pioneers of the new reality : information

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pioneers of the new reality : information

Postby Speak » Sun Aug 23, 2015 5:47 pm

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Fight for your values
And fight for your friends




Fight through this blight
Find the light at the end






Through the age of the dragon
Through chaos and hate


Last edited by Speak on Sun Aug 23, 2015 6:42 pm, edited 5 times in total.
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pioneers of the new reality : general

Postby Speak » Sun Aug 23, 2015 6:33 pm

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It’s common knowledge that adventurers cannot die in this new world. Every time someone is killed, they simply regenerate in the cathedral, missing a few XP and maybe an item or two. However, the streets have recently been filled with rumours that a player loses memories with every death. This has sparked fear in many people who now refuse to leave towns, or some who have quit their guilds because they either can’t or don’t want to take the risk. There are even a few of the more notable leaders and players, who have admitted that when you die you undergo an experience that no one wants to experience again. As time progresses, there seem to be more rumours surfacing about the mysteries contained in this world. It’s been said by several players that there seems to be a limit on how many times an adventurer can come back to life. A story has been spreading across the world about one player who died and never showed up within the walls of any cathedral.

Here’s the story turning the rumour mills these days about that missing adventurer. A little while ago, a guild named Hollow Thorn set out to raid a dungeon and gain some rare unknown expansion pack treasure. The raid proved to be more difficult than the guild had planned, and their leader was killed in the retreat. The members of the guild waited outside the doors of the cathedral in the town their hall was situated in however, he never showed up. They began searching the surrounding cathedrals, but never found him. Their leader never returned to the guildhall and soon after, the players left and Hollow Thorn disbanded.

Then not more than a few days ago, an adventurer ran into Akihabara completely out of his mind. He said that during a standard training exercise, he and his friends (some of whom had belonged to the afore mentioned guild) encountered a hoard of rat-men, but these ones were different because they seemed to have a designated leader. One who had plenty of knowledge about strategy because this group had barely survived the encounter. The players who had belonged to Hollow Thorn claimed that the demi-human creature had a striking resemblance to their guild leader who had disappeared after dying. Now they seem unwilling to speak about anything involving their previous leader in fear that something may happen to them.

It is unclear who has started all of these rumours, but now the number of rumours have increased to the point there’s no way to count them all. Some may have merit while others are complete fantasy, dreamed up by the people of the land and adventurers in this world. However, one thing seems to be becoming clearer as time passes on in this new world. More and more players have stopped coming back after dying.
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pioneers of the new reality : races

Postby Speak » Sun Aug 23, 2015 6:35 pm

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Dwarf-a humanoid race with a short strong build the dwarves are known to be the work face under the mountains and in the mines. Their stats lean this species towards Fighter and Ironsmith types with high stamina and magic resistance.



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Elf-distinguished by their long pointy ears elves are found mainly in the forests and ancient ruins. Excelling in archery and with high willpower related stats elves are known for their affinity for nature.



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Fox Tail- a magically inclined beast-men race the Fox Tail species has the ears and tail of a fox to define them. While they have no physical enhancements Fox Tails boast an incredible aptitude for magic however the drawback of this is that when levelling up they can randomly loose a skill/technique/spell from their main skills list.



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Half Alv- their pure Alv ancestors now extinct a Half Alv is the only remaining link to the ancient civilization. With a high affinity for magic and ancient runes a Half Alv can be characterized by a strange emblem found on their tongue.




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Human- like in real life humans come in a variety of skin, hair, and eye colours this is one of the most popular races because of their well balanced stats.



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Race of Ritual-this particular race is shrouded in mystery, covered in tattoo like emblems and patterns called runes the Race of Ritual has a high affinity for magic and vast amounts of knowledge, however with a bizarrely low HP makes this race a very unpopular choice.





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Werecat- out of all the beast-men races the werecat has the most physical likeness to their beast counterparts, appearing like a cat on two legs without a tail their physical appearance gives them an edge in dexterity and senses.






