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Chapter 188- Inspection Time

  Surface- Arathia Basin Region

  Empire of Night- Middlebrough

  Jacob saw the little market stalls being placed. Several merchants had already arrived, while dozens more would be arriving over the next 2 days. Since the Empire was in full control of the Basin, the smaller Merchants would probably push on into the Basin to try selling their wares to all the new settlements. "So, this time Legion members will be running security for the Market?" Governor Hightower asked.

  Jacob smiled, "Yes. I want all the merchants and representatives to know the Empire is here and will be staying. Is that a problem Governor?" Jacob asked.

  "No, I just know the Slavers Union will be present. That has not changed. What will you do about them?" Hightower asked causing Jacob to frown.

  "If the Slavers Union shows up...I will deal with it then. Personally." Jacob replied. Time to go check on construction efforts at Eternal Night, then the Valley of Origins.

  Surface- Valley of Origins

  Empire of Night- City of Eternal Night

  Inner City

  Jacob walked the streets of Eternal Night, new vitality and purpose, filled it now that he actually thought about it. Since the first time he came here, he didn't think about it but the people had been broken and tired. Now they had a new purpose and it filled them now. Jacob could feel it in them and with the pulse of the city.

  It wasn't what he was concerned about right now though. Right now he was looking at two new buildings that had been constructed within the Inner city. One was a building that had not been seen since the last war and the other was original. A Chapter House for the Order of Blood Knights and the Cathedral of Balance.

  The Cathedral was beautiful, made from marble, with gold and silver inlays. A very well done likeness of the old man had been built and placed in front of the Cathedral. As Jacob stepped inside, said old man appeared with a frown, "Why?" he asked.

  "This is not for you, you realize that. This is for my people, to help give them hope. Sometimes people need to talk and this will give them a place to go. You don't have to answer, this is for them more than for you. I also think the designers did a very good job, I asked them for two things. Something that could stand the test of time and beauty. I think they delivered." Jacob told Balance as they walked further into the Cathedral.

  Balance was flustered, "Light and Darkness won't like this at all."

  Jacob snorted, "Please Light and Darkness are commonly accepted throughout the world. How can they be mad at you? I didn't ask for your input or permission when I commissioned this Cathedral. So I think they will survive being disappointed."

  "This could invite even more trouble your way." Balance stated.

  Jacob looked at the Primordial Power, "People need hope my friend and something to believe in. I can only do so much."

  "You also seem to be avoiding the new Chapter House next door." Balance stated while smiling mockingly.

  Jacob snorted, "Maybe just a bit. I am also getting used to all the changes level 50 gave me and the Shadow Magic it unlocked."

  Balance looked at him before patting Jacob on the shoulder, "Get used to changes my friend. More and more are coming your way. Go to the Chapter House next, you will need to reestablish your lost order sooner rather then later I am afraid." With that Balance looked around one more time before disappearing. Jacob considered the Old Mans words before pulling up the Utility Class sheet.

  Jacob immediately purchased Heart of Darkness (Initiate Rank), Shadow Bolt (Initiate Rank), and Shadow Strike (Initiate Rank). Information flooded his mind and his fingers dug into his thighs before he relaxed again. His last two Utility Points he saved for a rainy day. With a deep breath, Jacob stood and left.

  Jacob looked at the Docks that had been trashed so badly the last time he was here. All the wreckage had been burned or cleared away. Building foundations could be reused, over a dozen piers had been constructed so far and at least that many were under construction.

  Four Shipyards had been constructed, two of them had been upgraded to the Max Level. The other two were still level one for now though. Four Warehouses and four Storage Yards were under construction. The defenses at the mouth of the gully had been repaired though, thus securing the harbor from internal threats.

  The work on the harbor defenses and lighthouses would begin as soon as the first set of Warehouses and Storage Yards were completed. Jacob strode over to the Shipyard bringing up their information as he walked.

  Spoiler: Spoiler

  Name: Advanced Shipyard (MAX LVL)

  Durability: 4,000/4,000

  Description: Advanced Shipyards can build almost anything that can float on water. The Advanced Shipyard has enough space and slips to produce two dozen Basic fishing vessels at one time, or build two Trireme. This shipyard can also be used to construct custom vessels if the price is right.

  Name: Basic Fishing Vessel

  Crew: 1-2

  Cargo Capacity: 200 Units

  Speed: 4 Knots

  Durability: 800

  Description: The basic fishing vessel is designed for fishing in large bay areas and coastal waters, not for deep ocean or long term sailing. During disuse, can be beached or placed at a dock.

  Name: Fishing Catamaran

  Crew: 3-6

  Cargo Capacity: 400

  Speed: 8 Knots

  Durability: 1,000

  Description: These double-hulled vessels are built for shallow waters and carrying light loads. Perfect for small fishing crews.

  Name: Basic Merchant Vessel

  Crew: 10-16

  Cargo Capacity: 2,000 Units

  Speed: 10 Knots

  Durability: 1,200

  Description: Basic merchant vessels were the lifeblood of any seafaring town, city, or kingdom. These vessels can be lightly modified by their captains for various reasons.

  Name: Advanced Merchant Vessel

  Crew: 12-20

  Cargo Capacity: 4,000

  Speed: 14 Knots

  Durability: 1,500

  Description: These hulls are versatile in that they can be heavily modified for almost anything. They are the favorites among pirates due to being able to carry weapons as well as haul off stolen cargo.

  Military Vessels...

  Name: Light Trireme

  Crew: 20-30 (Does not include Marines)

  Cargo Capacity: 800 Units

  Speed: 14 Knots

  Durability: 2,000

  Description: The Light Triremes are scouts and cargo vessels and basic military vessel of any naval force. Light Trireme can be modified for speed, cargo, or carry more weapons. Best used in squadrons of 6 or more.

