while in this form you gain the following abilities automatically:

==Fairy Blast (Can spend â15â Mana to deal â12â damage to an enemy target, reduces their accuracy by â1â each time used, has a 10% chance to reduce their damage by "1&quot.

==Air Whirl (Can spend â10â Mana to blow the target out of place, allowing you to escape from any combat. Not usable on players and in dungeons).

==Thorn Grasp (Can spend â10â Mana on a target, causing them to take your accuracy + Spell power in damage each time you cast a spell. Usable once per battle.

==Hurricane Flash (Once per battle you may cast this spell: Deals â45â damage piercing magical defense) .

At level 40-(Morph: F) Can spend â40â mana to turn into a Falcon (allows you to reach high up places. Flight is lost when engaging in combat).

At level 50- (Morph Specialization) Droid chooses one upgrade from each category: (You may pay 300 Gold to change it later).

==Category "Travel" (Chose 1)

Mouse: Your Mouse Morph no longer reduces your stats.
Dauphin: Reduces mana cost of Dauphin Morph by â25â.
Falcon: Reduces mana cost of Falcon Morph by â20â.

==Category "Battle" (Chose 1)

Lion: While in Lion Morph your accuracy is increased by 50% instead of by 33%.
Bear: While in Bear form, no longer reduces ally stat's, and instead increase their max health by 10% while in a party with you.
Panther: While in Panther form you can poison and use poisoned weapons.
Walking Tree: While in Walking Tree form, Herbal wave can be stacked up to five times.
Giant Owl: Your fairy blast now has a 20% chance to reduce damage by â2â.

==Summoner- Starts with â50â Gold (Gold-0 -> Gold-50)

At level 5- (Warp) Can spend â15â gold to teleport anywhere discovered in the game.

At level 10- (Summon Elemental) You may summon an elemental to fight for you (Level= Your level, Damage= 1 Health= 6/6 S- Stat buffs applied x2) Can only have 1 at a time.

At level 15- (Mystic Harvest) Increases your Damage, Speed, Max health by â3â as well as your accuracy by "6".

At level 15- (Teleport) Can spend â10â gold to teleport another player anywhere discovered in the game. Must have their consent.

At level 25- (Inheritance) â1Kâ Gold reward for free.

At level 25 (Pull Spirit) Can spend â5â gold to teleport as many players as desired to your current location. Must have their consent.

At level 30- (Body Control) Target a creature lower level then you, can not be a boss, or another player. For 3 rounds, that creature attacks it's own team instead of yours (Body Control magic fails 1 on 1). Usable once per enemy in battle.

At level 40- (Success) â5Kâ Gold reward for free.

At level 45- (Void) Can spend â10â gold to teleport as many players as desired to another selected player. Must have their consent.

At level 45- (Summon Elemental-> Summon Greater Elemental) You may summon a Greater Elemental to fight for you (Level= Your level, Damage= 5 Health= 15/15 Stat buffs applied x3) Can only have 1 at a time.

At level 50- (Body Control->Mind Control) Target a creature lower level then you, can not be a boss, or another player. For 5 rounds, that creature attacks it's own team instead of yours (Mind control magic fails 1 on 1). Usable once per enemy in battle.

==Warden- When defeating a creature, 10% chance more to get a quest item. When defeating a Boss and your group choses to roll your roll will always be above â49â

At level 5- (Intellect) Add's "Mana" to your stat sheet. (15/15) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 5- (Dust of Herb) Can spend â10â mana to double damage output of a target (or you) while in Forests Swamps or Jungle. Does not stack, wears off upon leaving a zone.

At level 15- (Dual Beam) Spend â20â mana to deal â5â damage to a target and heal a friendly target by â10â.

At level 20- (Leech Shield) Passive ability; when hit, or the player in your party with the most max health gets hit by spells you gain 15% the mana cost of that spell, if your max mana overflows you however take the difference in damage.

