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MH Walkthrough: Basic Concepts
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MH Walkthrough: Basic Concepts
Table of Contents
[ Statistics Tiers | Character Tiers | Drive Forms ]
[ Keyblade | Synchblade/Dual-Wielding ]
[ Resurrection & Immortality ]
[ Directory ]
[ Statistics Tiers | Character Tiers | Drive Forms ]
[ Keyblade | Synchblade/Dual-Wielding ]
[ Resurrection & Immortality ]
[ Directory ]
Information Moogle- Kupo! Kupo!
- Posts : 178
Tiers of the Statistics
Strength
Exactly what it says on the tin. This stat makes your character stronger. They hit harder, carry more, and push greater loads.
- Strength Tiers:
- Tier Zero: Either you are a child, or your muscles have otherwise atrophied. You can't even lift a sword, let alone fight with one. Your attacks are weak to the point that they are ineffective against people whose END would only be Tier One.
Tier One: You're not incredibly strong, but that's not calling you weak. You hit as hard as any other normal human might. You can carry a one-hand sword in each hand, or a two-handed sword in two hands, but anything larger than a bastard sword proves unwieldy. You can lift, if straining, almost one-hundred pounds up over your head. You can punch a hole through a plaster wall.
Tier Two: You can now use two handed-swords with the same ease as a one-handed weapon, and you can hold in both hands a weapon as large as a buster sword. You are capable of holding over a few-hundred pounds easily above your head. If you punched a brick wall with your hand, the brick would visibly crack although it would not give.
Tier Three: You can wield buster-sword sized weapons in one hand and with hardly any encumbrance. You can hold over a ton above your head with some effort. If you punched a brick wall with your hand you'd crush it, and are capable of easily denting solid steel.
Tier Four: You can wield weapons of any logical size with no issue. They can hold tons above their head, and fight off massive foes with your bare hands. In a typical instance, they punch through solid steel.
Tier Five: They've surpassed even Demigods. This character is capable of lifting upwards of dozens of tons. It is nigh impossible to withstand this character's physical onslaught.
Endurance
A character's endurance determines how much abuse they can take. This is in regards to both physical and magical damage. This also means that damage is consistent. A character with T1 stats who deals moderate damage to somebody who has T2 stats also deals moderate damage to somebody with T5 stats. A person with T5 stats can take a lot more hits than a T2 can, however. This means it is literally impossible to instantly kill any individual due to damage output.
- Endurance Tiers:
- Tier Zero: Your character is very frail, and a single, good hit from just about anything will immediately KO you.
Tier One: Your character can take a fairly significant amount of punishment. Even sharp blades and blunt objects cut and bruise them, but hacking them to pieces or beating them to death takes considerable time and effort. They can jump off of moderate-sized buildings and be totally fine. They can be thrown though a building and live, though they may wish that they had died instead.
Tier Two: Your character has further increased the amount of damage they can sustain. Sharp blades still cut them, blunt weapons still bruise them, but the effort it takes with which to do so has increased. They can jump off of large buildings and be fine when they land. They can be knocked through a steel wall or have a moderately sized building collapse on top of them and stay in one piece.
Tier Three: Your character can take a severe amount of punishment and live. The amount of effort it takes to injure them has increased remarkably. They can be thrown through buildings and survive, as well as having a large building fall on top of them and emerging messed up, but otherwise alive. They can leap off of Memory's Skyscraper and be unscathed.
Tier Four: Your character can tank ridiculous amounts of damage. Large Explosions and tons of rubble may slow them down, but not stop them. They can sustain an extraordinary amount of abuse.
Tier Five: The character is outright relentless. The amount of abuse they can take is unreal and virtually unrivaled. They can take nearly any physical force applied against them.
Magical Prowess
Nobody in Kingdom Hearts just "knows" magic. It's a complicated art, rife with study and dedication. The advancement here represents a person's skill with their spells, such as complexity or cost.
- Magical Prowess Tiers:
- Tier Zero: The character has no magical knowledge or talent whatsoever.
Tier One: The character has no extra bonuses in regards to their execution of magic. They are capable of using level one magic, such as fire, and self-casting a handful of buffs. In general, each spell can do one thing.
Tier Two: The character has improved their skill with the art of magic, and it shows. They're capable of using level two magic, such as Fira, and can now spread their ability to cast buffs onto their allies. This brings with it the ability to cast debuffs. In addition, MP reserves increase by +20. Each spell is capable of having two effects.
Tier Three: The character has bettered themselves even more with magic. They can now cast level three spells, such as Firaga. In addition, MP reserves increase by an additional +40, for a total of +60. Each spell can have three effects.
Tier Four: The character has elevated their power to utter mastery and can now use the almighty level four spells, such as Firaza. The character can now detect the magical power and potential of others who have magical talent. As a result, they can discern the amount of MP an individual has remaining. In addition, they gain an additional +60 MP, for a total of +120. Each spell can now have four effects.