  Name: Bireme

  Crew: 30-40 (Does not include Marines)

  Cargo Capacity: 1,000 Units

  Speed: 12 Knots

  Durability: 5,000

  Description: The Bireme is the main military unit, cheap and easy to produce while also being versatile.

  Name: Trireme

  Crew: 40-50 (Does not include Marines)

  Cargo Capacity: 1,2000 Units

  Speed: 10 Knots

  Durability: 10,000

  Description: These heavy units are the main battle line for any navy able to receive and dish out harsh damage.

  Note* The ships listed above are the most basic vessels that are unlocked with the Shipyard upgrades. As your shipwrights build and design, new vessel designs will be unlocked.

  The Custom vessel option was very interesting and could prove quite useful in the long-term. They might not be able to design modern-day warships made out of metal, they could design more advanced and powerful ships. Ships driven by magic, Air and Water specifically. Jacob would bet there were ways to enchant those vessels so not only would they be stronger, but they would be faster as well. Combat was a problem, the few squadrons they had in the Storm Sea were making slow progress to clear out a route between the town of Aramore and the City of Eternal Night. Currently, the two Captains that headed the two squadrons believed it would take them a month to carve out a safe passage between the two ports. The route between Aramore and the City of Anchorhead was relatively safe compared to the other route. Suddenly a chime sounded in his ear of a message received. It was Eiloma reporting on the freed slaves.

  Spoiler: Spoiler

  Jacob,

  Over the course of your raids among the Slavers Union camps and caravans, you freed 5,327 beings. Of those we set free...

  498 wished to try and go back to their lives

  2,157 joined the Legions (New Dawn/Midnight)

  1,172 were transferred to various Farming communities, Aramore, or Middlebrough in the Arathia Basin Region

  Taken from Royal Road, this narrative should be reported if found on Amazon.

  The remainder has settled here in the City of Eternal Night for now.

  Eiloma

  Jacob dismissed the information. Time to head to the next stop on his inspection.

  Surface- Valley of Origins

  Empire of Night- Outside the City of Eternal Night

  "We built them up against the mountains in case of an accident, these places tend to explode. All the safety measures have been taken, but we can only do so much." Glagor stated as Jacob inspected the Mana Refinery.

  It looked startlingly similar to an Alchemist Hut on the outside, but most of the building was in the mountains. With the refineries, they could mass-produce Mana Potions, Mana Crystals, and Mana Cores. Mana Cores were essential for Mechanized Golems. Mana Crystals allowed the production of Mana Cannons and allowed the production of some interesting things from the Bone Barracks.

  "What are the production rates?" Jacob asked the Dwarf.

  "Weekly production rates will vary based on the grade of the item we need to produce. For example, we need Basic Mana Cores for the Mechanized Golems we build. The two Refineries can produce 10 of those a day, but we cannot build that many Golems in a week. At the current level, the Refineries can only produce five Mana Crystals a day. Mana Potions are far easier to produce and take less refined Mana. Right now, we are stockpiling the Mana Crystals because we do not have anything that can use them yet." Glagor replied.

  Jacob nodded as he pulled up the interface to inspect the building.

  Spoiler: Spoiler

  Mana Refinery (LVL 1)(Rare)

  Durability: 2,000/2,000

  Description: Mana Refineries are of Dwarven design built for the sole purpose of refining Raw Liquid Mana into Mana Crystals, Mana Cores, and Mana Potions.

  Bonus: Due to the safety precautions your people have taken, it is 50% less likely that this refinery will blow up due to an accident.

  Note* Due to the nature and volatility of Raw Mana and the process to refine it, it is highly recommended to build these buildings separate from any populations and preferable underground to contain any blast.

  "Can we build more refineries?" Jacob asked the Dwarf.

  "Yes, but we are constrained by your agreement with the Eternal Forest. We can only take so much Raw Liquid Mana from the Mana Pool. Based on what we can take, we cannot make any more Mana Refineries. We can upgrade these and be able to produce more with what we can take." Glagor replied.

  "What about the building Blueprints to upgrade them?" Jacob asked but Glagor was already shaking his head.

  "We only have the most basic plans, any other upgrades will have to be done by city Engineers.' Glagor responded. 'So is it true you plan on building an Arena and Amphitheater in the outer city?"

  "Yes, people need entertainment and I need the Arena for an idea I have, but its fruition is a long way off.' Jacob replied as hey walked through the various rooms in the underground portions of the Mana Refinery.' Now, what plans have you made concerning the Flaming Anvil Clan?"

  "We have started reaching out to various enclaves, Holds, and Citadels that we know have taken in members of the Flaming Anvil. It will be weeks before we have a response one way or another. Word is out though that some of their clan survived and that Vognan Ironstriker lives." Glagor stated.

  Surface- Valley of Origins

  Empire of Night- Fortress of Sara'Bella

  "As you can see my king, the Keep has been fully restored, the wall breaches have been rebuilt, and the moat has been filled." The Human Engineer overseeing all the fortress restorations stated.

  "Yes, how did you manage to get it all done in such a short time?" Jacob asked as he studied the newly restored fortress.

  "We concentrated all the work crews here instead of spreading them out. It gave them safety from nearby monsters, but it also speeds up restorations efforts significantly. I expect the three remaining fortresses to be repaired within a month. Provided that we have the resources." He stated causing Jacob to worry.