At level 35- (Bloom Gift) Spend â80â mana to heal your entire group or just yourself by all missing health points, also revives all dead players. If this is used, your leech/absorb shield no longer refills your mana.

At level 35- (Dust of Hero's) Can spend â15â mana to double damage output of a target (or you) while in Dungeons. Does not stack, wears off upon leaving a zone.

At level 40- (Leech Shield->Absorb Shield) Passive ability; when hit, or the player in your party with the most max health gets hit by spells you gain 25% the mana cost of that spell, if your max mana overflows you however take the difference in damage.

At level 45- (Quad Beam) Spend â40â mana to deal â5â damage to a target, â10â damage to another target and heal a friendly target by â10â, and yet another friendly target by â15â.

At level 50- (Dust off Mind) Can spend â20â mana to double a targets Spell Power. Does not stack, wears off upon leaving a zone.

==Blacksmith- Starts game with a "Blacksmith Pack" full of goods (See 2nd post for details)

At level 5- (Mountain Man) Your max health is from now on, increased by the amount of room in your backpack.

At level 10- (Revered Craftsman) Goods that you craft or forge, can be sold for twice as much value.

At level 15- (Taunt) Activate taunt before a battle. For the remainder of the battle all damage is redirected to you, despite enemy side effects.

At level 20- (Crush) From now on you ignore 10% of the enemy's physical defense.

At level 25- (Power Mind) You may "Sharpen Weapons" and "Pad" gear at the town craft building.

At level 30- (Shield Stance) You may triple your max health by reducing both your accuracy and damage to "1". You also receive 15% more recovery from healing effects. This effect lasts until you exit the current zone.

At level 35- (Miner) From now on you can add an extra socket of your choice to already jeweled gear, however once done it's no longer tradable.

At level 35- (Tool Shed) You may equip 10 pockets at once instead of only five.

At level 45- (Shield Stance->Wall Stance) You may triple your max health by reducing your damage to "1". You also receive 25% more recovery from healing effects. This effect lasts until you exit the current zone.

At level 45- (Crush->Pierce) From now on you ignore 30% of the enemy's physical defense.

At level 50- (Master Iron) Gear that was crafted or forged by you provided 50% more of an attribute effect when you wear it. If you decide to wear it, it binds to you and can no longer be traded.

==Rune Guard- Starts game with seven rune tablets

=List of Rune Tablets (Only RG's can hold and handle Rune Tablets). When runes are exposed or combined there energy is depleted, maximum amount of runes at any given time is â19â.

-Ruby (Increases your damage output by x1.5 until you exit the zone)
-Emerald (Increases your health by x2 until you exit the zone)
-Canary (Increases your accuracy by x2 until you exit the zone)
-Onyx (x3 damage output to magic creatures and players)
-Perrid (Can teleport anywhere you want on the map so as long as you've been there before)
-Saphire (Awards you 15 PUL)
-Aquamarine (Awards you 112 gold)
-Argyle (All of your diamond attacks deal 9 extra damage until you exit the zone)
-Amethyst (Increases you spell and physical defense by a % equal to your level until you exit the zone)
-Pure (All healing and positive effects on you are x2 until you exit the zone)

At level 0- (Gather Runes) You acquire four random rune tablets. You may discard runes as you see fit.

At level 0- (Expose Combination) By combining three runes of the same form effects occur on the Rune Guard (See above)

At level 10- (Diamond Thrust) Deal â4â damage. Expose â2â rune tablets to use this effect, can not be used outside of battle. Can be used only twice per round.

At level 20- (Shine Enhance) You can now hold up to three Trinkets.

At level 20- (Gather Runes-> Attract Runes) Your acquire five random rune tablets. Can be used once a day. Maximum amount of runes at any given time is now â25â. You may discard runes as you see fit.

At level 25- (Diamond Thrust-> Diamond Lunge) Deal â24â damage. Expose â5â rune tablets to use this effect. Can not be used outside of battle, Can be used only twice per round.

