Added
Extreme (Status) Resistance Training (Rare Technique)
A hardcore training regime in which the body is put into repeated injury and stress by being inflicted by a various status effect. Requires two open slots to equip(maybe one slot but it could be broken idk,) works like a passive, and does 80% damage of full HP when first equipped as well as constantly having that status effect placed on you for about 30 minutes. After 30 minutes, the body will gain a resistance to this status effect, significantly reducing the potency of the specific status effect placed on you. This would only be available for status effects(besides bleeding) that can be given by basic magics. Various bosses, minibosses, mobs, and npcs could have one or many of these skills. Would maybe require a little vitality points to equip, which allows Juggernauts to utilize them earlier.
As a general rule, the potency of the status effect would be reduced by 40%.
Burning: Only does 7% of the attacks damage for 3.65 seconds.
Scorched: Only does 7% of the attacks damage for 3.65 seconds.
Melting: Only does 4% of the attacks damage for 7 seconds.
Corroding: Only does 4% of the attacks damage for 7 seconds.
Poisoned: Only does 4% of the attacks damage for 15 seconds.
Blinded: Reduces how opaque the light is by 40%. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 20%)
Sandy: Reduces how opaque the sand is by 40%. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 20%)
Snowy: Reduces how opaque the snowy overlay is by 40% and only stays on for 5 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 20%)
Frozen: Only remain frozen for 7 seconds.
Petrified: Only remain frozen for 7 seconds.
Paralzyed: Only remain frozen for 3 seconds.
Freezing: Reduces how opaque the icy overlay is by 40% and only stays for 7 seconds. (For NPCS, increases decreases how inaccurate their attacks are by 20%)
Charred: Dark overlay reduces by 40% and only stays for 7 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 20%)
Soaked: Reduces how opaque the water overlay is by 40% and only stays for 7 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 20%)
Drained: Overlay only stays on for 4-8 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 20%)
Esoteric (Status) Resistance Training (Ancient Technique)
An extremely ancient training regime in which the body is put into repeated injury and stress by being inflicted by a various (status) effect. Requires two open slots to equip(maybe one slot but it could be broken idk,) works like a passive, and does 95% damage of full HP when first equipped as well as constantly having that status effect placed on you for about 60 minutes. After 60 minutes, the body will gain a resistance to this status effect, significantly reducing the potency of the specific status effect placed on you. Unlike the extreme training, these can also give resistances to lost magics. Various bosses, minibosses, mobs, and npcs could have one or many of these equipped. Would maybe require a little vitality points to equip, which allows Juggernauts to utilize them earlier.
As a general rule, the potency of the status effect would be reduced by 60%.
Burning: Only does 4% of the attacks damage for 3 seconds.
Scorched: Only does 4% of the attacks damage for 3 seconds.
Melting: Only does 3% of the attacks damage for 5 seconds.
Corroding: Only does 3% of the attacks damage for 5 seconds.
Poisoned: Only does 3% of the attacks damage for 10 seconds.
Blinded: Reduces how opaque the light is by 65%. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 40%)
Sandy: Reduces how opaque the sand is by 65%. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 40%)
Snowy: Reduces how opaque the snowy overlay is by 65% and only stays on for 3 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 40%)
Frozen: Only remain frozen for 4 seconds.
Petrified: Only remain frozen for 4 seconds.
Paralzyed: Only remain frozen for 2 seconds.
Freezing: Reduces how opaque the icy overlay is by 65% and only stays for 4 seconds. (For NPCS, increases decreases how inaccurate their attacks are by 40%)
Charred: Dark overlay reduces by 65% and only stays for 4 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 40%)
Soaked: Reduces how opaque the water overlay is by 65% and only stays for 4 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 40%)
Drained: Overlay only stays on for 2-6 seconds. (For NPCS, increases decreases how inaccurate the status effects make their attacks are by 40%)
Added
Next time use summaries for walls of text please.
Side Questline: From Beyond
Description: Strange mages have appeared throughout The War Seas, some wielding otherworldly magic and weapons. What are their intentions? Who are they?
Information:
- This questline is not always active like the main storyline; its progress can be checked in a new tab called Side Questlines.
- When none of its relevant quests has been completed, it will appear blacked out with '???' instead of its name.
- It will initially demonstrate its progress through how many of these mysterious mages have been found out of five (six).
- The aim is to find and discover these mages, discover their intentions and lore and help others along the way.