  Even with all the resources, they had stockpiled over the years, their reserves were not endless and restorations efforts with the valley fortifications, docks, and the city itself were eating into those reserves at an insane rate. With the opening of all the Logging camps, the wood reserves were being replaced, but they only had two Quarries. Hopefully some of these fortresses had a Quarry or two to augment their stone production, otherwise, they would have to start shipping Stone in from other parts of the Empire.

  Surface- Valley of Origins

  Empire of Night- City of Eternal Night

  Middle City

  Jacob walked among the various alcoves and watched the various workers tinker, shape, or build the various projects in the Crafters Hall. All the workers were currently building various components of a Trebuchet, Onager, Catapult, Mangonel, Ballista, or Scorpion. Siege weapons took time to build, even the batteries the Empire currently fielded didn't have spare parts for every little thing.

  So the Crafters Hall was not only building new Siege Weapons but spare parts for the current Siege Weapons the Empire fielded. Jacob had stationed one battery at the Cities of Gahlin, Ineford, and Anchorhead. Eternal Night had two batteries currently and a third under construction. Aramore and Middlebrough only had Scorpions and a handful of Mangonels, Jacob quickly accessed the building's interface and brought up the specs on the various SIege Weapons.

  Spoiler: Spoiler

  Name: Trebuchet

  Damage: 4,000

  Range: 1,500-3,000 Feet

  Rate of Fire: 1 every 3 Minutes

  Crew Size: 8

  Durability: 4,000

  Description: The Trebuchet is the powerhouse of field artillery, slow to fire but devastating damage.

  Name: Onager

  Damage: 2,000

  Range: 600-1200 Feet

  Rate of Fire: 1 every 2 Minutes

  Crew Size: 6

  Durability: 3,000

  Description: The Onager is an upgraded Catapult that sacrifices rate of fire for extended range.

  Name: Catapult

  Damage: 2,000

  Range: 500-1000 Feet

  Rate of Fire: 1 every 1 Minute

  Crew Size: 6

  Durability: 2,000

  Description: Catapult is the most basic field artillery in Ilthea, easily mass-produced and maintained.

  Name: Mangonel

  Damage: 500-750

  Range: 300-700 Feet

  Rate of Fire: 1 every 30 Seconds

  Crew Size: 4

  Durability: 1,000

  Description: The Mangonel is the smallest catapult variant, best used in fixed defensive postures.

  Name: Ballista

  Damage: 1,000

  Range: 200-600 Feet

  Rate of Fire: 1 every 30 Seconds

  Crew Size: 4

  Durability: 1,000

  Description: The Ballista is the larger cousin of the Scorpion, able to launch missiles further at the cost of speed.

  Name: Scorpion

  Damage: 300-500

  Range: 30-120 Feet

  Rate of Fire: 1 Every 15 Seconds

  Crew Size: 2

  Durability: 500

  Description: The Scorpion is for close-in fixed defenses, highly mobile and easy to use for a 2 man crew.

  Note* All Siege Engines can use various types of ammunition. Currently, you have the ability to field Regular, Explosive, and Poison based ammunition. The damage shown above is for Common ammunition.

  Name: Mana Cannon (Prototype-Design)

  Damage: Unknown

  Range: Unknown

  Rate of Fire: Unknown

  Crew Size: Unknown

  Durability: Unknown

  Description: Unknown

  Name: Mana Mortar (Prototype-Design)

  Damage: Unknown

  Range: Unknown

  Rate of Fire: Unknown

  Crew Size: Unknown

  Durability: Unknown

  Description: Unknown

  Note* The Mana Cannon and Mana Mortar are still being designed and tested and are not yet in production. The Weapon Engineers expect to field test the first prototypes within 2 weeks now that a fuel source has been found.

  Jacob whistled as he closed out the interface. Having a steady supply of siege weapons and spare parts would be crucial if everything went to shit. Based on what he could see, they would have spare parts for everything within the same amount of time it took them to field test the Mana based weapons.

  Jacob Longstrider (Leader of House Lightsbane)

  Title: Oathmaker, King of the Empire of Night, Heir of the Blood Lord, Liberator

  Guild: Seekers of the Dawn

  Level: 50

  Experience: 125,855/500,000

  Class: Blood Knight

  Sub Class: Defender

  Utility Class: Shadow Magic

  Gathering Profession: Mining (Novice 35/100)

  Crafting Profession: Smithing (Novice 12/100)

  Fame: 200

  Infamy: -

  Const: 122 (+415)

  Strength: 122 (+400)

  Agility: 112 (+35)

  Dexterity: 10

  Intelligence: 43 (+205)

  Wisdom: 31(+205)

  Luck: 100

  Charisma: 50

  Intimidation: 50

  Health: 5075 (+11050)

  Stamina: 3240 (+8700)

  Mana: 2575 (+7375)

  Character Points: 0

  Skill Points: 11

  Utility Points: 2

  Resistances:

  Physical Damage: (+25%)

  Poison: 5%

  Magic Damage: (+20%)

  Light: ---

  Life: ---

  Darkness: ---

  Death: ---

  Fire: 35% (+10%)

  Water(Ice): ---

  Earth: ---

  Air: ---

  Chaos: ---

  Nature: (15%)

  Mind: 60%

  Race: Full-Blood Vampire (Max Tier)

  Description: Through forced evolution, Queen Talia has unlocked your hidden potential. You are now able to to Awaken or accept 100 Vampires (Locals) within your House, 50 Blood Bonded, and 15 Minions within your House. Due to being of House Lightsbane, you can create 1 Full Blood every 6 months. Increases loyalty of your House by 8% and their productivity by 8%.

  Oath: Never bow to tyranny, darkness, or evil (Primordial power of Balance witnessed the Oath)

  Blessings...