At level 40- (Melt Glare) Reduces the opponents accuracy by the amount of tablets you expose x3. Can only be used during round â0â.

At level 40- (Diamonds Are Forever) Expose a rune of every type available to you to use this effect. Deals â112â damage to the enemy target. 25% chance to backfire and kill you without dealing any damage. Can be used only once per round.

At level 40- (Soul Speech) Heal a target by â12â. Expose 1 rune to use this effect. Can not be used outside of combat and can only be used twice per battle on yourself and can be used only twice per round.

At level 45 (Diamond Lunge-> Diamond Ruin) Deal â38â damage. Expose â4â rune tablets to use this effect. Can not be used outside of battle, Can be used only twice per round.

At level 45- (Emerald Steel) Expose â10â Emerald Runes. You can now use heavy Armor. If you don't have â10â, get to it as soon as you can!

At level 50- (Exalted) Select a rune combination effect available to you. This effect is now permanently apart of your character and you can no longer have to harvest runes of the that type or care about the zone ware off effect. The following runes have different effects when they are selected for this effect:
-Aquamarine, you gain 6K gold. No permanent ability after that is granted
-Sapphire, select another player (Can be an alt). They gain 210 PUL.
-Perrid, You can always from now on teleport anywhere that you've been on the map
-Argyle, Your diamond attacks now do x3 more damage

== Bandit- Starts starts with a special class related side quest that will provide early on gear equipment and easy PUL

At level 10- (Blade Shard) Deals the speed bonus that your 1 handed weapons provide as damage to all enemies your facing in battle. Can only be used once per battle and can not be used until round â1â.

At level 20- (Poison Weapon) You may use &quotoison" on your weapons.

At level 20- (Cloak) You become immune to all sorts of physical damage for â2â turns, can not be used while in a group.

At level 25- (Toxic Jab) Doubles the damage effect of a current poison on an enemy, can only be used once per battle.

At level 25- (Market Runner) Permanently increases your speed by â7â.

At level 30- (Blade Shard-> Blade Sphere) Deals the speed bonus x3 that your 1 handed weapons provide as damage to all enemies your facing in battle. Can only be used once per battle and can not be used until round 1.

At level 30- (Gold Eyes) Your speed is increased passively by the 10k's digit of gold you cary on you x2 (60K gold on you=6x2=12).

At level 35 (Purple Poison) All poisons you use on your weapons now have there damaging effect increased by â4â.

At level 35 (Caravan Hunter) You may now equip arrows and bullets, in addition you may use poison on your arrows and bullets any poison source can be used on â10â of your shots.

At level 50 (Looter) When defeating a Boss and your group choses to roll your roll will always be above 64.

At level 50 (Splatter Stab) When you kill a target or your group kills a target the poison effect on that target is transferred to the next opponent with the least remaining health.


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Classes (Dark World)
Picking a Dark World class means your faction is set as "Dark"
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== Necromancer- Whenever your health in battle decreases to â3â or below you gain 3 PUL

At level 2- (Intellect) Add's "Mana" to your stat sheet. (25/25) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 2- (Haunt) If active any round â0â damage done to you instead heals you. If however this damage causes overflow in your max health you take 30% of you max health as damage. Costs â5â mana to activate deactivation is free.

At level 5- (Soul Break) Passive ability. Whenever your mana power reaches zero your opponent takes â4â damage.

At level 10- (Cause Hallucination) Costs â15â Mana. Causes the target to hallucinate. Effect varies depending on what mushroom you have the most of with you. You lose one of those mushrooms after use. This effect can not be used more than once per type of mushroom your carrying.

At level 10- (Necro Gather) Costs â5â Mana to activate. You get a free mushroom depending on your current location. Can only be used twice a day.

At level 20- (Nightmare Bolt) You may spend â30â Mana to deal â10â damage to an enemy target. Deals â15â additional damage if the target enemy is hallucinating.

