Rules & Extra Info

Rules and Info shows certain information more related to the OOC part of the server system, these are the following

**Fear RP**

2. **Schools of Magic**

3. **World Factions**

4. **Classes**

5. **Alignments**

6. **Artifacts**

7. **World Progression**

8. **Races**

## FearRP

FearRP is the action of fearing consequences that will be applied on you. Many groups have the privilege of enforcing FearRP on your character, so it'll be listed below when someone MUST FearRP. In order to make things clear for everyone, we divided FearRP in 3 levels : Level One, Level Two, and Level Three. It is recommended to Fear all of these levels, although it's not completely necessary for you to do it, since its purpose is to make the roleplay sensation feel real. Now, in Level Three, you MUST FearRP no matter what. Failure to do so will result in a warning for Failing to FearRP.

### **Guards**

#### **Level One**

A guard tells you to do / stop doing something

#### **Level Two**

A guard has told you to do something multiple times He rose his sword and pointed it at you.

#### **Level Three**

A guard has yelled at you in order to stop you from doing something. A member of the Royal Guards has appeared and pulled their weapon aswell, Either that or multiple guards appear

### **Weapons**

*PD: All of the things listed below don't have to be applied if you carry a weapon with you or your class (Power) sits at least an entire level above that person*

#### **Level One**

> N/A
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#### **Level Two**

> Someone shows off a weapon without intentions to actually hurt you Someone pulls out an item that's not a weapon, but has the intentions to use it Criminal Threatening (e.g. "I will send my guys after you")
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#### **Level Three**

> Someone pulls out a lethal weapon at you with intentions of dealing major damage
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## **Schools of Magic**

### **How does Magic work?**

> In the world of Tera, the planet itself gives mana to almost everyone. Only a some people were actually afflicted with magic when the meteor landed due to it's immense radiation and adverse effects (One of them being giving mana to the planet itself). If you wish to cast magic, you must first awaken your mana, that is done either by getting hit by a spell or having a more scientific intervention (Syringe with Liquid Mana), after that, you'll teach you how magic works. After that they will teach you a "School of Magic".
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### **What is a School of Magic?**

Schools of magic are basically types of spells put together for doing similar stuff, you can get up to two Schools of Magic the further you evolve on the world (aka being part of several events hosted by staff aka activity). The available schools of magic are the following:

**Elementalist** This school of magic grants those who learn it with elemental power, able to manipulate the elements around it. It is rare to see anyone that can manipulate more then a singular element, so most Elementalist learners stick to mastering a singular element, instead of trying to learn them all and not being able to.

**Arcanism** Arcanism is the power of manipulating the force of the Lifeline to your advantage, in short, things like telekinesis, arcane bolts and arcane shields is what this class specializes on. Inside the Arcanism there are two types of such, Offensive Arcanism and Defensive Arcanism, Defensive Arcanism specializing in barriers and shields, and Offensive Arcanism specializing in Arcane Bolts and Arcane Missiles

**Druidism** Druidism is the art of using Animal Spirits to their advantage. Animal Spirits can come in two forms "Shades" or "Stances". Stances are when the Druid gets the specific attribute of an animal on their body, merged with their fists and feet. And the other one is simply summoning a spirit

**Necromancy** By far the most vile type of magic. This is the type of magic that is rarely taught to people due to it's nature. This magic allows one to turn dead corpses into zombies in exchange for a part of their sanity, the more levies of dead people they have, the more insane and fearful they are. This school will NOT allow you to be part of The Whisperers due to it's nature and their nature being opposites.

**Illusionism** Illusionists are mages of the mind, they are masters of illusion and of the memories and brain, able to create powerful Illusions and slowly but surely creep TEMPORARY insanity into one's brain. They are also masters at concealing things and seeing the unseen, serving most often then not as seers rather then attack or defense mages (Sensory Units of sorts)

**Holy** The practitioners of Holy Magic are those who heal and cleanse people, often refereed as the Enemies of Dark, but also have other capabilities like blinding targets and creating shields of light. These are often referred as priests

**Dark** Dark Magic practitioners are quite vile and will be usually found on the evil end of the mental spectrum. Darkness only accepted being wielded by those whose hearts were corrupted and accursed, beyond repair. Those who were given the power to bend shadow learned how to generate various shapes from shadows of people, trees, houses and everything really. Where there is a shadow, there is material to bend.