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Wolf Fang- the last of the beast-men races the Wolf Fang for the most part appear human aside from their ears. With boosts to their vitality, physical endurance, and leg strength a Wolf Fang is ideal for Weapons based classes and seeming to only add to this during a battle a Wolf Fang's eyes will change to red and a tail will appear unleashing even more of these physical advantages.



for more info check here
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pioneers of the new reality : main classes

Postby Speak » Sun Aug 23, 2015 6:38 pm

Main Classes-once chosen, a main class cannot be changed however a build within your class of choice can be changed.

Warrior Classes
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Guardian- with the role of Tanker a Guardian has the highest defensive capability and is usually used as a keystone of the front line. The main objective of a Guardian is to draw the enemies attention away from the group and take the brunt of their assault to give the others time to set up traps and assaults. Guardians can equip all types of armour and weapons but most stick to a classic heavy plate armour, shield, and one-handed weapon (axe, sword, or mace).
HP- high MP- average


Builds:
Fortress
The standard one-handed sword and large shield style.
Scarlet Knight
Uses a two-handed weapon with HP absorption effect with no shield, compensating for damage taken using HP absorption attacks.
Juggernaut
Build with emphasis on continuous usage of skills rather than normal attacks (auto-attack). Like the Scarlet Knight build, it requires very specific equipment to use and thus is not as commonly used.
For more info check here



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Samurai-Like the Guardian a Samurai has very high defensive skills and can act as a tank but without the ability to equip a shield they are still considered weaker in the defensive position than a Guardian. A Samurai possesses the ability to use 'Ace Moves' which are essentially a collection of special attacks and combos completed in quick succession to defeat multiple enemies at once, however their drawback is that afterwards they have a long cooldown periods which can leave the user slow and even sometimes paralyzed.
HP- high MP- average


Builds:
Sword Samurai
It can be said that this build and style is a popular class in Elder Tale as a faithful aggressive front-line guard, with its two-handed katana and Samurai-themed armour.
Vengeance
A build that focuses on the positioning and static movement of the Samurai. Although you hold the katana with two hands, the power comes from using abilities specializing in counterattacks. There aren't many players who use this because the difficulty is high and they lack the proper equipment.
For more info check here






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Monk-Out of the Warrior class Monks are the weakest defensively because they can only equip light armour and cannot equip shields. To counter these drawbacks however the Monk has a high evasion rate and a specially high resistance to special attacks thus making the Monk an evasion type tank. Like the Samurai a Monk can preform an array of skills to attack but unlike the Samurai each skill has a very short cooldown allowing for continuous assault. Combos if preformed in specific orders can give special boosts or additional combos giving the monk the highest and most diverse offensive ability among the three Warrior classes.
HP: extremely high MP: very low


Builds:
Kung Fu Monk
Based off of a standard grappling fighting style.
Kicker
A attack and move fighting style. This is certainly not a bad build, but personality-wise cannot sit at the center of battle (does not have the last-second improvisation to join allies).
For more info check here






Weapon Attack Classes
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-Assassin-purely offensive Assassins are only permitted to equip light leather and cloth armour but can deal the most physical damage per second. Able to handle all different types of weapons from small lightweight daggers, swords, two-handed weapons, and bows this gives this class incredible versatility and add this to their stealth abilities makes people with this class silent killers. Much like the Samurai class many of their skills have a long cooldown period however they are not left immobile and like the Monk class they rely heavily on evasion for their defence. In groups many Assassins act as either the rear guard (sniper) or as one of the front line offence.
HP: average MP: average


Builds:
Shadow Blade
Focuses on sneak attack and burst damage.
Sniper
Ranger weapon build that focus on rear guard support.
Sword Dancer
Focuses on more steady damage, with Dual-Wielding weapons.
For more info check here


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-Swashbuckler-considered the best defender of the weapons class a swashbuckler has the ability to continually attack with two weapons (one for each hand) with an emphasis on being able to attack multiple enemies at once. Though not dealing as much physical damage as an Assassin a Swashbuckler makes up for it through use of combos and longer streams of damage. With a wide array of skills that can effect the status of their opponents a Swashbuckler is most commonly used as part of the vanguard or guerrilla member of their group.
HP: slightly above average MP: slightly above average