At level 25- (Chaos Stream) You may spend â10â mana to deal â25â damage to an enemy target. Heals you by 25% max health health. 80% chance to miss.

At level 35- (Necro Gather-> Necro Call) Costs â5â Mana to activate. You get two free mushrooms depending on your current location. Can only be used twice a day.

At level 35- (Nightmare Bolt-> Nightmare Wave) You may spend â40â Mana to deal â25â damage to an enemy target. Deals â20â additional damage if the target enemy is hallucinating.

At level 40- (Chaos Stream-> Chaos Link) You may spend â20â mana to deal â65â damage to an enemy target. Heals you by 50% max health. 80% chance to miss.

At level 40- (Pain Share) Place this effect on a friendly target in a group with you. Any damage you take is redirected to that target however their defense mechanisms are not applied in this damage shift. Costs 5 Mana to activate, deactivation is free.

At level 45- (Soul Break-> Soul Shatter) Passive ability. Whenever your mana power reaches zero your opponent takes â12â damage. Counts as magical damage now.

At level 45- (Blackout) You Black yourself out out to the dark realm. You may not attack or use any spells for â5â rounds. Damage done to you is increased by 15% during this time. At the end of these â5â rounds you recover all missing mana power.

At level 50- (Specialize in Evil Arts) Necromancer chooses one of the following upgrades: (You may pay 300 Gold to change later).

Specialize in Nightmarish Arts
-All your Hallucinations now last â2â rounds longer.
-Your Nightmare Wave now deals â35â damage if the target is hallucinating.

Specialize in Chaotic Arts
-Your Chaos links now has a 70% chance of failing and costs only â10â mana.
-Soul Shatter has it's damage upped to â18â when your mana hits â0â.
-When Blacked out your protected from the 15% extra harm damage.

== Zombie- When killed 65% chance to come back to life with full health and stats. Starts game with 2/2 health

At level 2- (Eat Corpse) Passive Ability. Every time a party member dies in your group you heal 75% of max health. In addition every time this happens your maximum health increases by â1â. â20â is the maximum amount of times that last effect can happen.

At level 5- (Bloody Claw) Deals 4 damage. You take â15â damage. If this effect kills you your chance of reviving is increased to 90%. Can be used once per round.

At level 10- (Weak Point: Brain) Passive ability that can be interchanged with other weak points. Increases your physical defense by 50% but decreases your chance of surviving death down to 50%.

At level 10- (Weak Point: Legs) Passive ability that can be interchanged with other weak points. You take 80% less damage when hit with bullets or arrows, but decreases your chance of surviving death down to 50%.

At level 10- (Moan) Activate Moan before a battle. For the remainder of the battle all damage is redirected to you, despite enemy side effects. You take 10% less damage if this is used in a dungeon.

At level 20- (I don't feel a thing) Poison damage dealt on you has it's ticking power reduced by â5â.

At level 20- (Bloody Claw-> Bloody Grasp) Deals â11â damage. You take â35â damage. If this effect kills you your chance of reviving is increased to 90%. Can be used once per round.

At level 35- (Awkward Swinger) Your Damage is increased by 10% when you wield 1 weapon.

At level 45- (Weak Point: Head) Passive ability that can be interchanged with other weak points. Increases your magical defense by 50% but decreases your chance of surviving death down to 50%.

At level 45- (Weak Point: Groin) Passive ability that can be interchanged with other weak points. Increases your physical and magical defense by 60% but decreases your chance of surviving death down to 10%.

At level 45- (I don't feel a thing-> Can't Poison this) Poison damage dealt on you has it's ticking power reduced by â35â.

At level 50- (Highlander) Increases your maximum health by 15% from what it is when you reach level 50 permanently. All of your weak points now decrease your chance of surviving death down to only 55% instead of 50%. Groin from 10% to 15%.

== Witch- Starts with 1/1 health and â5â Accuracy

At level 10- (Intellect) Add's "Mana" to your stat sheet. (35/35) Mana is recovered with liquids and increases with items and gear. All spells may be used only once per round.

