<ul class="bbc_list"></ul><div align="center"><span class="bbc_size" style="font-size: 24pt;"><strong>Skyreach</strong></span></div><div align="center"><span class="bbc_size" style="font-size: 16pt;"><strong>RESOURCES</strong></span></div><br/><div align="center"><span class="bbc_size" style="font-size: 16pt;"><strong>Notable Locations</strong></span></div><br/><em>Old Bastion Keep</em><br/>Old Bastion Keep will serve as the players’ main hub for the initial while of the game. Old Bastion Keep is what used to be Bastion until its population grew and trade became more viable, leading to the massive expansion that is New Bastion City, or just Bastion City as its more commonly referred to as.<br/><br/>While time has taken its toll on the old fortress, it has held up well. There are some crumbled walls here and there, and sure, the roof drips a couple places, but for the most part, the rooves and floors are solid. There’s clean water running through the fortress in the form of a river, and it has a reasonably equipped kitchen, as well as a bathouse and four-person rooms.<br/><br/><em>New Bastion City</em><br/>New Bastion City lies about half a kilometer away from Old Bastion Keep, and serves as the capital of the world of Skyreach. The massive city and its many streets offer more or less anything one could desire, provided the wallet is tough enough. The city center offers most of the vendors players would be interested in. Most trading points for loot found while adventuring would be traded in here. The Adventurer guild office is also in the town center. The uptown area is mostly residential, and the west-end has become the hub for bars, pubs, taverns and brothels. The south-end waterfront has become the common-place for independent guilds who purchase up buildings there and establish their own offices there, a goal most new players has since Old Bastion Keep is not meant to be a permanent solution.<br/><br/><em>The Highland Steppe</em><br/>The Highland steppe is a large open area to the north of New Bastion City, and is a typical newcomer spot for grinding. It has few places to hide, which leaves the chance of getting ambushed close to null, and the monsters have pretty decent loot for their levels, but they are widely spread out and usually in groups, leaving them pretty tough to beat for unorganized low-level parties.<br/><br/><em>Grine Forest</em><br/>Another close by newcomer zone, though a bit less friendly than the highland steppe. The forest is dense and can be tough to manouver, and thick trees with low-hanging trees limit both visibility and movement speed in the entire zone. There are more stragglers in the area however, so it can be easier for new players to take out the enemies in the zone without too much planning. However, should one run into a group, it rarely ends very well. A well organized group can make more money with a lower risk from working in this zone than in the Highland Steppe, though for less organized players, the highland steppe is usually the better pick.<br/><br/><br/><em>Jade Lake</em><br/>A lake located an hour of walking south of the Grine Forest. The lake is named after its distinguishing green color, and serves as a low-medium level player zone. It can be played for low level players with good tactics, but it can become very tough very quickly. There’s little visibility coming from the waters, so the chances of getting ambushed by monsters crawling up from the sea is very present and has led many new players to an early loss.<br/><br/><em>Jade Lake Mines</em><br/>The final typical low-level zone, the Jade Lake Mines serve as the gateway to the bigger picture of the game. It has good loot and tough enemies in not unreasonably narrow hallways that can make what tactics worked excellently in the past to an early death in there. The mines go deep under the lake, and in the end, the players get their shot at showing that they deserve to stay in the game or not.<br/><br/><div align="center"><span class="bbc_size" style="font-size: 16pt;"><strong>Game mechanics</strong></span></div><br/>The game is completely hud-less. Anything that would previously involve using an interface has now been replaced with subconscious commands. You have the knowledge of how to use skills, what items are roughly worth, what level you’re at, what you can and can’t use efficiently etcetera.<br/>There is no clean-cut health bar. Health is handled through blood-loss, like in real life. If you’re hit, you will bleed. A healer class can close your wound, but you’ve still suffered from blood loss, which will cause the game to become significantly tougher, especially if you’ve lost large amounts of blood. Blood is regained over time, or through blood-production increasers like potions or high-level spells.<br/>Cooldowns are subconsciously handled. You know how long you have to wait until you can repeat a certain skill or spell, and if you try to fight it, it won’t do you any good aside from leaving you vulnerable.