## **Classes**

Classes are job paths that players can go into if they want to focus their character on CombatRP or just want to adventure and see differences and evolution on their characters regarding power or experience. The classes will work as following.

Three tiers of classes will be given out to normal players, each with a small quest line mini event attached to them and different stuff regarding all the others. There is also a fourth tier which is served to high staff or World Faction heads.

### **Tier 1 - Starter Classes**

These are classes that anyone can learn at any moment and are the base foundation of what you want to become in the future. This is an important step because it is the first step on your path to grandeur.

### **Tier 2 - Divergent Classes**

This is where classes become a little bit more specific and more locked down. There are two main branches of Divergent Class, Divergent - and Divergent + (Project names). Being - or + influences your outlook on NPCs on events but doesn't change your character alignment, with good character NPCs taking a liking to you if you are Divergent + and Villain characters or more devious characters taking a liking to you if you are Divergent -. This can only be achieved through being active on the server and having participated on a bunch of events (Probably 10, and if they are as large as Backrooms, 3).

### **Tier 3 - Purgatory Classes** (**WORK IN PROGRESS, NOT FULLY ADDED YET**)

These are the last tier of classes, also named Purgatory classes are obtained in a quite special way. These classes are obtained through external quest lines that a Staff member will host for you specifically, sort of a small event. You MUST be a Divergent class and have partaken, since then, in at least 5 event or 1 big event. **NOTE: This questlines for Purgatory class may includes the possibility for character death, so be warned.**

#### **Starter**

> **Monk**
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- Uses fists in combat

> **Warrior**
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- Uses a sword or clubs

> **Pit Fighter**
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- Uses spear or long range weapons

> **Scholar**
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- Pure magic caster

> **Rogue**
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- Uses as a main weapon dagger or rapier Divergent **Orderly**

#### **Divergent**

> **Elder**
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- Uses mana to enhance fist strength and speed, fights mostly with fists or boostaff

> **Sigil Knight**
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- An evolution of Warrior, this time can enchant their weapon fully with a specific element regardless of their school of magic and much stronger

> **Dragon Knight**
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- An evolution of Pit Fighter, with the ability to call upon a Draconic energy within them to help them in battle and much stronger

> **Illusionist**
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- A mage that specialized and went down the path of a mage of the mind, someone capable of casting pretty great illusions **(MUST HAVE ILLUSIONIST SCHOOL OF MAGIC)**

> **Spy**
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- This class evolution specializes in surprise attacks and singular target take downs, using their mana to coat themselves for protection as the first lesson of a Spy
**Neutral**

> **Samurai**
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- A form that does not branch of anything at all, it was born from unknown sources... But it is only known they use the power of their breathing to take down targets. These breaths mimic nature forces but do not act like them

> **Mage Caster**
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- A mage caster of any element, not focused on any weapon and simply on casting spells

> **Bard**
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- A magic user that buffs their companions with tunes(edited)
**Chaotic**

> **Akuma**
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- A form of the Monk class that specializes in not infusing mana on their fists to fight, but instead in crippling the opponent and comboing them

> **Warlord**
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- An evolution of Warrior, wielding a greatsword and focusing mostly on being a tank for their team, Warlords are not quite the usual damage dealer

> **Church Knight**
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- An evolution of Pit Fighter, weilding a magic infused spear with the element of light, specialized in ranged combat or medium range

> **Necromancer**
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- A mage that has followed the path of Necromancy of Dark Magic, and can now fully channel it to it's full potential

> **Assassin**
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- An evolution of Rogue, that specializes in taking on multiple targets at once, but is quite squishy, with not much resistance(edited)

#### **Purgatory WIP**

**Orderly**

> **Dragon Sage**
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- Travel far to the land where Dragons are born, beyond even the realm of Earth, and try to befriend their race and learn their methods and traditions.