  Spoiler: Spoiler

  Friend of the Forest: Wild Animals will not attack you/your villagers on sight, they might even come to you/your villager's aid (Does not apply to Beast Monsters or World Bosses that are Beast Types)

  Deaths Door: A deadly blow will no longer kill you or yours, once every 24 hours you and your War Party will be protected from death.

  Common Skills/Abilities...

  Spoiler: Spoiler

  Name: Jogging/Running/Sprinting

  Description: Everything has a cost in Fate Online, this includes movement. Just like in real life, moving faster takes a toll on the body. This cost increases as your speed does. (Note* Cost will increase based on armor as well)

  Cost: 1/5/10 Stamina Per Second (Base Cost)

  Name: Swimming

  Description: Everything has a cost in Fate Online, this includes swimming. Swimming is one of the most physical demanding exertions in the world of Ithea, the cost to your body also increases as you swim underwater. In addition, extream Hot/Cold water can affect the cost of this exercise.

  Cost: 50 Stamina per Second, 100 Stamina per Second while underwater

  Name: Basic Attack

  Description: Everything has a cost in Fate Online, this includes basic attacks. It does not matter if you are firing a bow or handling a huge War Hammer, it takes energy to attack your enemies.

  Cost: Varies based on Weapon

  Name: Riding

  Description: Although the world of Ithea has the magic to travel long distances, there are just some places you can only get too with your two feet or a trusty mount. (This applies only to non-flying mounts)

  Cost: Passive

  Name: Night/Dark Vision

  Description: Do to living in the Underdark for so long, Vampires have developed perfect night vision and can see far in absolute darkness. However, this advantage leaves them vulnerable to light blindness.

  Cost: Passive

  Name: Analyze

  Description: The all-seeing Eye, well mostly if you level this skill up enough scrub.

  Level: 3 (35% to Next Level)

  Cost: 100 Stamina

  Weapon Proficiency...

  Name: 1 Handed Sword

  Description: One-handed swords have been around almost as long as the Mortal Races. They have sharp edges and points allowing you to wound or kill just as easily. If all else fails, the pointy end goes into the other guy.

  Level: 10 (45% to Next Level)

  Benefit(s): Increase Base Damage by 10%, and critical hit chance by 1%

  Name: 1 Handed Ax

  Description: One-handed ax is great for chopping through brush, limbs, or armor. Watch the blood spray though, it takes some serious scrubbing to get blood stains out of cotton.

  Level: 0

  Benefit(s): ---

  Name: 1 Handed Mace

  Description: One-handed maces are great for rupturing internal organs while only leaving a few bruises for open-casket funerals.

  Level: 0

  Benefit(s): ---

  Name: Dagger

  Description: Daggers are wonderful for gutting animals out in the wild, or that annoying drunk that cannot carry a tune in a bucket. Just don't go all Jack the Ripper on us, please.

  Level: 0

  Benefit(s): ---

  Name: Shield

  Description: You can break some noses, ribs, arms, pretty much any bone in the body with a shield.

  Level: 10 (10% to Next Level)

  Benefit(s): Increase Armor Rating by 10%, Increase chance to Block by 1%

  Note* Proficiency will increase benefits of Weapons and Cost of using items. Proficiencies increase based on the amount of time you use them in the world of Ithea

  Armor Proficiency...

  Name: Heavy Armor

  Description: Plate/Scale/Chainmail Armor are some of the heaviest armors in the world of Ithea, but it also provides the most protection. This armor is not built for stealth missions. If you try, you will slip and fall down the stairs waking even the dead.

  Level: 8 (78% to next Level)

  Benefit(s): Increase Armor Rating by 8%

  Cost: Increase Stamina cost of all Physical efforts by 50% (I.E. Basic attacks, movement, etc), Decrease speed by 25%.

  Name: Medium Armor

  Description: Some Leather and Chainmail are Medium armors in the world of Ithea.

  Level: 3 (25% to next Level)

  Benefit(s): Increase Armor Rating by 3%

  Cost: Increase Stamina cost of all Physical efforts by 25% (I.E. Basic attacks, movement, etc), Decrease speed by 10%.

  Name: Light Armor

  Description: Robes/Some Leather are considered Light Armor in the world of Ithea.

  Level: 0

  Benefit(s): ---

  Cost: Increase Stamina cost of all Physical efforts by 10% (I.E. Basic attacks, movement, etc), Decrease speed by 5%.

  Note* Armor proficiency will increase of Armor and decrease Cost of using items. Proficiencies increase based on the amount of time you use them in the world of Ithea

  Professions...

  Spoiler: Spoiler

  Level: Novice 35/100 (Passive)

  Cost: 20 Stamina per minute (Current Level)

  Description: Mining is one of the gathering professions of Ithea and almost every crafting profession will use the fruits of your labor. Each profession, Gathering or Crafting, starts at Initiate, then Novice, followed by Adept, Journeyman, Master, then finally Grandmaster. Each level gained increases the benefits of the profession.

  Benefit 1: Increase Strength and Constitution by 2%

  Benefit 2: Mine Ore Nodes 7% Faster

  Benefit 3: Increase the chance that Random Gems will spawn by 1%

  Level: Novice 12/100 (Passive)

  Cost: 40 Stamina per minute (Current Level)

  Description: Smithing is one of the oldest professions in the world of Ithea. Your products and services can be marketed almost everywhere and when you reach the rank of Master, you can specialize in Armor or Weapons. Each profession, Gathering or Crafting, starts at Initiate, then Novice, followed by Adept, Journeyman, Master, then finally Grandmaster. Each level gained increases the benefits of the profession.