Builds:
Fencer
Single blade user. Able to increase damage from traditionally one-handed weapon by using them two-handed and spec in skills that gives % bonus damage. Popular among those who don't raid often, since they are less equipment intensive. It is noted that people have been arguing on the forums whether one-handed or dual-wielding is better since the game's launch.
Gladiator
Sword and Buckler. Allows Swashbuckler to act as off-tank, possible tank in low level dungeon. Not popular in raids since they can't tank as well as a tanker, nor can they DPS (damage per second) as well as the other builds.
Juggler
Throwing weapon spec. Very rare build, due to the ammunition cost, but becomes more viable from around level 50, when more weapons with the "returning" or "respawning" property starts to drop. They are often the survivor of a near wipe, since they are fighting ranged and still have the same survivability as a Dual-wielding and Fencer build. Occasionally called a cowardly build that doesn't contribute because of that.
For more info check here


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-Bard-possesing fairly low combat prowess a Bard is restricted to short swords, bows, and other light weapon and can only equip light leather or cloth armour. However a Bard's true strength comes from their unique ability to use Song Magic which allows them to increase their allies combat prowess substantially. Used mainly as support, a back row sniper, or (occasionally) a vanguard attacker Bards are incredibly useful to experienced groups.
HP: average MP: average


Builds:
Concertmaster - Support Song Specialization
Supporting parties in large-scale battles, a Concertmaster uses skills such as <Battle Conduct>, <War Conductor>, <Curtain Drops>, and other such skills to increase his or her allies' attack ability. A Concertmaster is not expected to fight on the front lines, although they can use their auto-attack sometimes.
Prima Actor - Special Attack Specialization
Using attack spells like <Duet>, <Grande Finale>, and <Prelude Onslaught> in conjunction with movement hindrance spells like <Ballad of the Gullible Snail>, a Prima Actor can increase the number or strength of either their own or their allies' attacks. The main weakness of this build is that it is more effective against multiple enemies, and its effectiveness drops considerably against solo enemies.
Virtuoso - Curse Song Specialization
Focuses on aiding allies using their Curse Songs to weaken opponents. However, this build is rather unpopular due to the relatively short range of Bard attacks compared to Assassins and Swashbucklers, as well as the lower damage it deals.
For more info check here






Healing Classes
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-Cleric-sanctuary priests Clerics posses the highest healing skill among the twelve main classes but like the Enchanter class they lack strong offensive capabilities. In the Healing class, Clerics have the highest defensive capabilities because they can equip plate armour and shields making it easier for them to flow between vanguard support or rear support. Mainly equipping magical devices Clerics can also use staffs and swords to help both defensively and offensively.
HP: slightly above average MP: slightly above average


Builds:
Armour Cleric
Wearing plate armour and shields, wielding weapons like maces and swords, this "Combat Priest" is common. At first glance, it may seem dangerous that a Cleric be fighting in the front lines, but if the front liners near them are the ones who require recovery frequently, they can support appropriately from that location. This is due to the limited range of the magic, it will not work if you are not at the front. Also, by contributing in dealing damage, the time it takes to kill a monster is lowered, reducing the damage taken by the party. In addition, this build is popular even among solo players because it has good balance between attack skills and recovery skills.
High Healer
A build that supports allies and friends from the rear, away from the monsters, with magical attacks and recovery spells. There are some that wear shields and plate armour, but most of the time they wear robes, which are better at reinforcing the effects of recovery magic. For weapons, they mostly carry canes and the like with support capabilities rather than weapons with high offensive magical power. Recovery specialists are always in high demand, even among Clerics, so a highly skilled healer is welcome in any guild and they are trusted a lot. The advantage of this over Armour Cleric is that you're not in close range with monsters. Also, the lighter armour for recovery classes increases maximum MP by a large value (compared to heavy armour at the same rank that increases max HP) what allows them to out perform Armour Clerics in longer battles.
Twin Shields
Built off of the Armour Cleric build, these Clerics dual-wield shields and use some Cleric shield skills to deal damage.
For more info check here

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-Druid-the most well rounded out of the Healer class a Druid has not only magic-type healing but can use a fair amount of offensive and defensive spells. Druids have the ability to layer various skills on top of one another so that they can produce the highest HP-per-second recovery rate amongst the twelve classes. Their greatest fallback however comes from the fact that a Druid consumes a massive amount of MP during their spell casting making it very difficult to continuously cast spells for a long period of time.
HP: average MP: average