> **Sigil Knight Commander**
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- Upon being able to remove the Accursed Sword from it's tomb deep in the Desert area, hidden from everyone, you attain the title of Sigil Knight Commander, and great power with said sword

> **Dragon Slayer**
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- By killing a Drake and embracing it's spirit once you've killed it, you can become a Dragon Slayer, a pole arm weilder, knowledgeable on the arts of the flying lizards

> **Master Illusionist**
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-To turn into a Master Illusionist, you will have to talk to a master of the mind, that will pass you throught all stages of Insanity so that you can comprehend and embrace the mind, and so, learn from it

> **Survivalist**
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- To become a Survivalist, one must first travel to a forest and survive there for about 3 days with attacks and with little to no resources. This means once has to embrace the power of nature itself

> **Duelist**
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- For a Duelist one must first find a worthy weapon, a Rapier and then one has to find their way to Hall of Mirrors, where they can duel the Old Master Duelist "The First Sword", and either beat him or hit him enough until he becomes impressed on you. He will then indicate you to The Shade, that shall train you(edited)

**Neutral**

> **Ronin**
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- To become a Ronin, one must train under the Master Samurai Hoshiro, the Pillar. After their training is completed, they become a Ronin, master of the blade and recollected

> **Archmage**
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- To become an Archmage, one must first travel to another dimension (Idea can be scrapped and changed) to collect tomes of magic. There are a total of 7 tomes that one must learn to unlock the most potent magic type of all, Snap Magic, to allow something to occur with the snap of one's fingers and attain the title of Archmage

> **Ultra Bard**
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- To become an Ultra Bard, one must be one with their instrument. They will have to train deep within their mind and find out the truth about their instrument and discover their very own "hymn"(edited)

**Chaotic**

> **Oni**
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- To become an Oni, one must first prove themselves to the Oni Master, brother of the Master of the Vind whose identity remains concealed to this day by defeating an Abyssal Serpent in the depths of the Abyss and return alive, quite an endeavour. After that, the Oni Master will teach you his ways

> **Abyss Walker**
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- To become an Abyss Walker one first please the Abyssal Gods by carrying the Purple Flame of Solan from a far away location into Gaia to lit up the Abyssal Torch, only then may you jump in the Abyss to enter the All-Dark to talk to the Abyssal God, that will grant you the power of an Abyss Walker

> **Wraith Knight**
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- To become a Wraith Knight one must first find their way to the Sunken Passage, what once used to be Sewers and from there, find their way to the Hall of Mirrors. In the Hall of Mirrors one must enter the Mirror and meet the Wraith Knight at the very end of it, who will teach you his ways, for a price...

> **Deep Knight**
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- As a Church Knight, one must betray their kin and kill another Church Knight to please the Abyssal Gods, who will then allow you entrance in the Abyss to become a Deep Knight

> **Master Necromancer**
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- To become a Master Necromancer you have to travel to Hell itself to meet with the spirits of those who created the power of Necromancy. You will need to traverse Hell until it's deepest layer

> **Phantom Dagger**
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- To become a Phantom Dagger, a Master Assassin has two options, complete the Abyss Walker questline and then return to The Father, or make three sacrifices to The Father

## **Alignment**

In Tera, you'll be met with an Alignment system. While not a very impactful piece of your gameplay, it does change your reputation with specific factions, job centers, world NPCs, bosses et cetera, for example, you may get fired or be prejudiced in a job that requires you to have a good alignment, or find yourself in a tougher spot in a place of chaotic alignment if you have an opposite alignment.

### **How does one get an alignment**

Everyone's alignment at the start is chosen on the character creation (Either Orderly which is a Good alignemnt, Neutral which is self explanatory, or Chaotic, which is the Bad alignment) process however it can fluctuate depending on your RP actions and journey. For example, if you kill someone your chaotic level goes further down and your orderly level can disappear or be decreased, while helping people, will increase your orderly level. Not just that, but specific class quests can help you in getting alignment points for each of the sides depending on your RP options.

