Notify Message
Page 1
#11277162 Jul 12, 2015 at 01:39 AM
120 Posts
Elder Tale. A Massive Multiplayer Online Roleplaying Game. In our universe, it could be likened to Ragnarok Online, EverQuest, or Dark Age of Camelot. Over the course of it's lifetime, 11 expansions have been released. That's 11 expansions of new skills, level caps, raids, player vs. player battlegrounds, dungeons, subclasses, and much, much more. Our story begins on the release date of the 12th expansion, the NovaSphere Pioneers, but we'll get to that in a moment.

The world of Elder Tale is based on the Half-Gaia project. When it initially came out, it was a half-scale version of Japan known as "Yamato", but as time went on and it's popularity extended to worldwide, the Half-Gaia project created a planet-wide replica of Earth, each server representing a different continent. South America became "Lagrande," while Northern America became "The Land of Wen."

Elder Tale functions on a subscription system. Free to play is non-existent, though there are trial periods and a large list of experienced players who've opted to be on standby as teacher-companions using the Sensei-system, a mechanic that dials the level of the instructor down to that of the lowest level student artificially, in order to act as a fellow party member without all the setbacks a significantly higher leveled character in the party would bring. Unfortunately, sans those who ferry trial players around, the system itself is considered useless.

Financially speaking, it's only around $15 per month for the subscription.
#11277238 Jul 12, 2015 at 02:21 AM · Edited 3 years ago
120 Posts
Races in Elder Tale:

Unlike many modern MMORPGs, where the difference between races are minimal, if entirely cosmetic, Elder Tale's races are vastly different from one another mechanically speaking, as well.

Statistically speaking, the most balanced of all the classes, making them extremely common in the world of Elder Tale. As with the Humans of real life, skin color, hair color, and eye color are extremely varied.

Slim builds, pointed ears, and fairy-like grace are the traits of elves, boasting a high willpower stat progression and it's subsequent derived stats. Additionally, they have a bonus to marksmanship-related skills such as archery.

Short, stocky underground dwellers, dwarves sport high magic resistance and stamina, making them ideal as tanks or damage dealers that can soak up a bit of punishment.

Long ago, the Alvs intermingled with the human race, and every now and again a human is born with enough Alv blood in them to be consider a half-Alv. High magic capabilities separate them from normal humans, as well as an "Affinity for ancient ruins and magic runes" which, in-game, translates to a small xp bonus to Elder Tales main Storyline-related quests and an improved item-drop rate during raids.

Appearing as bipedal, tailless cat-people, Werecats are extremely popular among the "furry/neko" community of Elder Tale, with entire guilds being devoted to the race alone. Statistically speaking, they are characterized by high dexterity ratings and enhanced senses, making them ideal assassins or ranged attackers.

Wolf Fang:
Characterized by thick, heavy hair that oftentimes conceals wolf-like ears, Wolf Fangs are popular among those favoring the berserker approach, as their natural boost in strength, coupled with their racial ability to call forth their beast-self as more damage is inflicted upon them synergizes well with it.

In addition, they're popular among dog-lovers.

Fox Tail:
Fox-like ears and a bushy tail, as well as more 'phantom tails' that can be hidden with their innate abilities, Fox Tails are odd in that they lose one random skill every level, the trade off being an significant increase in magic stats. Unlike the rest of the races, they are the only ones to be affected by level. Unless hidden, their tails are an accurate guess of how powerful they are, with one tail per ten levels being the equivalent (For a max of 9, up until the newest expansion's release).

Despite their rather glaring setback, they're popular among PvPers, who enjoy displaying their tails (and by proxy their level) openly, as a challenge to take them on.

Race of Ritual:
By far the least played race in Elder Tale due to their absurdly low health pool, the Race of Ritual is characterized by a waifish figure and odd runes covering their entire body. Their tradeoff being, similar to the Fox Tail, a high magic stat, many aren't willing to sacrifice durability for magic power.
#11277383 Jul 12, 2015 at 04:19 AM · Edited 3 years ago
120 Posts
Classes in Elder Tale:

There are four main class groupings in the world of Elder Tale, each with three classes. Warrior class, Weapon-based class, Healer class, and Mage class are very general, and their specific classes accomplish their goals in different ways.