Builds:
Witch Doctor - Recovery Support Type
Druids specialize in regeneration/Heal over Time. The main HoT spell is Heartbeat Healing. Rotates multiple healing spells, as well as instant heals if needed.
Shaman - Attack Magic Type
Although a healer class, they do have some powerful offensive spells. "Call Storm" debuffs the field lowering elemental resistance, and offensive spells "Lightening Fall", "Hail Wind", "Icicle Ripper" deal damage. They essentially act as a second-rate sorcerer that can also heal.
Absorber - Continuous MP Recovery Attack Type
Melee build. Using MP absorption weapons, you melee the enemy, recover MP and use melee skills such as Burning Bite and Fierce Maul. Use the gained MP for healing as well. Also uses pets such as Gray Wolf, Forest Bear, and Wild Boar. On top of attacking, they can knockdown or knock back enemies to aid.
For more info check here

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-Kannagi-the Japanese equivalent to a Druid the Kannagi is a spirit medium who can communicate with spirits and ancient gods. Unique from the other two Healer classes a Kannagi focuses on using shields to prevent damage through interception to protect an individual or party and though they can still use. This in and of itself is a weakness because the use of damage interception requires the user to predict when, where, and how much damage an enemy will try to deliver but if used correctly can completely nullify any amount of damage.
HP: low MP: high


Builds
Prayer Miko/Shinto Priest - Defensive Barrier Specialization
A support build focusing on damage reduction and healing, and sometimes attacks. Most Prayer-build Kannagis also act as battle surveyors because they aren't usually on the front lines.
War Miko/Shinto Priest - Weapon Attack Specialization
An offensive melee build that uses a naginata or katana to attack, a rather risky move with only the defense of chain armor and a naturally-low HP. To make up for it, Adventurers with this build use damage mitigation skills on themselves and/or use evasion-increasing spells for a hit-and-run tactic. The Kannagi's "Evil Exorcism" weapon skills are the strongest among the Healer classes and, although are only obtainable at high levels, are very much worth using. Because the focus on allies is reduced, users of this build aim to defeat their opponents in the shortest time possible, sometimes sacrificing some of their own HP to do so.
Bow Miko/Shinto Priest - Ranged Weapon/Magic Specialization
Built similarly to the War build, but with less emphasis on mobility and more on support, since the "Evil Exorcism" spells work on bows as well. The middle ground between the Prayer and War builds, this build focuses more on clearing mobs and providing support to allies, especially with a MP-absorbing weapon.
For more info check here





Magic Attack Classes
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-Sorcerer-with the highest capability for magical damage out of the twelve classes a Sorcerer specializes in powerful elemental spells making it the magical equivalent to the Assassin. However despite their fantastic magic capability Sorcerer's have very low HP which makes it very dangerous for a Sorcerer to join the front lines without a lot of support. Meant more for a ranged attack a Sorcerers wide range of Area of Effect damaging spells makes these magic users very versatile and very useful to a group.
HP: very low MP: very high


Builds:
Nuker - Magical Battery
This build fully demonstrates the firepower of a Sorcerer standing behind a wall of allies. It is called a "Battery" because of the usage of <Robust Battery>. In same cases you will have to turn into a "Mobile Battery" by moving to keep the enemies at maximum range. If this build of Sorcerer is in a party, the main focus of the party tactics would be to work with or protect the "Magical Battery". Most Sorcerers of this build wear robes and use a magic wands. There are many different types of cane/staff/wands that reinforce a certain attribute so a flexible Sorcerer would have to carry around different kinds.
Combat Rage
It is an unusual build that shatters the image of a Sorcerer standing safely in the back, by being within enemy attack range to launch magical attacks. Of course if the attack of the enemy is successful it could be a fatal injury, but it is practical stand side by side with the vanguard and shoot magic. The number of players using this build is small because it doesn't fit the classic image of a Sorcerer, but it is well known due to its impact.
For more info check here