### **What are the large changes in between Chaotic and Orderly alignment if there are any? Is there a better one?**

No, Chaotic alignment and Orderly alignment, for now, will only help you in some very specific situations like joining a World Faction where a specific alignment type is needed, and the other further information, but more will be added in the future

### **What could be seen as major changes for alignment?**

#### **Chaotic Majors**

These actions or paths will change your alignment to Chaotic on a drastic way, meaning that if you are neutral you will go quite deep in Chaotic alignment.

**Murder** **Kidnapping** **Torturing** **Cannibalism** **Felonies of the highest order** **Treason of the highest order (Betraying family or incredibly close associates)**

#### **Chaotic Minors**

These actions will nudge your path further towards the Chaotic alignment, but just a tiny little. You could still, most surely, become someone of Orderly alignment even past that

**Pickpocket** **Provoking havoc on purpouse** **Tricking people** **Hurting people minorly (Minor Assault)**

#### **Orderly Minors**

These actions will nudge your path further towards the Orderly alignment, but just a tiny little. You could still, most surely, become someone of Chaotic alignment even past that

**Donating to the poor** **Helping people with simple tasks** **Be generally kind to people** **When seeing criminal activity, alarm authorities**

#### **Orderly Major**

These actions or paths will change your alignment to Orderly on a drastic way, meaning that if you are neutral you will go quite deep in Orderly alignment.

**Helping combat crime actively** **Helping authorities and complying with their orders** **Save someone's life** **Commit an heroic act (Hardest one by far)** **Protect people that are not just close to you, but in general**

## **Artifacts**

Around the land of Tera, you may come across some very interesting artifacts that can help you on your journey, or rather... Make some changes, what they do is quite mysterious and I'll let you figure out on your own for some cases, as well as discover them for yourselves!

### **How can I get my hands on an Artifact?**

Certain events will have a competition held for them or something alike to that, but apart from that you can maybe, even tho very rarely or almost impossibly, find them laying around in the world. Artifacts are unique and there is only one on the entire world of each.

### **Artifact List**

> **Lannis Amulet** : A black amulet with a purple gem on it. **UNKNOWN EFFECT**
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> **White King Amulet** : A white amulet with a blue gem on it. **UNKNOWN EFFECT**
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> **Rift Gem** : A purple tinted diamond. **UNKNOWN EFFECT**
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> **Philosopher's Stone** : A red crystal, shaped like a stone. **UNKNOWN EFFECT**
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> **Phoenix Down** : A golden fire feather. **UNKNOWN EFFECT**
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## **World Progression**

In here we will address two important things: How does GRP's world work? Is it based on your own self centered character and their history on the world on it's own, or is it the story of the world that can circle around you? The answer is simple but quite interesting. It is both! GRP's unique roleplay system allows you to have these two types of storytelling colliding, you can have your own small story centered around your character, and then, the world itself will connect to that story and to the character for it to progress further. The second thing this chat will address to, is what we have planned for the future, how will the world progress and what is to come on this vast adventure that is GRP, both for all of you as players, and for us as staff. The upcoming content will come right now! Small note: Yes, GRP will be updated constantly to keep things fresh and news everytime!

### **Upcoming content**

More artifacts

Dungeons and Raids

More map areas

Purgatory Classes full ready release

Houses / Guilds Traits

Player characters getting lore relevance

More classes 2 more completely new dimensions (Tera, Sky)

More World Factions

Quests for Money (For those who want to pursue and adventuring career instead of working in the city)

And much, much more!

## **Races**

The World of Tera is filled with exciting races that you can be a part of! All of them have interesting gimmicks and mechanics that will, I hope, be of your liking! But first, let's get into how races work, specially to the 3 types of races!

### **Type 1: Birth Races**

These are races you acquire at the birth of your character, and will forever be with you, so choose you race wisely! All of these have equal amounts of qualities and flaws, so choose whatever suits your liking and plans more!