Sub-questlines (these are actual side-quests):
- The Wanderer
- Sea: Bronze Sea
- Quest Giver Location: Redwake
- Recommended Level: 150
- Description: A mage with a very powerful katana has been spotted in the Bronze Sea looking for something. Find out what he is up to.
- Rewards: Several galleons, some xp, some neutral renown.
- Sacred Ice
- Sea: An Eastern Sea
- Quest Giver Location: A large ice archipelago
- Recommended Level: 450
- Description: Archeologists need your help uncovering a rare, ancient resource from the icy archipelago. A mage helps you on your journey through the frozen winds.
- Rewards: Loads of galleons, moderate xp, positive renown, ancient frost essence.
- Magic Scholars
- Sea: A Northern Sea
- Quest Giver Location: The largest library in The War Seas.
- Recommended Level: 600
- Description: Some scholars are trying to secretly (illegally) find information about the deadly equinox magic. They require knowledge from other libraries throughout the Seas, eventually discovering someone with an equinox scroll.
- Rewards: Some galleons, lots of xp, negative renown, arcanium bars.
- Crimson Sky
- Sea: A Western Sea
- Quest Giver Location: A minor kingdom.
- Recommended Level: 800
- Description: A lower-ranked guard fears an attack from an enemy kingdom could occur any day now, especially after seeing the sky turn red during midday in the north, where their camp was rumoured to be.
- Rewards: Almost no galleons (the guard can't give a proper reward because he didn't report it), massive amounts of xp and some positive renown.
- From Beyond
- Sea: The Central Sea
- Quest Giver: Completing all of the above quests.
- Recommended Level: 900
- Description: After finding four of these mysterious mages, there is one that seems to be left: Ace. And considering the patterns, he could be in the central sea.
- Rewards: No renown, loads of xp, some galleons.
- Return to Beyond
- Sea: The Final Sea
- Quest Giver: Appears in the Side Questlines tab after the final story boss is defeated.
- Recommended Level: 1000
- Description: The six mages have gathered in one spot, seemingly for the departure some of them mentioned. Ace Grey wants to give you a final fight before he leaves.
Mages:
- Frost Hallows
- An ice mage (build is paladin) that focuses on defensive spells. He wields a powerful ice staff and wears a white scarf. He uses ice magic most often, with wind magic as a secondary.
- Encountered in a friendly duel after the Sacred Ice questline if you want more ancient frost essence through fighting rather than chests.
- Zen, The Resolved Swordsman
- Despite being a mage, he uses a warrior build with a broadsword and a musket. His magic is equinox, but he only uses it to enhance his sword attacks or general mobility later in his fight.
- Encountered when you attack him for the equinox scroll he has in the Magic Scholars questline (it is destroyed in the battle).
- Agate, The Crimson Witch
- A witch that uses a deadly, red fire known as Crimson Flare. She wields a cursed staff and is often seen wearing a black mask and classic witch's hat. Her method of attack is at a long range, using the area control spell to its highest extent to barrage her enemies with fire.
- Encountered as the final boss of the Crimson Sky questline. She initially tests your strength when you find her after she annihilates half a conqueror's kingdom's camp.
- Ace Grey, The Mage of Polychromatism
- A mage that uses arcane magic, a magic of no elemental alignment, and polychromatism, a magic that mimics every magic, along with various weapons and spells. His strange magics and weapons give a lot of variety to attacks.
- He is fought at the "end" of the From Beyond questline.
- Eso, Dragon of Arcane
- A massive black dragon that uses arcane magic. He relies on sudden attacks with heavy strength. His build is technically warlock, however, he does use claw and sword skills.
- He very rarely spawns on an island far out in the Dark Seas and is considered a secret boss of the side questline.
- He hints at Ace's location if you've beaten all the other mages.
- Ace Grey & Eso, Mages of Duality
- An optional boss fought in the final sea as an ending to the entire questline, where you fight both of them at the time to see how far you've grown throughout your journey.
- Unlike before, Ace even uses magic and spells from his friends and the full extent of his power.
Description: Strange mages have appeared throughout The War Seas, some wielding otherworldly magic and weapons. What are their intentions? Who are they?
Information:
- This questline is not always active like the main storyline; its progress can be checked in a new tab called Side Questlines.
- When none of its relevant quests has been completed, it will appear blacked out with ‘???’ instead of its name.
- It will initially demonstrate its progress through how many of these mysterious mages have been found out of five (six).
- The aim is to find and discover these mages, discover their intentions and lore and help others along the way.
