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Lore Online [OoC/Accepting]

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[spoiler=Faye Memory]
I am like the night- everywhere and yet nowhere at all.”

Personality Information
Name: Faye Memory

Epithet: The Nightwalker, Blade of the Shadows

Age of Appearance: 19

Sex: Female

Appearance: Faye is of average height, around 5’6”, with fiery red hair and luminescent green eyes. She dresses in her armor almost always, and carries her two knives, Nox and Umbra, in forearm sheaths crafted by her. Usually, when not at the guildhall, she keeps the hood of her cloak up, obscuring her face, allowing her to constantly survey everything around her without anyone noticing. Her cloak is black and mottled gray, intended for dissolving into the shadows and disappearing. She has a tattoo of a running wolf on her forearm, just like in real life. She is slender and also has a spattering of freckles across her nose and cheeks.She wears a few cosmetic items, like a wolf tooth necklace and a black ring.

 

Personality: Faye is a simple person, easy to like. She trusts easily and when she gives you her trust, as long as you don’t throw it away and betray her you will always have her trust. She has a warm heart, and loves to make friends. Sometimes she can get a little irritating, especially at guild meetings when she sees people she hadn’t seen in quite awhile. Although she might seem a bit airy, she’s still an excellent fighter and a great friend. She’s also surprisingly intelligent. She has an uncanny ability to read enemies’ attacks and counter them, though sometimes they are either too heavy to counter or too fast for her to see, but the average attack she can detect and counter easily. She can make calculations on whether she can win a battle in a heartbeat, and from there decide whether to run or to fight.

 

Faye is a people person who just wants to talk to as many people as she can, and make friends wherever she can as well. That’s why she applied to join Joshua Tree, the largest guild she could find. She likes to party with people, and is a common figure on raids and bosses. She’s pretty well known across the servers. Despite how happy she is, as soon as she gets out into the field, she turns deathly serious, occasionally even scary. She attained the name of Nightwalker when she was ambushed by a group of PKers and she killed all of them by herself, without ever being spotted after she disappeared. People who meet her tend not to believe that she is the Nightwalker until they see her in combat, and see the shift from bubbly to deadly serious.

Combat Information

Category: Dexterity
Class: Rogue

Level:  37

Inventory:

  • Twilit Armor <Light>:[/i] Tight leather armor crafted specifically for the Rogue class, allowing freedom of movement, while not getting in the way of movement and speed. Grants the user 20% critical damage when striking from stealth and 10% if striking from behind. These effects stack, meaning if she strikes from stealth and from behind and crits, she deals 30% more damage than a normal crit.[/*]
  • <Nox>: Rare black knife dropped by raid bosses at mid levels. It has a unique active known as “Shadow Strike” giving the wielder an increased rare loot drop rate if the enemy is killed from stealth.
  • [i]Ring of the Nightstalker: Provides 10% health regen every second while stealthed, along with 5% stamina regen as well.

Skills:

 

From Behind!

Vanish

Assassination

Real-World Identity
Name: Yuki Hiroshi
Gender: Female
Age: 17
Home City: Yokohoma
Occupation: N/A


Your Skype Name: jharp223

[/spoiler]

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I made the edits yet nothing else showes its wrong on my spell check other than fonic and iashi and any of her nicknames sorry if it's still bad though.

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[spoiler=Very late worldbuilding thing][spoiler=White Desert]Otherwise nicknamed the "Desert of Bones", we'd be lying if we said there was something unique in the sand that gave it its white coloring.  It's not actually sand at all.  The "sand" of this vast, desolate wasteland is in fact bones that have since been reduced to little more than dust.  Formerly a land of civilization, the White Desert is now commonly a hunting ground for player-killers due to both its lack of villages or other settlements and its in-universe history as a land that was formerly home to a kingdom of mages that destroyed itself in a great war.  Some even go so far as to call the place haunted or cursed.  It's definitely not where you want to go when you've got downtime unless you're into places with an atmosphere of dread and emptiness.