### **Type 2: Obtainable Races**

While there are only a few of this category, they have quite specifics methods of attaining them which will not be disclosed here, you'll have to find out yourself! However, there'll be a riddle here and their passive skills so that if you are really interested on what they can do you can always give a try to try and find it out!

### **Type 3: NPC Exclusives**

NPC Exclusive races are races that are sometimes either quite powerful or just unique to a specific NPC or a set of them, there are also very few of these but they tend to be stronger then the average obtainable and birth races. These races will not be available for players.

### **Dzins**

(Locked for 2 Dzin players only, or 1, you can roll in between eachother if you are interested for it, if only one person is that person gets Dzin)

Dzins are descendants from the Eitrans, descendants of those ancestors who survive the fall of Elysium in Eitr and somehow, lived off the world by infiltrating within it as normal kinsmen. While some share similarities with that race in the form of white horns in different shapes or simple elven pointy ears, most Dzins don't have any differences on their body apart from a different perception of the world caused by World's Pulse, which allows them to see Muscles and Bones to the minute detail as a passive skill after a certain age or even at birth. Most Dzins are unaware of their race, and mistake it for any other race they share slight physical similarities to.

#### **Dzin Skills**

**Iron Mind** - Immunity to all mind spells and traumas.

**Mind's Eye** - Dzins can see the interior of the human body with a simple glance, seeing how mana flows, the exact time people cast a spell or even the trajectory of some attacks! However, the overuse of this will cause the Dzin permanent blindness that cannot be cured regardless of what magic is used. During the Mind's Eye, their pupils become red, and their sclera completly black

### **Vind**

Born from the corpse of the God of Winds, Zephyr, that ruled atop the now gone Sky Castle, with another quite distant and distinct race, these creatures took a humanoid shape, usually with a blueish skin and dark tainted hairs that may vary, have ever since the Age of Legends lived in peace with other races, teaching them the ways of magic and wind, as they were born with it and with a special affinity to the element of Wind. Vinds are usually seen in the spot of Archmages due to their enhanced magic prowess.

#### **Vind Skills**

**Tempest Soul** - Using this with mana will give you a wind barrier that reflects spells, meaning that anyone trying to strike you with a spell will always have that effect inflicted on them. (Will always deflect for 2 turns upon activation)

**Sky Sailors** - Due to their proficiency with magic and specifically the wind element, they get a bonus damage (+2 in rolling attacks) from using wind magic.

### **Fischeran**

Fischerans are the distant cousins of Vind, and, if anything a small variation of them. These were bound to the Wind, as much as Vind however they took it as their duty to honor their now long lost father who lost his life at hand of the 14 Races of Tera and the Tryfrix. Fischerans usually either hide from other races or attack them on sight, for their hatred for them for killing their only father is so immense, that no matter how much one would try to change them, that'd most definitely not do, atleast for most cases.

#### **Fischeran Skills**

**One with the Wind** - For 2 turns they can permeate through whatever attack is thrown at them by transmogrifying their body into wind where the attack was supposed to hit, becoming almost wind elementals in the process.

**Sky Sailors** - Due to their proficiency with magic and specifically the wind element, they get a bonus damage (+2 in rolling attacks) from using wind magic.

### **Morvid**

Strange beings of beak and knuckle, four great red eyes and purple feathers... Of unknown history began appearing in flocks, black, mischievous birds made of bone, flesh and feather alike. Mythologies were born from them, stories told of their existence but never truly confirmed... To this day, Morvids reside only within people's minds as a folk's tale, but is it really one..?

#### **Morvid Skills**

**Flock** - Turn into a flock of crows and gain complete immunity to damage for about 3 turns before returning to normal. During this period of invincibility you are much faster and invisible BUT you cannot attack back or you will lose Flock's effect, which differs from Fischeran's One with the Wind where they can attack (Requires final form)

**Forms** - Morvids function by forms, by assassinating and eating others (If possible other Morvids) a Morvid can evolve into it's next three stages. At the last stage they get an ability named "Flock"

**Poisoned Feather Throw** - This is a ranged but simple attack to understand- A Morvid can use their feathers to poison people from afar, given they have enough accuracy to hit them. This poison will do crippling damage for 2 turns.