Sub-questlines (these are actual side-quests):
- The Wanderer
- Sea: Bronze Sea
- Quest Giver Location: Redwake
- Recommended Level: 150
- Description: A mage with a very powerful katana has been spotted in the Bronze Sea looking for something. Find out what he is up to.
- Rewards: Several galleons, some xp, some neutral renown.
- Sacred Ice
- Sea: An Eastern Sea
- Quest Giver Location: A large ice archipelago
- Recommended Level: 450
- Description: Archeologists need your help uncovering a rare, ancient resource from the icy archipelago. A mage helps you on your journey through the frozen winds.
- Rewards: Loads of galleons, moderate xp, positive renown, ancient frost essence.
- Magic Scholars
- Sea: A Northern Sea
- Quest Giver Location: The largest library in The War Seas.
- Recommended Level: 600
- Description: Some scholars are trying to secretly (illegally) find information about the deadly equinox magic. They require knowledge from other libraries throughout the Seas, eventually discovering someone with an equinox scroll.
- Rewards: Some galleons, lots of xp, negative renown, arcanium bars.
- Crimson Sky
- Sea: A Western Sea
- Quest Giver Location: A minor kingdom.
- Recommended Level: 800
- Description: A lower-ranked guard fears an attack from an enemy kingdom could occur any day now, especially after seeing the sky turn red during midday in the north, where their camp was rumoured to be.
- Rewards: Almost no galleons (the guard can’t give a proper reward because he didn’t report it), massive amounts of xp and some positive renown.
- From Beyond
- Sea: The Central Sea
- Quest Giver: Completing all of the above quests.
- Recommended Level: 900
- Description: After finding four of these mysterious mages, there is one that seems to be left: Ace. And considering the patterns, he could be in the central sea.
- Rewards: No renown, loads of xp, some galleons.
- Return to Beyond
- Sea: The Final Sea
- Quest Giver: Appears in the Side Questlines tab after the final story boss is defeated.
- Recommended Level: 1000
- Description: The six mages have gathered in one spot, seemingly for the departure some of them mentioned. Ace Grey wants to give you a final fight before he leaves.
Mages:
- Frost Hallows
- An ice mage (build is paladin) that focuses on defensive spells. He wields a powerful ice staff and wears a white scarf. He uses ice magic most often, with wind magic as a secondary.
- Encountered in a friendly duel after the Sacred Ice questline if you want more ancient frost essence through fighting rather than chests.
- Zen, The Resolved Swordsman
- Despite being a mage, he uses a warrior build with a broadsword and a musket. His magic is equinox, but he only uses it to enhance his sword attacks or general mobility later in his fight.
- Encountered when you attack him for the equinox scroll he has in the Magic Scholars questline (it is destroyed in the battle).
- Agate, The Crimson Witch
- A witch that uses a deadly, red fire known as Crimson Flare. She wields a cursed staff and is often seen wearing a black mask and classic witch’s hat. Her method of attack is at a long range, using the area control spell to its highest extent to barrage her enemies with fire.
- Encountered as the final boss of the Crimson Sky questline. She initially tests your strength when you find her after she annihilates half a conqueror’s kingdom’s camp.
- Ace Grey, The Mage of Polychromatism
- A mage that uses arcane magic, a magic of no elemental alignment, and polychromatism, a magic that mimics every magic, along with various weapons and spells. His strange magics and weapons give a lot of variety to attacks.
- He is fought at the “end” of the From Beyond questline.
- Eso, Dragon of Arcane
- A massive black dragon that uses arcane magic. He relies on sudden attacks with heavy strength. His build is technically warlock, however, he does use claw and sword skills.
- He very rarely spawns on an island far out in the Dark Seas and is considered a secret boss of the side questline.
- He hints at Ace’s location if you’ve beaten all the other mages.
- Ace Grey & Eso, Mages of Duality
- An optional boss fought in the final sea as an ending to the entire questline, where you fight both of them at the time to see how far you’ve grown throughout your journey.
- Unlike before, Ace even uses magic and spells from his friends and the full extent of his power.
Accessory: Bane
Rarity: Exotic
Description: "An old, broken witch's hat. It has a note inside saying, "Memento".
Armour Type: Accessory
Features: A large, brown and old witch's hat. Its wear suggests it may even be hundreds of years old, despite being well-kept.
Stat Distribution: It gives an astronomical power increase and slight drawback and insanity.
Dropped by Agate, The Crimson Witch.
Rarity: Exotic
Description: "An old, broken witch’s hat. It has a note inside saying, “Memento”.