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-Summoner-like the name suggests a Summoner has the ability to summon a wide array of magical creatures or spirits. With more than one hundred types of creatures that can be summoned a Summoner can only summon one type at a time but with infinite numbers depending on the users MP. Like the Sorcerer a Summoner has relatively low HP but with the creatures they can bring forth it becomes very difficult to even get close to a Summoner.
HP: very low MP: very high


Builds:
Elementaler - Spirit Technique User
Good at summoning elemental spirits such as Servant Summon: Salamander and Servant Summon: Undine. The summoned spirit uses <Elemental Bolt> automatically, while powerful magical attacks <Elemental Ray> and <Elemental Blast> are available for use at command. The charm of this build is that it almost matches up to the magical offensive abilities of a Sorcerer. Attacking the weak point of an enemies attribute is the very basics of magic attacks, so Elementaler's will summon/switch the appropriate spirit to most effective attribute. They are versatile out of battle as well after the Catastrophe, because spirits can supply things like water and fire(heat). Demand for Summoners are increasing due to this.
Necromancer - Undead Technique User
Good at summoning undead monsters such as <Servant Summon: Skeleton> and <Servant Summon: Phantom>. <Death Scythe> is an aggressive physical attack, in addition, <Graveyard Walk> allows you to direct the undead to concentrate on one enemy. It is also good at confusing the enemy and for hiding someone. Although the image of a Necromancer is one of a "villain" that manipulates corpses, this build is popular from the era the act of subduing your enemies and making them your army was cool. However after the Catastrophe, there are many Necromancer who can't summon their servants due to fear.
Puppet Master - Puppeteer
Good at summoning magical creatures which were created artificially such as <Servant Summon: Golem> and <Servant Summon: Slime>. Magical creatures have excellent durability in general, so these servants make good walls to block enemy attacks. Protective skills like <Guardian Fist> which can protect an ally from damage, and <Scapedoll> which allows the summon to take some of the damage in your place, are available for use. When the party's advanced guard is insufficient, or during solo play, Puppet Master is the most useful. Golems are high in demand because it has high defence and durability compared to the others. Summoners are often seen hiding behind Golems while casting magic.
Beast Tamer - Lord of Phantom Beasts
Good at summoning phantom beasts such as Servant Summon: Carbuncle and <Servant Summon: Unicorn>. Not only do they excel at healing using <Phantasmal Heal> to help, the high speed movement magic <Phantasmal Ride> lets you ride on the back of the phantom beast. There are many Summoners who use a whip as their weapon to fit the image of a tamer. Healers are in high demand and sometimes healers go missing in impromptu parties. At these times the Beast Tamer steps in. Of course, even in a party with a healer, it can be of significant help as a sub-healer.

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-Enchanter-possesing the highest MP capacity an Enchanter has a wide range of spells to help enhance the offensive prowess of other members of their party and confuse or inhibit an enemies attacks. Despite this however an Enchanter is relatively weak both defensively and offensively on their own giving them the role of support during a battle. With a slow rate of MP consumption Enchanters are great for long term battles and can also act as an observer and battlefield manager, organizing attacks and strategies.
HP: very low MP: very high


Builds:
Enhancer
Enchanters of this build focus on supporting allies through buffs and enemy weakening.
Crowd Controller
As the name suggests, this build revolves around controlling enemy groups with spells like Astral Hypnos. Enchanters that use Astral Hypnos as their primary spell in Raids are known as "Freezers".
Mana Controller
Usually a build for Raid parties, those of this build focus on MP restoration and MP management, taking advantage of spells like Mana Channeling and Mana Transformer to ensure that those who need MP will have a handy supply available.
Sprinkler
The Sprinkler build revolves around the usage of Pulse Bullet, which has low attack power but also a short cooldown time. Combining it with Cast on Beat, a user of this build can fire over 30 Pulse Bullets a minute, creating an offensive-type build. Even the developers of Elder Tale were surprised by this build, but few people take this build seriously due to the specific equipment needed for this build to work.
Evil Eye
Focuses on debuffing enemies.
For more info check here
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pioneers of the new reality : sub classes

Postby Speak » Sun Aug 23, 2015 6:40 pm

Sub Classes-can be changed however (unless specified) all skills will be lost once you change sub classes.