Enemy mobs are very rare in the White Desert, for better or worse.  Invariably of the undead variety, these mobs offer only experience to players who kill them for the most part.  These enemies range from the 50s to the maximum level as one goes deeper and deeper into the desert.  In the 50s areas, these are typically skeletons and sometimes zombies, but the further in one goes, the more undead horrors await.  Wights, banshees, wraiths, and at the center of the desert, even liches crop up periodically.  The desert's one and only landmark is the Temple of Eznus, which rests roughly in the center of the desert.  Enter at your own peril.[/spoiler]
[spoiler=Temple of Eznus]dark%20temples%20artwork%201920x1080%20w
This ruined temple is a high-level dungeon crawling with undead monstrosities.  Boasting three stories above ground - the third of which houses the temple's final boss - and six below, and with a whopping total of nine bosses, clearing the Temple of Eznus in its entirety is no small feat.  Historically, it is a temple built in reverance to the death god Eznus, the cult of which eventually led to the kingdom's downfall and its transition from lush plains to a desolate wasteland, and eventually to the White Desert we know today.

It's a long trip to get here, and once you're in, if you want to clear the whole thing, you'll be in for a while.  Be wary of the varied undead minions, the plethora of diseases or curses they can inflict on you, and most of all, the bosses.  The rewards for killing these bosses can be great, but killing more than three or four without plentiful supplies won't be easy.  It is an endgame dungeon, after all.[/spoiler]
[spoiler=The Bosses][spoiler=Scum, the Gatekeeper]stomachless_ghoul_by_hungerartist-d2y6b7
The leader of a slave rebellion that took place not long before the kingdom's downfall, Scum now serves forever in death as a ghoul.  He's the first boss anyone will face in the Temple of Eznus, and is as such the weakest of the lot.  However, defeating him is necessary to advance.  Scum's defenses and HP are rather lacking for an endgame dungeon boss; he'd actually go down in no time if it weren't for how bloody fast he was.  Be mindful of the claws, but even more mindful of those teeth.  You don't want to know where those things have been, and an untreated bite from Scum will apply a powerful damage-over-time effect that supposedly lasts indefinitely.  We're not actually sure how long it lasts, you see; it's usually dispelled by the group healer as soon as it shows up.

Once Scum reaches half health, he'll let out a blood-curdling shriek that summons a group of ten lesser ghouls to aid him in the fight.  These ghouls are weaker than what you'll find throughout the rest of the dungeon, fortunately.  He'll do a similar move upon dying, but the dying version only summons five ghouls.  Altogether, it's a straightforward fight.  Hit Scum, don't let Scum bite you, and you should be fine.[/spoiler]
[spoiler=Bazi, the General]1a6f97ddd1ace6123de9c7e41e7986b5.jpg
This zombie knight is every bit as powerful a warrior in death as he was in life.  The leader of the king's army during the rebellion, he (as with the other bosses in the temple) was resurrected by Dodhan the Immortal after the war had ended, this time in Dodhan's service.  He chooses to fight with a pair of scimitars, and is deadly in close combat.  At a range, he falls short, so naturally, non-melee classes will have an easier time killing him.

The fight against Bazi has potential to be a very long one.  Aside from his high HP and defenses, killing Bazi requires that the finishing blow be to his head.  Anything that doesn't remove or damage his head as the finishing blow will simply cause him to stay down for a few seconds then get back up with 10% of his HP.  Luckily, as one fights him in the armory, there are plenty of things you can grab to smack him with to finish the job.[/spoiler]
[spoiler=Alulim, the Wraithlord]Wraith_by_loztvampir3.png
One of the dungeon's optional bosses.

It's advised to kill everything else in the room and burn the bodies before fighting Alulim.  The king's steward in life, Alulim's undead form is that of a wraith who commands powerful magic and a chain of a whip for weapons.  Upon starting the fight, Alulim will immediately revive anything in the room that he can, and command them to attack whoever currently has Alulim's aggro.  Their attack power will be crippled, but that won't change the fact that unless you burned the bodies, there will be a whole lot of them.  Moreover, every time Alulim's HP is reduced by an increment of 25%, he'll cast this resurrection spell again.