Armour Type: Accessory
Features: A large, brown and old witch’s hat. Its wear suggests it may even be hundreds of years old, despite being well-kept.
Stat Distribution: It gives an astronomical power increase and slight drawback and insanity.
Dropped by Agate, The Crimson Witch.
Now for the updating stuff (just replace their Trello cards’ content with the pre-formatted text):
Lost Magic: Arcane Magic
Description:
- Arcane magic stems from an idea: We all know magic energy comes from the soul and is channelled through our minds into the elements. But what if a mind was completely unaligned with an element? Taintless, mysterious magic of raw energy? One similar to a locked mind? Difficult as it may sound, a mind can be stripped of all bounds and chains through power and concentration. The result? An arcane magic.
Effects:
- Due to its elemental unalignment, it is easily manipulatable and, thus, spell customisations (e.g. shape) only require half or the base spells' magic level (whichever is higher). Its magic tiers are also 25-50% lower than any other lost magics'.
Stats (average of other base magic stats):
- Magic Speed: 0.97x
- Magic Damage: 0.876x
- Magic Size: 1.13x
- Part Destruction: 0.6x
- Structure Destruction: 0.56x
Lost Magic: Polychromatism
Description:
- Notes from an observer: This magic seems to mirror different magic types similar to how the moon reflects the light of the sun in the form of moonlight. Inevitably weaker than the originals, yet still demonstrates their unique, fascinating power. It uses a *neutral* magic as a base for its elemental alignments, magic that can be easily manipulated with focus. Strange yet intriguing, just like its creator, whose magic is nothing and everything at the same time.
Effects:
- Each spell is given a different colour and represents a different magic. This spell is given the effects/gimmicks of the magic it represents, for example, fire DoT, ash clouds or (some of) metal’s clash rates. It also can replicate the effects of lost and ancient magics, but these are rarer than base magic effects.
Stats*:
- Damage: 0.875x
- Speed: 1.3x
- Magic Size: 1.0x
- Part destruction: 0.5x
- Structure destruction 0.45x
- Clash rates: All neutral, except it loses against the magic a spell represents.
*Some magic representations can change these stats.
Weapon: The Starless Sky
Rarity: Exotic
Description: “Fine-tuned arcanium sword(s?) of a strange craft. Its power seems neutrally aligned with magic. Its sides have symbols similar to a magic circle’s.”
Weapon Type: Arcanium sword/arcanium dual swords
Features: a black sword with glowing symbols (the colour is the magic it is bound to or white) along it.
Unique Weapon Skill: Switch:
- Allows the sword to split into two one-handed swords or the swords to fuse into a one-handed sword. This also allows the user to use both singular and dual sword skills.
Dropped by Ace Grey, Mage of Polychromasim.
Weapon: String of Obsidian
Description: “A fine-tuned arcanium bow of a strange craft. Its power seems neutrally aligned with magic. Its faint energy seems to redirect its arrows towards its target.”
Weapon Type: Bow
Features: a black bow with glowing markings and string (the colour is the magic it is bound to or white).
Unique Weapon Skill: Ricochet Arrows:
- Launches 1-3 (changeable) magic arrows that bounce randomly on air until they reach their target and explode. Their curved and unpredictable path avoids clashes more easily.
- Changeable Stats: Amount (1-3, increases number of projectiles, decreases damage), Size (20-100%, increases size, decreases damage).
Dropped by Ace Grey, Mage of Polychromatism.
Boss: Agate, The Crimson Witch
Description: A boss of the From Beyond side questline and the final boss of the Crimson Sky questline (started in a western sea). She wears black and red-lined robes and a solid-black mask. She wears a classic, contrasting brown witch's hat and has grey hair. She wields a large staff and has red-glowing eyes while attacking.
**Arsenal:**
- Build: Mage
- Magic: Crimson Flare Magic. Despite its name, it's actually a deadly variant of fire magic, likely the same level as an ancient magic.
- Weapon: Crimson Sunstaff. An ancient magic staff that is black, gold and brown and glows blood red. It is either on her back or left hand when not in use.
**Opening Scene:**
*She looks at you*
"..."
[Fight starts]
**Phases/Attacks**
Agate alternates between two different phases while above 50% hp:
- The first is her "normal" phase, where she constantly attacks with magic in the form of magic circles and 'dodges'. She starts in this phase and stays in it for 2 minutes or until her health reaches 50%.
- The second is her "bullet hell" phase, where she immediately activates the area control spell (the sky turns red). She starts using a stationary hover spell and stops walking. Instead, she teleports. She stays in this phase at under 50% hp and only for 3 minutes if she is above 50% hp.