  Benefit 1: Increase Strength and Constitution by 2%

  Benefit 2: Increase your chance to learn Plans/Schematics by 1%

  Benefit 3: Process Raw Ore 6% faster

  Racial Abilities/Skill...

  Spoiler: Spoiler

  Name: Awakening (Max Tier)

  Description: As a Full-Blood, you have the ability to create more Vampires, lesser but still Vampires. Awakening them will increase the beings natural abilities but also increase their raw speed and strength. Know this, once the ability is triggered it cannot be stopped and the Vampire will always be bound to you and your House. The Awakened will take 1 hour to change the subject and will require both blood and food to recover and finish the transformation.

  Charges: 15/15 (24 Hours)

  Cast TIme: Instant

  Cost: 3% of Base Health

  Cooldown: 5 Minutes

  Name: Awakening Full-Blood (Tier 1)

  Description: As a member of the Royal House you can create Full-Blood Vampires.

  Charges: 8/8

  Cast Time: Instant

  Cost: 50% of Base Health

  Cooldown: 6 Months

  Name: Bite

  Description: The Hunger/Thirst is a part of all Vampires no matter what rank. Whenever you Bite someone you will absorb their Health and will increase your own Health Regeneration by 100% for 5 Minutes. Benefits may also vary based on the species and age of the victim. Repeated use will cause you to go in a Blood Frenzy, which is your ability to think clearly and will cause you to attack any living thing in sight. The Blood Frenzy will last 10 - 30 minutes.

  Cast Time: Instant

  Cost: Instant, N/A

  Cooldown: 1 Minute

  Name: Blood Binding

  Description: This Ancient Ritual is as old as the Vampire race that enhances the mortals bonded. The Bonded, will have increased stats and receive more experience while the Vampire will have a psychic link with the Bonded and can feel simple emotions and location of the Bonded.

  Charges: 100/100

  Cast Time: Instant

  Cost: 5% of Base Health

  Cooldown: 10 Minutes

  Name: Bond Transfer

  Description: Blood Bonds are powerful and can be used to transfer emotions, thoughts, even one's life force if you are determined to save one of your Bonded. Know this, while the Bond Transfer is active, what happens to one happens to both.

  Cast Time: Instant

  Cost: Varies

  Cooldown: 24 Hours

  Name: Blood Challenge

  Description: Challenge a peer or higher ranked Vampire. Either First Blood or to the Death. Challenges must be witnessed by a Neutral Party. Any Challenge rules broken can cause unintended consequences. (See the wiki for more information)

  Cost: N/A, Passive

  Cooldown: 6 Months

  Name: Tree Walking

  Description: Due to being a Vampire, you have unlocked the inherent traits that the Original Elven people had. Tree Walking allows an Elf to use the root system of forests to travel anywhere within the forest.

  Cast Time: 3 Seconds

  Cost: 500 Mana

  Cooldown: 1 Week

  Name: Wisdom of the Elder Race

  Description: Due to being a Vampire, you have unlocked the inherent traits that the Original Elven people had. Wisdom of the Elder Race increases your Resource (Mana/Stamina) Regeneration (+10%).

  Cost: N/A, Passive

  Cooldown: N/A

  Common Warrior Skills/Abilities...

  Spoiler: Spoiler

  Name: Parry (LVL 14)

  Description: Increases the chance that you will Parry a physical attack. (Passive, +14%)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Dodge (LVL 14+5)

  Description: Increase the chance you will Dodge an attack (Passive, +14%)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Block (LVL 18+5)

  Description: Increases the chance you can Block an incoming attack. (Passive, +18%)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Counter Attack (LVL5)

  Description: The Warrior blocks or deflects a physical attack leaving an opponent open and vulnerable for an attack increases the damage (+13) they will receive.

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Charge (LVL 5)

  Description: Move rapidly to the target with a chance (40%) that you will stun the target for 4 seconds.

  Range: 15 Feet

  Cast Time: Instant

  Cost: 200 Stamina

  Cooldown: 1 Minute

  Name: Power Slash (LVL 6)

  Description: Slash target dealing additional (+160%) damage, with a small chance (13%) to cause bleeding damage for half the damage dealt.

  Cast Time: Instant

  Cost: 500 Stamina

  Cooldown: 45 Seconds

  Name: War Cry (LVL 5)

  Description: Unleash a Primal Challenge that causes all enemies nearby to attack you and decreases their accuracy (-13%).

  Range: 15 Feet

  Cast Time: Instant

  Cost: 300 Stamina

  Cooldown: 1 Minute

  Name: Piercing Lunge (LVL 1)

  Description: The Warrior lunges at an opponent dealing damage (+50% of base) and lowering your opponents' armor (-25%).

  Range: 10 Feet

  Cast Time: Instant

  Cost: 200 Stamina

  Cooldown: 3 Minutes

  Name: Triple Slash (LVL 1)

  Description: The warrior unleashes a series of sword strokes that do progressively more damage (+5%,+10%,+15% of Base Damage) while leaving your opponent bleeding (100 bleed damage per second, for 10 seconds).

  Cast Time: Instant

  Cost: 300 Stamina

  Cooldown: 5 Minutes

  Name: Shield Bash (Rank 3-Max)

  Description: Slam your shield into the face of your enemy causing them damage and causing them to be stunned for 5 seconds.