Your standard tank class, guardians are proficient in heavy armor and have many skills for drawing and maintaining aggro. While they can deal damage, most builds designed more for dps require specialized equipment to compensate for the loss of a shield, which is required for most of the Guardian's "Tank-oriented" abilities.

An oddity, even as localized classes go, the Paladin is a mix of healer and tank. Ideal for solo players due to their vast array of self-buffs, cleanses, and heals, paladins accomplish their goal of drawing aggro by generating threat casting powerful self-buff/heal spells rather than specifically taunting them (Though they have a very small selection of taunt abilities, they are considered last resort abilities, being wide range and with long cooldowns). Additionally, they possess a decent array of healing spells capable of targeting others, making them decent offhealers and ideal off-tanks. Many raiding groups actively seek them out for their versatility, despite not being as durable as a Guardian or as powerful as a true healer.

Incapable of using shields and restricted to only light armor, Monks have the highest health of the tanks. While odd, they offset this imbalance with an incredibly high evasion rate, making them viable as an "Evasion-type" tank, if required. By far the most offensive of the three Warrior classes, Monks boast low cooldowns on almost all of their abilities, allowing them to use their abilities to pummel their opponents as much as possible while evading their targets attacks and building up aggro. Unlike the Guardian or the Paladin, the Monk has to rely on the purely offensive style to keep the enemy's focused, relying on any allies to understand how to properly manage their own threat level and, if need be, use threat-reducing abilities.

Weapon Based Classes

The most offensive of the weapon based damage-dealing classes, Assassins specialize in high burst damage. Abilities like assassinate or death lotus have high cooldowns, yet deal absurd amounts of damage in one go. There are a variety of ways to build assassins, though the majority of them will opt for short-ranged attacks. A select few use ranged abilities, though the cost for such a build is often extremely high due the materials required for specialized arrows to maintain such a high damage output. It's not uncommon for ranged assassins to opt for a continuous dps build, utilizing poison and cheaper weapons to deal steady damage over time.

The localized version of a swashbuckler, Gunslingers specialize in devastating status effects through the use of dual revolvers, a rifle, or a gunblade. Despite the high damage threshold of the rifle, most (If not all) gunslingers utilize the dual revolver style for it's high basic attack rate of fire and it's mobility, with the Rifle being powerful but slow to build status defects and the gunblade dismissed as extremely gimmicky (In addition to being even more expensive than a ranged burst assassin's kit) despite it's high damage output and punishing debuffs. Popular among younger players, while older players tend to view the class as an unneeded 'attention grabber' from the creators of Elder Tale.

A support weapon class, Bards deal less damage in return for offering a variety of 'songs' that passively buff their party or debuff an enemy, respectively. Bards can do a little bit of everything, though many prefer to "spec" themselves into one field or another, either into constant march spells that increase their parties abilities passively, encore songs that are meant to be used in conjunction with high attack abilities to increase the burst even further, to curse songs intended to weaken their enemies.

Healer based classes:

By far the most durable of the healer classes via their ability to wield heavy armor, Clerics make wonderful front line support casters just as much as they are rear-guard support-casters. Most heavy armor reduces damage done and increases max-HP, allowing them to worry more about their fellow party members, though in addition to being able to hit harder with mace-and-shield and casting buff-spells and healing spells, this also means their MP is markedly lower. Without a steady stream of mp potions, which in the late-game can become very costly, the Cleric is forced between being a close-range damage dealer/off-healer, or a ranged healer/support specialist.

A more standard mage-build specializing in summoning the forces of nature to rain down on your foes or heal your allies respectively, good druids are highly sought after for their impressive array of heal-over-time spells. Druids conjure up familiars to act as guardians and occasional epicenters of support or attack-type spells, as well as call the very forces of nature to help. The soothing rain to cleanse status debuffs, the lightning storm to deal direct damage, or entangling vines to root the enemy in place for an easier time kiting. Where a Cleric is the heavy-healer version of a paladin, the Druid is essentially the counterpart in that aspect to a sorcerer.