"Normal" Phase Attacks:
- Fire Dodge (passive)
- Rather than a physical dodge like most NPCs, she disappears into a flame and appears one second before the end of her dash in another burst of flame.
- Flare Pillar (high jump)
- Devastation
- Single blast with a large explosion.
- Cataclysmic Blitz
- A barrage of magic crimson flare orbs from several magic circles directly above Agate. Indicated with a point of her staff at the target.
- Catastrophe
- A large magic circle appears on the ground before a Theos-fire-pillar attack comes down. Its initial hit also causes an explosion that does more damage in a larger radius.
"Bullet Hell" Phase Attacks:
- Area Control
- Casts very quickly with a red pulse towards the arena's edges. While active, it acts as a barrier that disallows people from escaping, besides defeating her, waiting out the phase or dying. She also uses minimal magic circles except the large one marking the border of this spell.
- Fire Teleport
- She teleports around the arena, similar to the Ferryman from Deepwoken. However, she can float in the air on a small, red magic platform and teleport to such places.
- Devastation: Hellblast
- A singular fire blast similar to Devastation, except it explodes into many smaller fireballs omnidirectionally. 75% of spawning from Agate, 25% of spawning from anyway in the arena. It is predictive, so beware.
- Devastation: Scoria
- The same as Devastation, except it leaves lingering fire upon impact instead of splitting into small fireballs, and she launches three consecutively.
- Cataclysm
- Crimson flare balls come from above Agate and from anywhere in the arena. Still, they are always directed at you.
- Catastrophe
- She laughs and then teleports to either a side of the arena or its centre. Multiple large magic circles appear on the ground from her position towards the end of the arena. 1 second after forming, the circles produce a massive pillar beam, creating a wave of pillars. The only way to dodge it is to be between the magic circles (at least one also has a bias of being where you were).
At 50% hp, she says, "Intriguing...", indicating the constant area control spell from then on.
At 25% hp, she modifies some of her attacks even further. The sky also turns darker, despite still being red. Attacks:
- Devastation: Hellblast
- Now launches one projectile from Agate and two from random points in the arena. the latter two aim for a location around you.
- Devastation: Scoria
- Rains fireballs from the sky randomly, leaving lingering fire.
- Cataclysm
- The fireballs from above Agate are now predictive. However, the ones from the arena are still unpredictive.
- Catastrophe
- Immediately after the pillars disappear, their safe zones are barraged with fireballs from above.
- Crescent
- Teleports near a random player and does a large vertical slash, extended with crimson flames. High damage, high DoT. Dodging or blocking is preferable.
- Calamity
- Agate dashes back and disappears into flames. Multiple fireballs come from a random player's side and above, including exploding ones and flame pillars. This occurs for 15 seconds. Afterwards, Agate appears in a different spot. This is also the first attack she does upon reaching 25% hp. A more intense version also occurs when she reaches 0%.
**Ending Scene**
Her mask shatters once she is defeated, revealing a very old face.
"..."
"Congratulations"
"You're young... yet have growth and potential parallel to Ace..."
"Grow to fight the evil that plagues this world. Or fight the light if you please. Your fate is left in your own hands..."
*She disappears into a plume of crimson fire.*
This cutscene makes your character wonder who this "Ace" person is. If you have done any other From Beyond sub-questlines, you realise this person is mentioned again and think there is a connection between them. If you have done all four, you'll see a pattern in the seas they appear in and realise that the final person is in the centre sea.
**Drops:**
- Crimson Sunstaff [weapon] (very rare)
- Bane [accessory] (rare)
- Council Mages of the Peacekeepers [lore book] (rare)
- Describes the five council members of the mysterious Peacekeepers organisation and some description of the current ones, including Agate. "The five council members each use a different element from the base five: earth, water, fire, air and energy." But wait, aren't there 21 base elements?
- Flame Essence [potion ingredient] (crimson)
- Essences are used as potion ingredients. Crimson essence exaggerates the effect of fire-related potions at the cost of hp upon use and gives them a red hue.
- No renown (given by quest-giver instead).
Weapon: Crimson Sunstaff
Rarity: Legendary
Description: "An ancient staff made of obsidian, gold, steel and wood, acting like arcanium despite not being made of it. The miniature red sun on its end seems to give a dark, burning aura."
Weapon Type: Staff
Features: A medium-sized staff (despite its name) with a wooden shaft and obsidian plating along it. One end is a sharp obsidian-and-gold tip, and the other houses an orb of deadly crimson flare magic. It is partially covered with obsidian in the form of a hand from its stem and shines with gold markings.