At level 10- (Elixir Break) You may spend â5â Mana to heal a target by 50% of your remaining mana after the spell is cast If this healing spell causes the target to reach maximum health you recover â2â Mana.

At level 15- (Unlocked Brooms) You may now visit a local witch department near you and buy a fresh new broom providing the witch with unique abilities, stat boosters and of course, flight.

At level 25- (Bubble Zap) You may spend â15â Mana to deal â5â damage to an enemy target. Each time you use this spell increases you physical defense by 5% for the remainder of the battle.

At level 25- (Robe Specialization) Maximum mana bonuses of all your body gear is increased by 50%.

At level 30- (Elixir Break-> Elixir Injection) You may spend â10â Mana to heal a target by 60% of your remaining mana after the spell is cast. If this healing spell causes the target to reach maximum health you recover â5â Mana.

At level 35- (Power Cauldron) Summons a Power Cauldron at the cost of 25 Mana that will last for one battle. All party members including you heal 8 health every round and gain 5 mana every round.

At level 45- (Extra Finger) You may wear a third ring.

At level 45- (Bubble Zap-> Gooey Zap) You may spend â35â Mana to deal â11â damage to an enemy target. Each time you use this spell increases your physical defense by 10% for the remainder of the battle.

At level 45- (Hang On!) Passive ability: Your broom now provides 25% more of an attribute bonus while your in a group.

At level 50- (Elixir Injection-> Elixir Infusion) You may spend â20â Mana to heal a target by 80% of your remaining mana after the spell is cast. If this healing spell causes the target to reach maximum health you recover â15â Mana.

== Shadewalker- Starts with 3 prism tokens. When a prism is activated (burned) along with an ability it's set on cool down until the next day (does not reset in dungeons or closed off areas this way)

-You may start when any 3 combination of the following Prism Tokens (Shade, Moon, Mist)


At level 0- (Full Moon) Burn â1â Moon prism. Gain 1 PUL. Can only be used once a day.

At level 5- (Moonlight Pulse) Burn â1â Moon prism. Heal a target by â22â health (counts as magic) and increases that targets accuracy until the end of the battle by â3â. Can be used once per round.

At level 5- (Resentment Mist) Burn â2â Mist prisms. Deals â9â damage to every opposing enemy (Counts as magic). Can be used once per round.

At level 10- (Lore Face) Burn 1 Shade prism. You become the target of all of the attacks of the enemy target for 6 rounds. After this time period recover â2â burned Moon or Mist prisms. Can be used once per round.

At level 15- (Prism Pool) Add another (Shade, Moon, Mist) prism to your collection (4/4).

At level 20- (Shade Realm) Burn â1â Shade prism. You summon a massive portal door to any location you specify that you've been to in the game up to five players can enter it until it closes up.

At level 25- (Summon Ghost) Burn â1â Shade or Mist Prisms.You may summon a Ghost to fight for you (Level= Your level, Damage= 1 Health= 1/1 Heals increase max health, if max health exceeds â25â it explodes) Can only have one at a time.

At level 30- (Mist Creep) Burn 1 Mist prism. Deals â10â damage to the target and reduces the targets damage output by â1â. Can be used multiple times per round.

At level 35- (Moonlight Pulse-> Eclipse Pulse) Burn â1â Moon prism. Heal a target by â40â health (counts as magic) and increases that targets accuracy until the end of the battle by â11â. Can be used once per round.

At level 40- (Agony) You take â25â damage then recover all missing Shade prisms. Can be the only ability used in the round its used on.

At level 40- (Disguised) You may wear light gear.

At level 45- (Resentment Mist-> Resentment Wish) Burn â2â Mist prisms. Deals â25â damage to every opposing enemy (Counts as magic). Can be used once per round.

At level 45- (Summon Ghost-> Summon Shade) Burn â2â Shade or Mist Prisms. You may summon a Shade to fight for you for the rest of the battle (Level= Your level, Damage= 1 Health= 1/1 Heals increase max health, if max health exceeds 60 it explodes) Can only have 1 at a time.