Tier Five: The character's magical talent is beyond compare. They can use spells beyond level four, and can not only discern magical talent of individuals but can understand the composition of spells they use and the enchantments upon various magical items. This means they can understand the MP cost, the cooldown, and the general effects of any ability they see used once. They gain and additional +80 MP, for a total of +200. Each spell can now have five or more effects.
Synthesis
Beyond mere crafting, Synthesis allows a person to develop powerful and potent items. They dedicate almost as much time to their craft as a mage to magic. They can even infuse magical spells into their weapons when they are trained to a certain extent, though without outside help they can only infuse spells they can cast. Each spell costs one weapon charge.
- Synth Tiers:
- Tier Zero: The character is incapable of creating or repairing a Synthesis Item. If a Weapon would have abilities requiring charges to utilize, this individual could not use them.
Tier One: A person is capable of creating items of a standard quality for their character tier. These weapons reflect that you as an individual still have much to learn about synthesis. At this tier, you have no charges for your items and no slots to infuse magic spells. However, you can enchant the item with a single buff of any kind and any power.
Tier Two: A person is capable of creating or upgrading items to a quality that is above average quality for a character of their tier. At this tier, they can now infuse two spells or buffs of any power into the item. They have one charge to use either of those spells. At this tier, they can also discern the quality of all weapons on sight.
Tier Three: A person is capable of creating or upgrading items to a quality that is much greater quality for a character of their tier. At this tier, they can now infuse three spells or buffs of any power into the item. They have two charges to use any of those spells. At this tier, they can also determine whether or not a weapon is enchanted, but not to the extent.
Tier Four: A person is capable of creating or upgrading items to a quality that is a far superior quality for a character of their tier. At this tier, they can now infuse four spells or buffs of any power into the item. They have three charges to use any of those spells. At this tier, they can identify how many spells are infused into a weapon.
Tier Five: A person is capable of creating or upgrading items to a quality that is a far superior quality for a character of their tier. At this tier, they can now infuse five spells or buffs of any power into the item. They have four charges to use any of those spells. At this tier, the weapons a person makes are capable of withstanding most magic that doesn't specifically destroy weapons, like rust (as an example).
Speed
An effective way to control a battlefield is speed. With fast reaction times the ability to move quicker than the opposition, characters can flank or rush foes before they react.
- Speed Tiers:
- Tier Zero: Something must be wrong, because your legs are pretty untrained. You run at best as fast as you walk, and you'll find that holding and wearing anything weighing more than a couple dozen pounds will cause you to collapse.
Tier One: You move at the normal speed a person might, not exceptionally trained in running nor terribly skilled in sprinting. At your best, you run about twenty miles per hour. You react to most things in about half a second, and as long as nothing is faster than that you'll usually be able to avoid the worst of it.
Tier Two: You're at the peak of human fitness- beyond what is typical, at the peak of what is normal. You can hit thirty miles per hour in a dead run, and react to most things in about a third of a second.
Tier Three: You have inhuman amounts of speed. You can hit forty-five miles an hour at top speed, and can react to stimuli within a tenth of a second.
Tier Four: You've gone above and beyond a mere human. You can run at seventy miles per hour, and react to stimuli at the moment it happens.
Tier Five: You've moved into realms never before explore. You can run one-hundred-five miles per hour, and are now capable of reading opponent's muscles. Unless they are using magic, you can know almost exactly what they'll do and be able to react a moment before it happens.
Agility
Some characters prefer maneuverability to strength or speed. Characters with agility have better accuracy at distance and better finesse with their weaponry. They can flip and jump around the battlefield quickly and with ease.
- Agility Tiers:
- Tier Zero: You're quite stiff, almost as though you're riddled with arthritis. You stumble about more often than not, and you hitting a target is an act of pure luck. If you were to start running, it would actually mean that tripped over yourself first, and took an extra second before you'd actually get going.
Tier One: You are about as flexible as the average human. You won't be putting your leg behind your head anytime soon, and in terms of hitting a bulls-eye you'll find that it's more rare an occurrence than you'd like. You're skill with your sword isn't exactly lacking, but it could do with more precision. It takes you four seconds or so to hit your top speed. In terms of movement, you could do with more coordination: you won't be sticking any incredible landings anytime soon (you can only stick a fall from about the height of a moderately tall building's crown to the ground below), and while you can climb you do it pretty slowly.
Tier Two: You're getting better at using your body as a tool. You've gotten about as flexible as an acrobat or Yoga guru, and you've gotten much better at hitting your mark. When you fire, if you don't hit your target then it must have been moving. you can more precisely control where you're striking. When you hack with your sword, It takes you three seconds to hit your top speed. You're pretty coordinated: you can jump off of the top of a tall building and stick the landing as though you'd walked down the stairs. You're mobile enough that it's considered basic parkour when you traverse your environment, and you are able to climb almost as fast as you can walk.