Unique Weapon Skill: Crimson Flare Magic (passive):
- It passively grants any fire-related, non-ancient-tier magic massive damage and DoT damage increase. However, it takes more magic energy and some hp per cast since only Agate is trained in such a deadly magic. If the user runs out of magic energy, it starts to fully take hp. It also gives the magic(s) affected a crimson-red hue.
Dropped by Agate, The Crimson Witch.
Accessory: Archdragon's Cloak
Rarity: Legendary
Description: “A cloak infused with the essence of a powerful dragon. Whether or not this ‘dragon’ was its original owner is unclear. Regardless, it is a gift to you to use now.”
Armour Type: Accessory
Features: a large, black cloak with a hood, sleeves and a white lining around the front and ends of the sleeve. This white lining glows the same colour as the magic used (or white) when using any sort of aura spell/attack. Markings that glow the same colour also appear throughout the cloak.
Stat Distribution: Increases power and intensity high-moderately and low-moderate defence and speed.
Dropped by Ace Grey, Mage of Polychromatism.
Main things to note here are:
- Bane is now a drop of Agate
- Arcane magic now lowers the requirement for its tiers and customisation
- Description updates
- Formatting fixes
I’ll post an updated Ace Grey card eventually. Nonetheless, have a field day with this.
I mean I could try to
I’ve already implied it through one weapon I’ve made
okay but I think now is the time we discuss what geopolitical and economic changes will happen if femtex fart blast magic is created and put on the trello
Half way to famous link
gaming
Idea: main server
The main server is server that not disappear, and more users can join + giving 2x infamy to clans on the main server.
This server will super laggy because many users and many clan build things.
And this have too many problems to make it but i think this will gonna be super fun and cool…
How to give the roblox website a seizure 101:
I added the new stuff and I changed the cards that you wanted changed.
Thank you for that. However, there are a couple of mistakes:
- You accidentally put the polychromatism description in The Starless Sky card instead of its actual information.
- You misspelt beyond in the title of the From Beyond sub-questline.
Thanks again.
Also didn’t ask
How could I have possibly been so stupid?
Well I fixed it.
Don’t worry, it just happens.
Thanks
Badges:
Dragonslayer: Defeat a dragon or dragon-like boss enemy.
Archmage: Complete the From Beyond storyline.
War Seas’ Champion: Complete the main storyline.
Darkest Depths: Find a mysterious chest within the dark seas.
Divine Alchemy: Use a legendary-tier magic essence to brew a potion.
The Definition of Insanity: Enter the dark seas again after dying in it 50 times.
Seven beyond the Dark: Reach the border of the dark seas.
Sniper: Hit and defeat a flying boss from a long distance away (excludes instant speed projectiles).
The Witch and the ProphecyProdigy: Defeat Agate, The Crimson Witch without taking damage.
The Rift: Use a dash move into the massive orb on Skycore Island. My only question is why?
Colours Collide: Fight Ace Grey, Mage of Polychromatism while having the Chromatic Convergence and Archdragon’s Cloak equipped and at least one stat point in every item and build stat (e.g., intensity, speed, magic, weapons).
Anti-hero: Beat the final boss of the War Seas’ main storyline while having a top-100 bounty.
Titles:
Archmage [player]
Complete the From Beyond storyline.
[player], the Champion
Complete the main storyline.
[player], the Insane
Reach the border of the dark seas.
[player], the Alchemist
Use a legendary ingredient (including essence) to brew a potion.
[player], the Earth Shaker
Have shatter magic and radius fist equipped simultaneously.
Idea
Toggleable prison-only hair.
THis means when playing the game your hair doesn’t clip your helmet or other accessory but if you got imprisoned or enslaved you would have hair and not be bald.
DEEPWOKEN GRAHHHHHHHHHHHHHHHHHHH
no that’s arch_mage, but sure
arch_mage
First join WoM on the 20th of december 2021 and get 100 kills before starting the story
Concept: Boss, Item, Weapons
A concept involving a quest, which will evolve an item to the fullest.
Quests
- Challenge of Heimdall
- Trial of Heimdall
- Blessing of Heimdall
Quest rewards:
21,000 EXP
1,000 galleons in total
Weapon: Key of Heimdall
Weapon: Lockheart
And, ancient technique: Master Sensory.
KOH and Lockheart can be combined to great an ultimate weapon.