A guide to spirits, the Medium is special in that it's actual healing spells are incredibly weak, compared to any other healer. Functioning even as an offhealer would be laughed at immensely if the thought were even mentioned. But where mediums are shunned as true healers, their main function is to call upon the spirits inhabiting the land to mitigate damage, creating barriers that absorb damage rather than healing outright. Many mediums build themselves in such a way that they can act as support, keeping an eye on the situation and on everyone's well being, using their barriers to help supplement a fellow healer's spells. Occasionally they'll be more combat oriented, though a good portion of it will be geared towards crowd-clearing rather than one-on-one fighting, using special abilities in their Exorcism tree to deal damage on a wider scale.

Mage based classes:

Pure, unadulterated magical fury. Sorcerer's have a wide array of damage abilities, and while considered a glass cannon, are accepted at the magical equivalent to artillery. Sorcerers are pure dps, and while they have a minor array of support spells at their command, they are better off barraging the enemy with attack after attack. Masters of the elements, they use rod and wand to decimate their opponents, though any Sorcerer worth his salt will take great care to tailor their attack against their enemy according to what elemental resistances they are weakest to.

An odd class in that their build, skills, role, and overall usefulness is flexible and so utterly dependent on the twelve creatures they can have bound to them at any time, Summoners direct their creatures to do their bidding, augmenting them with spells of their own. While as a player they can't interact with much of anything aside from their summoned creature, where they truly shine is the interaction between pet and player. With over 100 different summons, limited only to one summoned creature released at a time and 12 creatures able to be bound to any single summoner, summoners are the jack of all trades of the magical classes. Whether using a phantasmal summon such as a unicorn to offheal while setting up a spell to augment the unicorn's charge attack, or summoning a pheonix to provide some much needed crowd control, Summoners are generally welcome in any sort of PvP or PvE environment.

Dismissed oftentimes as a support class, Enchanters boast the widest array of support spells possible. Despite being extremely difficult to level alone or fight alone, good Enchanters are highly sought after for their ridiculous synergy with just about any other class. Where the Bard is the jack of all trades, in the American servers, it's said that the Enchanter is king of support. The trade-off is they're next to useless on their own. Their abilities range anywhere from rooting targets, to restoring mana at the cost of the Enchanter's own, to increasing magical attack power. On the flip side, they can inflict punishing status debuffs, as well. To quote the dev team: "The Enchanter can make a tank, tankier. A healer, healier. And a DPS death itself. The trade off is: The Enchanter's got no healing potential, and he's incredibly squishy. Kill him, and that invincible facade goes down the drain."
#11280776 Jul 13, 2015 at 02:40 AM
120 Posts
Sub-Classes in Elder Tale:

Sub-classes in Elder Tale provide bonuses in some way, shape, or form, that doesn't necessarily have to relate to a character's main class. Sub-classes can be acquired in a variety of ways, and they are nontraditional in the way that even the roleplaying classes add some sort of bonus to the mechanical aspects of Elder Tale.

The most common subclasses are the crafter classes, which make items, or the subclasses that directly influence the main classes. Border Patrol is a wonderful Sub-Class for tanks, as it gives boosts to mobility and defense, while the Tracker subclass makes it easier for assassins to keep their aggro at a minimal and get closer to monsters/players before being discovered. Many people believe a players subclass is analogous to where their gameplay is most focused on. Achievement subclasses are for showing off and taking advantage of the boost to stats, crafter classes either mean their interested in being self-sufficient or more involved in the player-based/created economy, and roleplaying classes are usually hit and miss, some being incredibly useful depending on the class while others (Such as NEET, Vampire, or Housekeeper) offer a very eclectic bonus to things enough that roleplayers would typically only pick them up.

As DM, I'm pretty flexible on what you would want to define as a subclass, and what unique abilities it would provide, though feel approach me if you think something might make a good subclass and we'll discuss what it entails.
Page 1