  Requirement: Shield

  Damage: 750

  Cast Time: Instant

  Cost: 300 Stamina

  Cooldown: 1 Minute

  Name: Sword Mastery (Rank 2)

  Description: Anyone can swing something with a sharp edge, with this Skill you gain instinctive Mastery of how to use a blade (Increases Damage of 1-Handed Swords by 10%, Passive)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Invigorating Shout (Rank 1)

  Description: Increase Attack Speed and Damage by 5%

  Cast Time: Instant

  Duration: 1 minute

  Cost: 100 Stamina

  Cooldown: 5 Minutes

  Name: Battle Stomp (Rank 1)

  Description: The warrior stomps the ground, stunning all nearby (5 feet) enemies for 5 seconds.

  Cast Time: Instant

  Cost: 500 Stamina

  Cooldown: 1 Minute

  Name: Leap (Rank 1)

  Description: The Warrior leaps at distant targets and deals damage (2X Base Physical Damage) to all enemies within 5 feet of the impact point.

  Range: 10 Feet

  Cast Time: Instant

  Cost: 1,000 Stamina

  Cooldown: 5 Minutes

  Name: Deep Wounds (Rank 1)

  Description: Every strike the Warrior deals has a chance (10%) to leave an open wound that will cause bleeding damage (50% of base physical damage).

  Cost: N/A, Passive

  Cooldown: N/A

  Blood Knight Class Skills/Abilities...

  Spoiler: Spoiler

  Name: Blood Pact (LVL 5)

  Description: The Blood Knight forms a Pact with an Ally, the Blood Knight will absorb 35% of incoming damage. Every time the Ally takes damage the Blood Knights Health Regeneration will increase by 15% (Will stack up to 4 times, lasting 30 seconds).

  Cast Time: Instant

  Duration: 30 Minutes

  Cost: 300 Stamina and 300 Health

  Cooldown: 10 Minutes

  Name: Presence of Malice (LVL 5)

  Description: The Blood Knights' mere presence intimidates and angers enemies (+20% to Aggravate enemies within 15 feet), while Allies will be inspired and strengthened by a Blood Knight. (Increases Damage of Self and Allies by 15%).

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Blood Letting (LVL 4)

  Description: The attacks the Blood Knight deals to his enemies cause the wounds to bleed and heal the Blood Knight. (15% of Damage dealt is returned as health).

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Reaver Attack (LVL 4)

  Description: The Blood Knight strikes a target or targeted area (Directed Attack) dealing +215% damage and recovering 55% damage dealt as health.

  Cast Time: Instant

  Cost: 500 Stamina

  Cooldown: 1 Minute

  Name: Blood and Bone Armor (LVL 1)

  Description: The Blood Knight encases themselves in blood and bone decreasing all incoming damage (-10%) and damaging attackers (Reflect 5% Damage received).

  Cast Time: Instant

  Duration: 1 Hour

  Cost: 1,000 Health

  Cooldown: 1 Hour

  Name: Blood Fusion (LVL 1)

  Description: The Blood Knight infuses their blade with some of their health increasing the damage they deal (+5%).

  Cast Time: Instant, Self

  Duration: 1 Hour

  Cost: 500 Health

  Cooldown: 1 Hour

  Name: Hemorrhage (Rank 3-MAX)

  Description: A Blood Knight is a master of Blood and at a cost of some of your life, you can command the enemies blood around you to burst major arteries and cause bleeding throughout an enemies body. (Upgrading will decrease cost and increase damage)

  Damage: 1,000 Damage, with 75 DPS for 15 Seconds

  Cast Time: Instant

  Range: 10 Feet AoE

  Cost: 15% of Base Health

  Cooldown: 5 Minutes

  Name: Blood Rain (Rank 1)

  Description: The Blood Knight can absorb the life of fallen enemies to fuel his health. (5% of defeated living enemies is Absorbed by the Blood Knight, Passive)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Blood of the Originals (Rank 1)

  Description: You can trace your lineage back to the very first Vampires and other Vampires will treat you as such. (Doubles the Social Gains while dealing with other Vampires and Halves losses)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Strength of the Elders (Rank 2)

  Description: Increases your innate strength and speed (15%).

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Blood Aura (Rank 2)

  Description: The Blood Knight uses his aura to increase the health regeneration (+15%) of the Knight and nearby allies.

  Range: 10 Feet

  Cost: N/A, Passive

  Cooldown: N/A

  Defender Advanced Class Skills/Abilities...

  Spoiler: Spoiler

  Name: Strength of the Legions (LVL 3)

  Description: This Aura surrounds the Defender and Allies increasing their Armor Rating (+10%) for every member present.

  Range: 10 Feet

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Hold the Line (LVL 3)

  Description: The Defender is less likely to suffer knockdown effects during battle. (+35% Chance to ignore Knockdown/Stagger effects)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Shield Charge (LVL 1)

  Description: The Defender charges forward with their shield leading the way dealing damage (Armor Rating of Shield x2) to all opponents in front of them.

  Range: 10 Feet

  Cast Time: Instant

  Cost: 100 Stamina per Second

  Cooldown: 10 Minutes

  Name: Shield Mastery (LVL 1)

  Description: The Defender depends on a shield to preserve their life and the ones they protect. The Shield Mastery increases the damage the shield negates (+5%) and increases the shield's armor (+5%).

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Armor Mastery (Rank 3-Max)

  Description: This ability negates some of the weight of armor so the wearer may move faster during battle. (Decreases armor weight by 40%)

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Iron Will (Rank 1)

  Description: Attacks, Abilities, and Skills that would leave the Defender Stunned or incapacitated are ignored.

  Cast Time: Instant

  Duration: 10 Seconds

  Cost: 100 Stamina

  Cooldown: 5 Minute

  Name: Battle Master (Rank 2)

  Description: The Defender is invigorated by battle, resource regeneration is increased by 15% during battle.