Boss and NPC: Heimdall
Appearance: At first, Heimdall is a black man, with dark long hair in braids. He wears raggedy swordsman robes, brown and tattered. He has no eyes, and he wears a white, bloodied blind fold.
Appearance2: After Heimdall’s quest has been completed, he will have the same appearance, except now he has his eyes back. His eyes are a bright, almost glowing shade of yellow. After Heimdall’s quest is done, you may fight him again as a boss.
Quest Details:
“1”: Challenge of Heimdall.
Heimdall will be located on a shipwreck nearby Redwake. He will be in a part of the ship that managed to not get submerged in water, and he will just be sitting with one arm over his knee.
Heimdall will not interact with you if you are below level 90, with 20 or more player kills, and a reputation of Hero or above.
Do not fret, villains. There is an alternative way to get Mastered Sensory.
When interacted with, Heimdall will say this:
HEIMDALL:“10,000 years of betrayal… Oh. Traveler. I sense power in you. Have you come to finish me off? If so, I’ll warn you not to underestimate a blind man.”
PLAYER ANSWER CHOICE 1: “No, I’m here to ask you how I can get stronger.”
PLAYER ANSWER CHOICE 2: “Pfft, what are you going to do?”(RESULTS IN INSTANT DEATH)
IF ANSWER CHOICE 1: HEIMDALL:“You want to get stronger? Its been a while. My name is Heimdall. You may have heard of me from stories, but I’ve fallen long ago from legendary hero. Say… lets make a deal. If you can help me get my eyes back, I’ll teach you how to ‘see’.”
PLAYER ANSWER CHOICE 1: “Sure, why not.”
PLAYER ANSWER CHOICE 2: “No way I’m going to be taught by a blind man.”(IF CHOSEN, YOU WILL NOT BE ABLE TO SPEAK TO HEIMDALL AGAIN ON YOUR CURRENT SLOT)
IF ANSWER CHOICE 1: HEIMDALL: “Alright, junior. My Left Eye is located deep in an underwater labyrinth. If you can return it to me, I’ll tell you how to get my right eye. Here’s a map. Don’t lose it, its my only copy.”
Gained Heimdall’s Labyrinth Map.
On the right of Heimdall, about 1,500m away, there will be an underwater entrance to a labyrinth. It should take even the fastest player around 7 minutes to complete it.
Once you have reached the center of the labyrinth, you will have to defeat a boss.
Minotaur of the Sunken Labyrinth
HP: 3570
STAT BUILD: WARLORD
APPEARANCE: A giant half man-bull, with the shape of a mans body, the strength, legs and head of a bull.
WEAPON: Lumberbull, an Axe.
MOVESET
“Rush”: The Minotaur rushes towards the player, head first, plunging into anything he hits.
If he hits the player, this attack deals 342 damage. However, if he hits a solid object(a wall, for example), his horns will get stuck in it, and this gives the player or players a chance to rush him. He will be stuck in said object for 6 seconds. He has hyper armor while rushing, until he hits something.
“Roar”: With the range of a self sphere explosion, the Minotaur roars. This attack deals minimal damage, 100 damage+3 damage bleed, however who ever gets hit by this attack is guaranteed to take a huge amount of damage from the next attack. Stuns for 4 seconds.
“Devastating Smash”: The Minotaur rears up his axe, and slams it with a HUGE range, with the AOE of a shockwave+sphere explosion. Deals 420 damage, +25 damage bleed. However, this move does not grant him hyper armor, and he can’t move for 2 seconds while starting up the attack.
The Minotaur’s M1s deal 350 damage.
He can drop his axe, Lumberbull. It only has one special attack, Devastating Smash(just mighty crash but better and more range).
After obtaining Heimdall’s left eye, return to him and give him his eye.
Quest Details:
“2” Trial of Heimdall
After giving Heimdall his left eye, you have unlocked him as a boss. Although, its not recommended to fight him yet, as left eye Heimdall is a one time boss.
HEIMDALL: “I owe you, Traveler. I can feel I am much more powerful… but still not to my original state. I let me tell you where my right eye is.”
PLAYER: “…”(continue)
PLAYER ANS CHOICE2: “I change my mind, I’ve got other things to do.”(cancels the quest and your progress, so you’ll have to do it again)
HEIMDALL(IF ANS CHOICE 1): “Take this compass. It should lead you to a man named Silvers. He stole my right eye when I was weakened, a real coward. Get my right eye back no matter what. But don’t underestimate him, he is a generally skilled Ice mage.”
PLAYER ANS 1: “Alright. I’ll try my best.”