At level 45- (Shade Face) If you have a shade out fighting with you âLore Faceâ round wait reduced from â6â to â3â and no longer throws all the threat on you.

At level 50 -(Mist Creep-> Mist Haunt) Burn 1 Mist prism. Deals â18â damage to the target and reduces the targets damage output by â2â. Can be used multiple times per round.

At level 50- (Prism Collection) Add another (Shade, Moon, Mist) prism to your collection (5/5).

== Demon- Starts game with â2â Damage instead of 1, PUL starts at 6/6

At level 5- (Evil Intentions) If your opponents health is 3 or below your accuracy is temporarily increases by â10â.

At level 10- (Flame Skull) The second time the same spell hits you in any battle situation its damage output is halved.

At level 15- (Horn Lock) For the next â3â rounds your accuracy is temporarily increased by â6â. Can be activated once per battle.

At level 15- (Anger Drive) For the next â3â rounds your damage output is temporarily increased by â2â. Can be activated once per battle.

At level 20- (Evil Intentions-> Terrible Intentions) If your opponents health is â8â or below your accuracy is temporarily increases by â15â.

At level 25- (Go To Hell!) Passive Ability. You don't take travel damage while in enemy territory and you deal 25% more damage to town/city NPC's.

At level 30- (Red Mussel) Permanently Increases damage output by "3", Other group members get +2 damage output when in a group with you.

At level 45- (Horn Lock-> Horn Constrict) For the next â3â rounds your accuracy is temporarily increased by â40â. Can be activated once per battle.

At level 45- (Anger Drive-> Anger Launch) For the next â3â rounds your damage output is temporarily increased by â13â. Can be activated once per battle.

At level 45- (Evil Intentions-> Ludicrous Intentions) If your opponents health is â15â or below your accuracy is temporarily increases by â25â. In addition your Horn and Anger effects last â5â rounds instead of â3â.

At level 50- (Red Mussel-> Ruby Mussel) Permanently Increases damage output by "5", Other group members get +3 damage output when in a group with you.

== Warlord- Max health increases temporarily equal to the amount of players in your group x3

At level 2- (Lieutenant) Passive Ability When in a group with other players everyones stats are increased by 5% excluding mac health.

At level 5- (Surrender) When normally killed, Warlord will surrender (25% chance of success) not effective in dungeons.

At level 10- (Commanding Grip) While in dungeons and closed off areas without other players you deal 15% more damage.

At level 15- (Lieutenant-> Captain) Passive Ability When in a group with other players everyones stats are increased by 8% excluding max health.

At level 20- (The Great Egg Quest) Special Warlord quest chain starts off, the end prize is a secret. (Hint: It breaths fire).

At level 25- (Plant Flag) Every time an opponent is killed in a battle the amount of damage you deal is increased by 10%. Each time player is killed in your group the inverse of the this effect occurs.

At level 35- (Waving in the Wind) Your cape now provides 50% more of an attribute bonus.

At level 35- (Black Swing) Activate this before a round. If your attack hits â1â random positive ability on that target is transferred over to your character.

At level 40- (Commanding Grip-> Tyrant Grip) While in dungeons and closed off areas without other players you deal 25% more damage.

At level 45 (Fake Surrender) If surrender fails and your killed, deals 15 damage to the opponent.

At level 50- (Lieutenant->General) Passive Ability When in a group with other players everyones stats are increased by 15% excluding max health

== Dark (Bandit, Summoner, Scout, Buccaneer, Warlock, Rogue, Mage, Shaman, Archer, Soldier)
(See move set list in the light faction section, the only difference by making one of these classes âDarkâ is that your faction is set to be âDarkâ, also for some classes side quest's may change a bit although they should roughly be the same. Note: Some classes can not be âDarkâ)

------------------------------
Additional Information
------------------------------

How to Post-
This may sound ridiculous but many have been confused about this. I do expect some level of maturity in posts meaning that it really does need to make sense if your looking to gain valuable PUL. You need to be clear and coherent with directions that you give the OP. Complicated is better (Although if you can be short clear and in tune with the flow of the game by all means...) Need an example of how the game should play out? Check out the V4 thread and follow some of the higher level players posts, we got to level 21 last time. (I know we should be doing better than that right?)