  Cost: N/A, Passive

  Cooldown: N/A

  Name: Last Stand (Rank 1)

  Description: A blow that would kill the Defender is ignored and the Armor Rating of the Defender is doubled for 30 Seconds.

  Cost: N/A, Passive

  Cooldown: 24 Hours

  Shadow Magic...

  Spoiler: Spoiler

  Shadowmancer Tree...

  Name: Heart of Darkness (Initiate Rank)

  Description: Offensive Spells deal more damage (+5%) and your Mana Regeneration (+5%) is increased at Night and in the Underdark.

  Cost: Passive, N/A

  Cooldown: N/A

  Shadow Mage Tree...

  Name: Shadow Bolt (Initiate Rank)

  Description: Cast a concentrated blast of Shadows against a target.

  Damage: 300-350

  Range: 15 Feet

  Cast Time: Instant

  Cost: 100 Mana

  Cooldown: N/A

  Shadow Knight...

  Name: Shadow Strike (Initiate Rank)

  Description: Infuse your weapon with overflowing Shadow Magic that is spent in one strike. This damage circumvents the target's armor.

  Damage: 2X Base Damage of Weapon

  Cast Time: Instant

  Cost: 300 Mana, 300 Stamina

  Cooldown: 5 Minutes

  Spoiler: Spoiler

  Name: Crown of Blood Lord

  Level: Artifact-Unique, Scales, Set-Item

  Armor Rating: +105

  Properties: Increase Constitution by 50 and Strength by 45, Intelligence and Wisdom by 30

  Properties: Increase Experience Gained by 10%

  Properties: Increase Stamina Regeneration by 10%

  Properties: Increase Mana Regeneration by 5%

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirement: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Heart of the Blood Lord (Neck)

  Level: Artifact-Unique, Scales, Set-Item

  Properties: Increase Strength, Constitution, and Agility by 50, Intelligence and Wisdom by 30

  Properties: Increase Experience Gained by 10%

  Properties: Increase Armor Rating by 10%

  Properties: Increase Mana Pool by 1,000

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirement: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Chest of the Blood Lord

  Level: Artifact-Unique, Scales, Set-Item

  Armor Rating: +300

  Properties: Increase Constitution and Strength by 50, Intelligence and Wisdom by 30

  Properties: Increase Experience Gained by 10%

  Properties: Decrease Physical Damage received by 10%

  Properties: Shadow Based Spells Deal 5% more damage

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirements: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Durability: 1000/1000

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Leggings of the Blood Lord

  Level: Artifact-Unique, Scales, Set-Item

  Armor Rating: +250

  Properties: Increase Constitution and Strength by 45, Intelligence and Wisdom by 30

  Properties: Increase Experience Gained by 10%

  Properties: Warrior/Blood Knight Skills/Abilities Deal 10% more Damage

  Properties: Decrease Cost of Shadow based Spells by 5%

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirements: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Durability: 1000/1000

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Boots of Blood Lord

  Level: Artifact-Unique, Scales, Set-Item

  Armor Rating: +200

  Properties: Increase Constitution and Strength by 45, Intelligence and Wisdom by 25

  Properties: Increase Experience Gained by 10%

  Properties: Increase Movement Speed by 30%

  Properties: 10% of Shadow Damage you deal, is recuperated as Mana

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirements: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Durability: 1000/1000

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Moonlight

  Level: Artifact-Unique, Scalable (Soulbound)

  Damage: 120-155

  Properties: Item absorbs 10% of the experience the wielder accrues to grow in strength with the user

  Properties: Ethereal Bound*

  Properties: Pit Fiend Binding*

  Properties: Blessed Binding*

  Properties: 20% of damage dealt is absorbed as health by the wielder

  Properties: +10% damage to the Living (Lifes Bane Enchantment will grow in strength with the sword)

  Properties: Moonstone of Learning (Increases Experience gained from battle by 10%)

  Properties: Diamond Edge (Increases the Base damage of the weapon by 25%)

  Other properties will be unlocked as the Artifact gains strength

  Durability: 1000/1000

  Description: Moonlight was forged over 3000 years ago, a gift forged with the blood of every noble line to the first King of the Vampire nation. It has been passed down the Royal bloodline until the defeat of the Vampires at the end of the War of Survival. Due to not being wielded for nearly 2000 years, the majority of the strength of the blade has been lost. Most of the properties have been lost also, who knows what else is hidden that can be unlocked in time

  Ethereal Bound: After being exposed to great amounts of Death Magic and Mana, Moonlight has taken on certain properties that allow the blade to damage and kill Higher and Lower beings (See the wiki for further information on Higher and Lower Beings)

  Pit Fiend Binding: After Moonlight killed an Elite Pit Fiend, it took on some of the properties of the Elite Pit Fiend to better serve its wielder (10% of all damage taken is negated and every strike has a 5% chance to summon a Minor Pit Fiend to fight for the wielder for 5 minutes with a cooldown of 24 hours).

  Blessed Binding: Blessed by an Avatar of Light, Moonlight can now wield limited Holy magic. (Deal an additional 40-60 Holy/Light damage with every strike, every time you deal damage you have a 5% chance to summon a Seraphim to fight for and heal you and your allies for 5 minutes with a cooldown of 24 hours)

  Name: Defender of the Blood (Shield)

  Level: Artifact-Unique, Scales, Set-Item

  Armor Rating: +200, Chance to Block is increased by 50%, Increases Block and Dodge by 5

  Properties: Increases Constitution and Strength by 50, Intelligence and Wisdom by 30

  Properties: Increase Experience Gained by 10%

  Properties: Decrease Magical Damage received by 10%

  Properties: Increase Critical Chance of Shadow Based Spells +5%

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirements: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Durability: 1000/1000

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Ring of Nothing and Nowhere

  Level: Legendary

  Properties: Prevents EVERYONE from Scrying your location, it does not prevent someone from seeing you with their eyes though.