Production- allows adventurers to create and craft items to help their comrades.
-Blacksmith-able to forge metals into shields, swords, armour, and other metal tools and instruments. This type of subclass can be learned by purchasing an instructor manual from one of the People of the Land or another adventurer.
-Tailor-with a sewing skill players are able to create armours and different articles of clothes depending on their level.
-Artisan-working with precious metals and gems an artisan can create beautiful things, the only limit being the imagination.
-Pharmacist-using raw ingredients a Pharmacist can create a wide variety of potions mainly for restoring health or preventing injury.
-Chef-using ingredients a chef can cook beautiful looking meals, however if a chef uses the menu to create a dish it will taste awful the only way to get good tasting food is to have a chef manually make the meal.
-Woodcrafter-able to make a wide variety of creations with wood ingredients a woodcrafter can make anything from a cabin to a small carving.
-Scribe-with proper raw ingredients a Scribe is able to create or duplicate maps, scrolls, books, technical manuals, magical instruction manuals, and contracts. Along with these elements a Scribe is also a master of sorting, categorizing, and reviewing documents making them invaluable in office work and administration.
-Mechanic-originally working with simple levers, pulleys, and wheels this class has developed drastically since the Apocolypse. A mechanic is able to build machinery of most any kind by combining their skills with those of blacksmiths, alchemists, and woodcrafters among others.
-Alchemist-a researcher who studies the effect of magical and chemical elements on people and objects they can create potions as well as poisons to aide them in battle. Mostly creating things like speed boosts, debuffs (lowering an enemies defense), or damage over time poisons these can become a real asset in both offence and defence.

Role-Playing- this type of subclass does not manufacture but rather can lend to the player certain extra boosts or abilities. While some of these subclasses can lend themselves to combat a few are mainly just for the sole amusement of the adventurers.
-Merchant-trading and selling valuables to other Adventurers or People of the Land a merchant can receive a price advantage during negotiations and bargaining.
-Tracker-allowing an adventurer to track other players or foes this subclass also gives an adventurer the ability to erase their presence and move undetected in the dark.
-Housekeeper-with the ability to clean and organize with ease this class allows the user to decrease the amount of coin needed to keep their zone (home) in working order. This class can also use the skills of the Chef, Tailor, and Farmer subclasses but only to a lesser extent.
-Berserker-like the name suggests a Berserker can use a nearly-uncontrollable battle rage during fights which doubles the amount of damage their enemy takes.
-Apprentice-taking on a teacher/master an apprentice is able to learn the low to mid level skills of their teachers subclass. Popular with beginner players who don't yet know what subclass they want an Apprentice can carry the skills that they've learned over to the pertinent subclass if they so chose to switch to that class.
-Animal Tamer-like a summoner in the way that they capture and tame the various creatures of Elder Scrolls an Animal Tamer differs in the fact that they must keep their animals close at all times and that once their animal dies it is irreversible.
-Hunter-similar to a Tracker a hunter can track down animals and monsters within a certain distance and can dampen (not erase) their presence. A Hunter will also get extra bonuses when they defeat a monster or animal.
-Farmer-with an extra boost for growing their own raw ingredients a Farmer can also tap into the skills of a Chef and Tailor making it a well rounded class.
-Physician-increasing an adventurers healer abilities this subclass allows the user to heal the wounded with potions and bandages. Not nearly as powerful as one of the Healer main classes it is still useful especially to a party that is lacking a healer.
-Dancer-giving the user grace of movement and a little bit of tailoring skill,a Dancer is a subclass mainly selected for fun.

Titles-only attainable after completing a specific task or piece of equipment this subclass is considered the most rare because of the limited amount of people able to attain them.
-Sword Saint-a player with this subclass boasts a weapon from the gods. Not necessarily a sword the weapon in question must be acquired during a boss battle with a god however once that god has already been defeated it will not drop a second weapon. The weapons themselves have enormous power and deliver an unparalleled amount of damage per strike.
-Dragon Slayer-unlocked after an adventurer has defeated 70 Legion Raid Boss dragons this subclass allows the user to tame the mighty creatures allowing an adventurer to summon and ride one with a dragon whistle as well as use them in battle.
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