Based on scattered records that can be found around the Temple, it's common player theory that Alulim was also in charge of keeping the castle slaves in line.  Sure would explain a lot.  Killing Alulim is no easy task, but every once in a while he'll drop either his robes or his staff, both of which are very desirable items for Shamans.[/spoiler]
[spoiler=The Mass Phantom]98b09794b08b4a86fefaff25b4296e03.jpg
Made up of countless soldiers who died in the war, this towering ghost is actually easily avoided so long as players stay away from the temple graveyard.  Also fortunate is that tanks don't have to worry about holding The Mass Phantom's aggro, since all of his skills are huge area-of-effect abilities that cover the entire room.  Unfortunately, this means that the healers will have their work cut out for them here.  Luckily, provided you aren't killed by his passive ability that damages anyone around him, this is actually an easier fight than it seems.

The Mass Phantom's weakness is the graves.  Destroying one takes one of the ghosts that makes his being away, effectively reducing all of his abilities and stats.  Destroying all of them leaves him at a measley 10% of his initial power.  But keep in mind that if he gets near one, he'll repair it, thus restoring a soul and some of his power.  It's best to pull him as far from the graves as possible and let the damage-dealers knock out the graves.[/spoiler]
[spoiler=The Abomination]mtg__grimgrin_by_one_vox-d4achdy.jpg
The Abomination is arguably the most terrifying boss in the Temple of Eznus to face off against.  And not just because he's ten feet tall and ugly as sin either.  The Abomination's blood carries a disease that both reduces the stats of the afflicted and applies small amounts of damage over time, so just hitting him with a sword carries the risk of infection.  The hook on the other end of his chain arm can be used both as a weapon up close and to pull in a target if they try running away.  And while The Abomination's offense may not be so great on its own, he's by far the bulkiest boss in the temple.  A fight against The Abomination is a test of endurance.

Worst of all is that if you want to clear the dungeon, you'll have to fight this guy.  Luckily, there is one trick to deal huge amounts of damage to him.  Let him hook the pillars in the room.  Just...take care that you don't use that trick more than twice.  Unless the risk of the temple caving in on you is a pleasant thought.[/spoiler]
[spoiler=Siduri, the Banshee Queen]banshees_cry.jpg
Formerly the queen, now a rotting banshee who serves Dodhan the Immortal, Siduri's shtick is paralyzing opponents for a time with her ear-shattering screams and blood-freezing glares.  Once she's close to someone, she'll start putting her claw-like nails to use by cutting up the target.  Unlike many NPC enemies, Siduri has no aggro system; taunts and such don't work on her.  Instead, she automatically targets the nearest paralyzed player.  If no players are paralyzed, she'll either scream, paralyzing everybody, or glare at a random player, paralyzing just them.

At least her scream has a long cooldown.  Now if only her health bar was smaller...[/spoiler]
[spoiler=King Naram-Sin]5f585d5aa6a2f7aaa656dbea8e02a8fa.jpg
Formerly a great and mighty king, Naram-Sin has been reduced to a mere skeleton.  The fight against Naram-Sin is a long one with two phases.  The first phase involves fighting off a veritable army of skeleton soldiers.  The amount remaining is actually marked by Naram-Sin's health bar during this fight, but the king himself doesn't actually enter the fray until his army has been slain.  Once the king himself - armed with sword and spell - enters the fight, it's a whole new ballgame.

Throughout the room, floating skulls will appear.  Don't let Naram-Sin near them; he'll turn a single skull into an squad of five skeletons.  Inversely, smashing them yourself spawns five skeletons to fight on your side, who Naram-Sin will invariably target no matter how much aggro players have generated.  Due to the king's immense health bar and powerful sword strikes, you'll have to use these skulls to your advantage, and create an army of your own to strike down the king.  Every once in a blue moon, the Crown of Naram-Sin will drop.  This is an accessory that unlocks a skill that, wouldn't you know it, summons five small skeletons into your service.[/spoiler]
[spoiler=Dodhan the Immortal]boab179_lich.jpg
A mighty lich, Dodhan was a necromancer and the leader of the cult of Eznus, and is the dungeon's semi-final boss.  As a lich, Dodhan is immortal until his phylactery is destroyed; destroying that is the tough part though.  Aside from having to get past Dodhan himself and whatever he may create out of the corpses and bones lying around the room, Dodhan's phylactery is an enchanted skull that can fight back.  Once it's destroyed, though, Dodhan's health bar, which otherwise won't budge, will begin rapidly draining until his time expires.