  Properties: If anyone Analyzes you, they will see you as Human race

  Description: This ring was made for an elite thief, that was wanted Dead or Alive in 12 Kingdoms and half the Gods had sent Champions after him. This Ring is the only reason he died of old age instead of in a dungeon or on the chopping block.

  Name: Ring of Undying

  Level: Legendary

  Properties: Provides limited protection from the Curse (50%)

  Description: This ring was created from the Vampires unending refusal to bend a knee to the Gods. These Rings have been forged when the Time will come for when the Vampires will walk on the surface in spite of the Gods will.

  Name: Ring of Hyperion

  Level: Epic

  Properties: Deal an increased 10% damage as Fire damage.

  Properties: Decrease all damage taken by 5%

  Properties: Decrease Fire-based damage taken by 10%

  Properties: Ability Summon Fire Elements (Cooldown 24 Hours)

  Durability: N/A

  Description: This ring is the personal ring of the fallen Titan Hyperions and contains a very small percentage of his power.

  Note* Summon Fire Elemental: Summon a Fire Elemental (Your level +5) to fight by your side for 5 minutes (Cooldown 24 Hours)

  Name: Ring of Darguun

  Level: Epic

  Properties: Increase melee damage dealt by 10%

  Properties: Increase Constitution and Strength by 30

  Properties: Decrease Physical damage taken by 5%

  Properties: Decrease Magical damage taken by 5%

  Durability: N/A

  Description: Rings like this are given to those that are allies of Clan Darguun. It is a symbol of both friendship and alliance

  Name: Undaunting Mountain

  Level: Epic-Scales

  Properties: Increases Constitution by 50, Strength by 40

  Properties: Decrease Physical damage taken by 5%

  Properties: Increase Block by 5

  Properties: Ability Unlocked Heart of the Mountain

  Requirement: Soulbound to Jacob Longstrider

  Description: This intricately designed True-Silver ring was given to the Commander of the Flaming Anvil Clan before the Citidal was taken by Duergar and Orc.

  Note* Heart of the Mountain: Summon rock to encase your body, while covered Health/Stamina/Mana Regeneration is increased by 200% (Cannot move or attack while active, Duration 10 Seconds, Cooldown 24 Hours)

  Name: Ring of Paired Far-speaking

  Level: Rare

  Properties: Allows the bearer of this ring to communicate with the paired ring over long distances.

  Description: This ring is a mix of gold and silver with shards of obsidian and emerald dust embedded into it. I testament to the Master Alchemist.

  Name: Right Hand of the Blood Lord

  Level: Artifact-Unique, Scales, Set-Item

  Properties: Increases Strength by 45, Wisdom by 30

  Properties: Increase Experience Gained by 10%

  Properties: Increases Physical Damage Dealt by 5%

  Properties: Increase Mana Regeneration by 5%

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirement: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Name: Left Hand of the Blood Lord

  Level: Artifact-Unique, Scales, Set-Item

  Properties: Increases Constitution by 45, Intelligence by 30

  Properties: Increase Experience Gained by 10%

  Properties: Increases Critical Chance by 5%

  Properties: Increase Stamina Regeneration by 5%

  Properties: Ability: Life Absorption*

  Properties: Aura of the Blood Lord*

  Requirement: Full Blood Vampire, LVL 30, Soulbound to Jacob Longstrider

  Description: It is said that the Blood Lord was the very first Vampire, but no one knows for sure. It is known that he died protecting his family from those that feared Vampires and his story later inspired the creation of the Order of Blood Knights. This armor set was lost during the War of Survival and no one knows where all the pieces are it.

  Note* Life Absorption: Absorb the blood and life force (5% per second) from enemies that are within 10 feet. Cannot be interrupted or blocked. (Channeled over 15 seconds, Cooldown: 24 Hours)

  Note* Aura of the Blood Lord: Aura that increases all primary stats (+10%) of Vampires within 75 feet (distance can increase with level), increases the experience gained (+5%), and increases resource regeneration (+10%). (Passive)

  Name: Acorn of the Ancient One (Trinket)

  Level: Legendary-Unique

  Properties: Increase all primary Stats by 5%

  Properties: Increase all experience gained by 10%

  Properties: Ability Unlocked: Forests Rebirth

  Properties: Ability Unlocked: Summon Guardian Treant

  Description: This item was crafted and created by Alderflesh the Ancient. Such a small item, with so much potential.

  Note* Forests Rebirth: A blow that would kill the wielder, instead brings them back to 25% health (Cooldown 1 Week, Does not share a cooldown with other life-saving Abilities/Skills/Perks)

  Note* Summon Guardian Treant: Summon a Guardian Treant (Level +5) to fight by your side for 10 Minutes. (Cooldown 1 Week)

  Name: Eternal Woods Trinket of Friendship

  Level: Epic

  Properties: Increase Nature-based magic resistance (+15%)

  Properties: Increase experience gained while in woodland areas by 5%

  Properties: Ability Unlocked: Summon Eternal Guard

  Description: The Eternal Woods is as vast as its age. Queen Analisa Silverwood rarely ever favors mortals, wear this trinket proudly and know that the Eternal Forest is your friend.

  Note* Summon Eternal Guard: Summon six Elite Wood-Nymphs (Level +2) to fight by your side for 10 minutes (Cooldown 48 Hours)

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