### **Dinakeri**

Beings of dark skin and mischievous yet charming and magical eyes wonder the night in search for souls, accursed by a foul God of the Dead who sought to make that race his very own source of entertainment, making them dependent and addicted to the action of ripping and consuming other's souls... Dinakeri now wander the land, attempting not to hurt anyone but in the end, doing so in exchange for their own survival in a sad, perpetual existence.

#### **Dinakeri Skills**

**Cursed Body** - Their bodies will never be penetrated by spells of darkness or cast curses (Artifact curses still affect them), making them permanently immune to the element of Necromancy and Darkness.

**Soul Rip** - Dinakeri's can rend your soul, doing some damage to the enemy target and leaving them slowed. After ripping a portion of their soul, the Dinakeri can use the last move used by the person he soul ripped. This does not stack.

### **Madrasian**

Madrasians are... peculiar and quite interesting, a race that occupies the far mountain reaches in a location called "Oresfall", mostly consisting of great and cunnin criminals. The Madrasian Crime Lords, well known for their cunning deception due to their unique racial abilities. While one would think these so called "men" as sniveling rats when backed into a corner, the street Kings of Madras produce long sharp daggers known as fangs to great effect when they find themselves in mortal danger.

#### **Madrasian Skills**

**Shift** - Change your look into anyone, for a specific amount of time (10 turns). Your hair and eyes might not transfer over correctly if you are not skilled enough. Getting discovered in this disguise will immediately deactivate it.

**Block "Observe"** - Illusionists cannot observe through your disguise or through your eyes from any kind of distant if you are disguised.

### **Navaran**

> Barbaric, green folk of the far South, far in the Grog Plains, they, however, do not live all together and instead prefer camping in bands and large groups of strong men and women with good genes to breed more warriors. Navaran women and men are usually way stronger then any other race physically, but have a limited amount of intellect.
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#### **Navaran Skills**

**Primal Rage** - For an limited time of 5 turns, you can awaken your inner beast and rush towards your enemies at quite a fast speed, doubling your damage and speed for that turn.

**Multi weapon weilding** - Due to their massive frame, Navaran can carry around and use multiple different weapons at once, something that isn't possible with other races

### **Castellan**

Castellans are quite peculiar little humans. They are, by far on the group closest to humans but something within them begs to differ that they are entirely human... Castellans possess incredible magic prowess from an unknown source, presumably descendants of Cameos or Seraphs, along with a passing ressemble for both species (Even tho they are mortal), species of a past long forgotten or simply accursed and suffering.

#### **Castellan Skills**

**Excelence** - Castellans have access to using powerful spells without a Tome of Magic since birth, making them virtually the most powerful mage race, but with the most feeble body and lowest resistances

**Low Cost** - Whatever spell they cast will cost less energy then any other race, this scales with progress.

### **Ashiin**

Ashiins first originated in Gaia, around 64 b.T. (Before Tryfrix), as an order of Monks led by Reiner Dante, The First Divine Monk to defend the common folk from the war against the Gods in Tera, that most did not even know was going on at that era. This race became increasing less powerful as time went out, but they still retain a great level of power and influence. Ashiins exhibited extreme strength and trained combat, with discipline and tactic ever since birth, as if they were born simply to fight.

#### **Ashiin Skills**

**Monk Fighting** - Ashiins will always strike harder and faster with their fists due to their almost trained since birth Monk training. Ashiins also get more resiliance, meaning that they will not back down even when injured and maintain their full strength for atleast 3 turns post grave injury.