Killing Dodhan causes him to drop the key that unlocks the top floor of the Temple of Eznus.  It also causes all other enemies in the dungeon, save the final boss, to drop dead on the spot, so make sure there weren't any other bosses you wanted to kill before taking on Dodhan.  However, many groups of players tend to end their dungeon runs after killing Dodhan.[/spoiler]
[spoiler=Shade of Eznus]pagan_temple_spirit_by_Hamsterfly.jpg
The dungeon's final boss.  An aspect of the death god Eznus brought into the land of mortals, it is this entity that is to blame for the White Desert's current state.  As an aspect of a death god, one can imagine that if the Shade of Eznus goes down, he's taking someone with him.  The fight against Eznus starts out fairly straightforward...until he takes the player party to the land of the dead after he goes below half health.

Once in the land of the dead, the fight against Eznus takes on a whole new level.  Aside from having the spirit of Dodhan fighting alongside him (don't worry, no phylactery this time), you're literally fighting Eznus on his territory.  Expect the Shade to be much stronger, and be able to conjure up undead minions out of nowhere.  Killing it will return you to the Temple of Eznus, and the Shade will drop some serious gold and experience.  Not to mention some sweet bragging rights.  That said, no party should enter this fight without expecting somebody to not come back out.[/spoiler][/spoiler][/spoiler]

Will edit in the story behind all this at a later time

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I'll post sometime tomorrow to move things along.

Iashi: ACCEPTED. You're a general of Joshua Tree now, so get to posting. Just make sure to proofread.

Faye: PENDING. Please address the following points:

1) No double daggers, just one. Sorry. :P
2) What is "stealth mode" and "striking from stealth?" I don't quite follow.

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I'll post sometime tomorrow to move things along.

Iashi: ACCEPTED. You're a general of Joshua Tree now, so get to posting. Just make sure to proofread.

Faye: PENDING. Please address the following points:

1) No double daggers, just one. Sorry. :P
2) What is "stealth mode" and "striking from stealth?" I don't quite follow.

 

Stealth is when you are not able to be seen, like striking from the shadows, or a surprise attack that the enemy didn't see coming. It's like Assassin's Creed assassinations- you have to remain anonymous. That's what stealth is, when you're in that anonymous stage. Striking from stealth is when you attack from that stage, and it's a surprise attack. Like if you look up the burglar class from LOTRO that's what stealth is. The burglar temporarily disappears, then can make an attack while invisible, revealing himself and dealing extra damage if applies from behind.

 

Also, fixed the one dagger thing.

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...I don't remember seeing instructions for Atelier Ichimatsu prior to the latest post. Did I just miss it or...?

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No, there were Atelier Ichimatsu instructions.
 

 

Wow, must have totally skipped that! Thank you for pointing it out! 

 

EDIT: edited my latest post to include the first of Atelier Ichimatsu's posts!

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Gaillard: ACCEPTED.

Faye: PENDING. Just remove all mentions of percentages and replace them with more vague statements ("a bit," "a lot," "somewhat," etc.) and we'll be good. (:

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Still waiting on your revisions, RainbowDash.

Also, I've posted, but I'll edit in Tengutake's IC post to advance the Joshua Tree plot tomorrow. Too late now to do that. :P

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Wait a second, if you're still accepting, where would the new characters start? Because this seems interesting.

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Uhhhhhh if you're in Joshua Tree then probably at their guild hall. Osprey is full at the moment and I don't know how many members there are in Atelier nor do I know who's a member

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Wait a second, if you're still accepting, where would the new characters start? Because this seems interesting.


Yosuke's correct. Joshua Tree would start at the hall, Atelier would start returning from their latest quest, and there's no room on Osprey atm so P:

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