Gained Heimdalls Compass
PLAYER ANS 2: “No thanks.”(cancels quest and resets your quest progress)
For this quest, instead of actually fighting Silvers, you have to find his ship wreck. The compass leads you to Silvers dead body underwater in his ship, and you are teleported to a boss fight.
Hafgufa, The Kraken
HP: 45000
Recommended to fight him with atleast 2 other people, but it is possible to defeat him alone.
MONSTER
Appearance: All that is visible is his giant kraken head, and huge tentacles which lash out at you. It seems that he has eaten Heimdalls eye. You’ll have to kill him to get it back.
He does not use magic.
MOVESET
Lash: 2 red lines will appear on the ground, aimed at the player. After 3 seconds, Hafgufa will slam his tentacles into the ground, slamming anyone hit by it and dealing DEVASTATING damage.
700 damage per tentacle. You’ll have to be unlucky to be hit by both of them. 100 damage block, 50 damage PB.
Swirl: Hafgufa raises all his tentacles in the air for 5 seconds. In a full AOE range, he spins around, slamming enemies around.
Deals 2630 damage, all in all. The only way to avoid dying to this move is by running out of the AOE in time.
Tantrum: Hafgufa sticks out his tentacles, and slams them down over and over. Dodge able by going in between the tentacles.
Grab: With a start up of 2 seconds, Hafgufa rears up 2 tentacles, and shoots them at the player. If the player does not dodge in time, they area caught by the tentacles and cannot move, leaving them vulnerable to another attack. However, the attacks that Hafgufa uses on the stunned player will only damage them, not the other players, giving them a chance to punish.
He can drop a hammer called Lockheart, of unknown origin. Fused with Key of Heimdall, it can create a powerful weapon.
After Hafgufa is defeated, the Player will gain Heimdalls right eye.
Quest Details
“3” Blessing of Heimdall.
HEIMDALL: “Woah, you actually brought it back. Well then, I guess I’ll teach you Mastered Sensory. But first… I wanna try out my powers. How about a quick spar? I might even give you a piece of my armor, or let you hold on to my sword. Don’t worry, I’ll only use 10% of my current power.”
PLAYER ANS 1: “Sure! Your on!”
PLAYER ANS 2: “Sorry man, I’m too much of a wimp.”(cancels quest and reset progress)
Heimdall
HP: 8,275
STAT BUILD: Blessed Warrior
WEAPON: Key of Heimdall, Hofund, a sword. Not that it resembles a key in any way, but it was used to open the portals of Asgard.
MOVESET
Sensory Master: Heimdall activates Mastered Sensory, and teleports behind the enemy, giving them 0.5 seconds to react. Then, he slams them into the ground with his sword.
For 3 seconds, Heimdall will “dodge” the next attacks.
Short Portal: Using the Bifrost, he creates a short portal in space, and jumps through it. Then, he jumps through another portal infront of you, and stabs you with Hofund.
Spear Throw: Using an ordinary spear, he throws it at the opponent, used in range.
Can predict where you will go next.
Dagger Throw: Using an ordinary dagger, he throws it at the opponent, used in range.
Can predict where you will go next.
Getting a little serious: Heimdall swings at the opponent multiple times, with the range of Beast Instinct. Has a similar animation, except you can still SEE Heimdall, but the effect is still taking place. Also has shockwaves with each hit.
After getting Heimdall below 5,000 HP, the fight will end, and you will have learned Mastered Sensory.
Mastered Sensory: A much more upgraded form of sensing, created by Heimdall. Once learned, the player can: Sense other players from across the map, however the amount of aura they can sense will be halved-
-for instance, someone with 50,000 aura would be sensed as 25,000. The closer the person being sensed is to the sensor, the more aura that would be detected.
When Mastered Sensory is active, the user can also sense the power level of an incoming attack(if an opponent is holding an attack down, MS can tell you what kind of attack it is, like blast or beam, and if you can survive it), and can temporarily dodge attacks for 3 seconds. This cannot be increased, you can only dodge any attacks being thrown at you for 3 seconds only, and the attacks you can dodge are limited(has a 45 second cooldown).
What you can dodge:
Blasts
Beams
Lunges
Instant Slashes(like sword draw mirrored river, for example)
Something like Beast Instinct
Throwables that deal damage(like spear, trident, etc)
Any sort of ranged attack
Attacks like Rising Tide, for instance can be dodged
What you can’t dodge:
Explosions(any kind)
Any sort of AOE like axe skill: devastate