**Agility** - Agility is a power also adquired by Ashiins that enhances their speed and strength for a 1 turn (+3 roll), before leaving them a little slower for the next turn, where they'd have to defend (-2 roll)

### **Rigan**

These creatures were the first people from Gaia, also called Commonpeople's or Freshspawn, to try and step on Tera. Tera's magic pressure was so great in fact, that most died, but those who lived retained scars so great due to the mana pressure that their entire physiology changed to adept the environment. Their blood pressure decreased and pretty much stop, their body became more durable almost like solid rock, and in turn they became walking tanks, able to sustain hits with their barehands as their skin and flesh was pretty much golem-like now.

#### **Rigan Skills**

**Rock Skin** - They possess incredibly resistance, being able to block sharp weapons with their fists and arms for approx. 3 turns before actually getting damaged and bleeding, this means that their entire body will also take 3 hits before beginning to bleed. The blood that spills may generate dizziness for the Rigan or even mild blodloss of how much blood is spilled for this rocky wounds.

**Flood** - Due to their golem like body that overflows with the mana of Tera that they recieved upon entering, Rigans have no problem with energy when casting a spell, since it is an infinite resource for them, however the more spells they cast the more stone-like their inner body becomes, eventually resulting in death.

### **Haseldan**

Haseldan are the common folk of Tera, those who populate most cities and towns, those who wander around for most lands and places, those who do make the big bulk of Tera's population. You may be able to find them virtually anywhere, as they are pretty common and the most normal race amongst Tera.

#### **Haseldan Skills**

**Last Stand** - When a Haseldan's near death and in combat, the effect of Last Stand will trigger, giving the Haseldan increased speed and defense (5+ rolls on every defense maneuver) for 5 turns.

**Bloodline** - When on the knocked state, Haseldans will be able to get back up with 2x damage (5+ on rolls) for 2 turns, when they are done, they'll be knocked back down for 2 turns regardless of how roughed up they are.

(2 coming on later)

### **Cameo**

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What would you do for love? Would you give up everything you have? Would you go to the brink of life and death? Then you may be worthy of my reign, eternally.

```

*- White King, "The Last Supper."*

#### **Cameo Skills**

**Regeneration** - Upon dying, Cameos vitality will be replenished extremely fast consuming one of their 9 lives. All their injuries are cured if they were affected by one aswell.

**Cat Lives** - Cameos can die a total of 9 lives at max, 5 at minimum, which makes them a tough race to break through if you are trying to kill them for good.

**Empty Husk** - Cannot join any Houses or Oaths and will forever be stuck in a Chaotic alignment, even if mildly.

**Prevent Extinction** - Regenerate a life once per kill, even if lost.

### **Construct**

```
For the construct, Hailed from cold, Paid naught of coin, but soul. He'll chop, he'll slice, He'll prod and dice, Change you, up whole, Change you whole.

```

*- Doctor Sigma, "Super Soldier Diary Entry 71"*

**Construct Skills**

**Thermal Resistance** - Constructs will not take any kind of damage from cold or ice related things, aswell as fire and heat related things, being immune to both heat and cold.

**Galvanize** - Fill your body with toxic fumes and become virtually unstoppable for 2 turns (7+ roll). The toxic fumes will exit your body slowly afterwards taking 5 turns to do so, releasing a poisonous cloud around you for that duration that can be counter acted by throwing a health potion at the Construct

**Mercenary Build** - Construct will immediately know how to weild any weapon they encounter, getting the same boost a Purgatory Class would with their weapon upon first weilding them. Appart from that, this gives Constructs a tiny boost on dodging (1+ roll)

**Toxic to Health** - Constructs will always heal from most stuff prejudicious to humans, be it Poison, Acid or Toxic Sludge, he will heal from injesting it.

### **Azael**

```
Crimson horns, With Gem-cut eyes, A Kingdom fell, From a Serpent's lies.

```

*- Unknown Writer, "The End of the Start"*

#### **Azael Skills**

**Gateway Masters** - Azael is born with the ability to open rifts in between map locations for him and more people to go without fail.

**Hell's Flame** - They are immune to any kind of flames, even holy flames and do much more damage (3+ roll) when using a fire spell.

**Faster Replenishment** - Azaels will always recharge energies much faster then any other race, including Castellans