Parties-
Creating a party is important when tackling on dungeons. To attempt dungeons that are your level you will likely need about three players. Commonly the set up is 1 healer (Priest, Shaman, Witch, Warden, Droid, Shadewalker) 1 Tank (Zombie, Blacksmith, Paladins, Warriors, Buccaneer, Rune Guard) and 1 DPS (Every other class or a class already listed specialized for damage). Parties are great for leveling and questing. To start a party request for people to join or invite your friends.

Gear Slots-
Gear is classified in the following way for all classes and players:

Weapon (1-2) (3 for Rogues)
Shield (1) (2 for Warriors)
Body (1)
Helm (1)
Boots (1)
Cloak (1)
Trinket (2) (3 for Rune Guards)
Ring (2) (3 for Witches)

Armor/Gear Types-
Normal(Or nothing specified)- All classes can wear this piece of item
Magic- Only magical classes can use this. Magical classes are recognizable as they can have mana power
Light- Any class can wear except for magical classes (Excluding Paladins and Shamans and Shadewalkers at level 40)
Heavy- Only certain classes can wear (Warlord, Zombie, Blacksmith, Paladins, Warriors, Shamans(50) Rune Guards(45))

Town's Cities and Zones-
There are lots of towns and cities to explore, along way more locations I'm sure you'll ever get to, some including huge vast forests, terrible dungeons, forgotten ruins and much more. Towns will provide food, water, comfort storage and gear (along with tons of neat quests at the Bulletin Board), while other places will provide you with experience and loot.

PvP-
PvP rules have changed since V4, now it is illegal for character of the same faction to fight to the death. Battles are now divided into three categories:

Duel- When two players of the same faction go at it. The looser has his or her health set to 1 after the battle, glory rights or prizes can be negotiated amongst the two after.

Light Vs Dark- When two opposing faction players meet they may fight each other to the death if you defeat a player who is the same level or higher then you, you claim all in his or her backpack (not their gear although) and 50% of the gold they had on them. To avoid loosing backpack items and gold use city banks, especially at lower levels where fighting is most common. Combat is explained in post #2

World PvP- Although when this post was made no world PVP's currently exist I would see no reason why there would not be in the future. For these when they come in future expansions special rules may apply outside of the D's or LvD's.

Secondary Character-
Level a character to level "35" and you may start up a completely different character of another class and/or faction. However the two companions may never engage in combat together or be in the same party. They may however trade.

Time Management-
As this game is not real time you can not automate anything that would cause more than 10 actions a post for the sake of keeping it balanced. You can also not sell the same item more than 5 times a week and you can not consume the same item more than 3 times a day. On days were I am only able to post once (Or the last post before I hit the sack) and battle was asked for, health/mana is automatically healed after you win the battle.(because the new day would heal you anyways). If your chances of winning a battle are ridiculously high I will entirely skip the combat process and you will just receive the rewards. This only applies to days were I am only able to post once or it's the last post I'm making for the night. Of course zones that do not have the heal day remain the same (Dungeons, Mini Dungeons, ect.). Also as I am a human with a schedule expect me more active on weekends and less active on weekdays. For more help on automation and time management see me.

------------------------------
Final Words
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To join in post your character sheet, I will then give you details to what there is too see in the city of "Pilrow" or âGrimridgeâ (starting place). Also, Your much better off exploring then staying local, the game favors the occasional risk. Other posts worth checking out:

==More Information/FAQ #2
==Regional Maps #3
==Emerald Sword V3
==Emerald Sword V4
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