<br/>Mana is only relevant for magic-based classes. Melee-classes can repeatedly use skills, but are more prone to exhaustion. Mages rely on their mana-pool to be able to use spells. No mana, no magic, you’re just in the way. Trying to use spells while they are still on cooldown causes the mana to use the spell to be taken, but the spell will still not trigger. Mana is slowly recovered over time, but can be increased through trinkets and buffs.<br/>Players are required to eat, sleep, drink and so forth to maintain a good physical condition. Players will die if they don’t drink for three days, or eat for three weeks. Food, depending on quality, will cost 50 copper per person for the most basic of meals, but food-items can be scavenged while out of the city to cut down those costs.<br/>Adventurers make their money through looting monsters that they defeat, simple enough. Most items have some interest and can be sold to the right vendor for a good price, or sold through the adventurer guild for a moderate price of an appealing buyer can’t be found. Items can be vanity-items, or can serve a purpose such as upgrading weapons, so selling them is not always the best option.<br/>The economy is simple. Coppers are circular, and it takes 100 coppers to make one silver. Silvers are triangular and are worth 100 coppers. It takes 100 silvers to make up one gold. Golds are rectangular and are worth 100 silvers or 1 000 coppers. Do note that vendors can be tougher to deal with if you try to pay for say an item worth golds in coppers or the other way around.<br/>The backpack that is issued as you enter the overworld is simply referred to as a bottomless bag, and will hold a large amount of smaller items for you. It’s not actually bottomless, but it will hold most users’ need of supplies for day-long trips, maybe two days as well. For mass storage, players would need to get a bottomless backpack or recruit a beast of burden that would carry items and return them to the player bank for them, in exchange of a small premium. Very convenient for longer trips, but it can get very expensive very quickly.<br/><br/><div align="center"><span class="bbc_size" style="font-size: 16pt;"><strong>Classes</strong></span></div><br/>The game features four classes, each with their separate strengths and weaknesses. They are largely customizable, but will largely so dictate your progression.<br/><br/><em>Warrior</em><br/>Primary melee class<br/>Only class with slowed bleeding<br/>Primarily carries long swords and shields. Will become the team tank, a distraction for the enemy so to speak.<br/>Their skills are based around aggro and ground control through both defense and offense.<br/>They have no access to any form of magic or self-buffing until ascended.<br/><br/><em>Rogue</em><br/>Primary archer class<br/>Uses smaller melee weapons, archery in its varying forms, and thrown weapons<br/>Only class with consistent critical hit chance. Critical hit opportunities will show up more regularly, and the rogue will know how to make use of them.<br/>Skills are based around burst damage and stealth. Have no self-buffing other than cloaking spells.<br/><br/><em>Wizard</em><br/>Primary magic class<br/>Uses offensive magic in varying forms, normally in the form of elemental magic<br/>Has some single-target buffs and debuffs, but are later unlocked and have to be chosen between several alternatives that deal more raw damage.<br/>Has a large mana pool<br/><br/><em>Cleric</em><br/>Primary healer class<br/>Uses healing magic in varying forms<br/>Unlocks some group buffs over time.<br/>Has a secondary weapon in the form of a dagger or equivalent, normally used for self defense.<br/>Has a large mana pool<br/><br/><div align="center"><span class="bbc_size" style="font-size: 16pt;"><strong>About Ascension</strong></span></div>Ascension is an alternative once a class has been “Mastered”. A player’s class can be ascended in the adventurer's guild, either to an upgraded form of their current class, which will unlock them more powerful spells and skills, or to another class, which will have a completely different skill-set.<br/><br/>Alternative classes will be added over time, and I will take more specific class requests over time if you have something specific in mind for your character.[/list]<br/><br/><div align="center"><strong><span class="bbc_size" style="font-size: 16pt;">~ THREADS ~</span></strong><br/>Interest check (https://elliquiy.com/forums/index.php?topic=245109.msg12115776#msg12115776)<br/>Recruitment Thread (https://elliquiy.com/forums/index.php?topic=245485.msg12133516#msg12133516)<br/>Character Index (https://elliquiy.com/forums/index.php?topic=245537.msg12135635#msg12135635)<br/>OOC thread (https://elliquiy.com/forums/index.php?topic=245801.msg12148579#msg12148579)<br/>Resources (https://elliquiy.com/forums/index.php?topic=245802.msg12148589#msg12148589)<br/>Main Story [IC] (https://elliquiy.com/forums/index.php?topic=246132.msg12164291#msg12164291)<br/>General Activities Thread [IC] (https://elliquiy.com/forums/index.php?topic=246137.msg12164470#msg12164470)<br/></div>