Tier Three: You've all but mastered your human form. You can contort in some pretty irregular ways, and it actually affects your durability somewhat: it takes more for an enemy to dislocate your bones or snap your joints than it would another of you same durability tier. It's a rare occurrence for you to miss firing with your ranged weapons. When you strike with your sword, you swing with such precision that you could cut a falling hair. When you move, it's poetry in motion. It takes you only two seconds to reach top speed. You can leap off of a massive building and land standing with pin-point accuracy. You climb as fast as you can run.
Tier Four: Your body is a flexible beast, able to contort in ways that would kill another. Missing with your weapon is miracle, period. It only takes you a second to reach full speed and when you do, you move through your environment, it's almost as if you're one with it. You could fall from a moving gummi-ship and still hit your mark, exactly where you needed to land without stumbling. You now are capable of running up walls.
Tier Five: Describing your flexibility is a useless endeavor. No words exist to accurately convey how unrealistically versatile you are in your movements. You hit top speed instantly, and when you move it's a blur of momentum and movement that none have ever seen. You're accurate enough to strike a moving gummi-ship in the atmosphere from within a ravine with no trouble. You not only run up walls, but can now run along walls of any slant in any direction- as long as you keep running, you stay vertical or diagonal.
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Character Tiers
Your character's tier is the overall power of your character and is determined by the total amount of stat points you currently have. When you reached 46SP, your character's tier will be five. Like your stats, your character tier allows you to do more and be more powerful. They affect the quality of items you can synthesis, your maximum MP, your maximum GP, your skill trees, and how many abilities and summons you can have.
At Character Tier One (6-8), a character has 100MP and 1GP. They start with two skill-trees and the first section of said trees.
At Character Tier Two (9-13), a character has 200MP and 2GP. They gain access to the second level of their skill tree. It takes nine posts for their MP to cool down once expended.
At Character Tier Three (14-18), a character has 300MP and 3GP. They gain access to the third level of their skill tree. It takes eight posts for their MP to cool down once expended.
At Character Tier Four (19-22), a character has 400MP and 4GP. They gain access to fourth level of their skill tree. It takes seven posts for their MP to cool down once expended.
At Character Tier Five (23), a character has 500MP and 5GP. It takes six posts for their MP to cool down once expended. They gain access to the fifth and final level of their skill trees.
Once you have your character approved and your stats calculated, you should read up on this topic. You will find instructions there about posting and recording your stat changes. Keep in mind that you won't be able to edit or remove your posts after your topic is created! That means everything you post is permanent!
At Character Tier One (6-8), a character has 100MP and 1GP. They start with two skill-trees and the first section of said trees.
At Character Tier Two (9-13), a character has 200MP and 2GP. They gain access to the second level of their skill tree. It takes nine posts for their MP to cool down once expended.
At Character Tier Three (14-18), a character has 300MP and 3GP. They gain access to the third level of their skill tree. It takes eight posts for their MP to cool down once expended.
At Character Tier Four (19-22), a character has 400MP and 4GP. They gain access to fourth level of their skill tree. It takes seven posts for their MP to cool down once expended.
At Character Tier Five (23), a character has 500MP and 5GP. It takes six posts for their MP to cool down once expended. They gain access to the fifth and final level of their skill trees.
Once you have your character approved and your stats calculated, you should read up on this topic. You will find instructions there about posting and recording your stat changes. Keep in mind that you won't be able to edit or remove your posts after your topic is created! That means everything you post is permanent!
Information Moogle- Kupo! Kupo!
- Posts : 178
Drive Forms
Drive Forms are a product of special, magic-imbued clothing. They are meant empower an individual with new, incredible abilities in dire situations. They can even the odds or even turn the tide of battle when normal magic and punches fights just don't cut it.
Drive Forms in Mirage Hearts do not require a special set of clothing. Instead, they require a special object, known as a focus object. This object is affected by the energy channeled into it when a Drive Form is activated. Clothing changes color, for instances, and shows more visible changes to signify that a Drive Form has been initiated. On the other hand, smaller objects are less obvious and have no practical difference in power. The individual using the form does not undergo any significant physical changes. The trick is that the object is required to enter a Drive Form, in it's complete form if applicable, but can not be used by any one other than the owner for this purpose. The objects themselves are fairly difficult to destroy through conventional methods, but this speaks nothing of them being misplaced or lost.
Converse to transformations, which are a standard ability type requiring equal loss for equal gain, Drive Forms require minimal sacrifice for maximal gain. Usually the trait given up for the duration of the form (for instance, magic) is vastly overcompensated for by the enhancements gained in exchange (such as greatly increased physical prowess). Due to the power of these forms, they must be applied for. Length is not equivalent to quality.
If your application is rejected: don't fret. You can try again. It is recommended to wait a while before attempting this, but you must wait a minimum of two weeks before making a second attempt. You will receive upon your rejection a list of reasons as to why you did not receive a Drive Form this time. The reasons will be mostly constructive with destructive elements where required. Taking note of them will ensure you to have a better chance at receiving a Drive Form on your next attempt.
If your application is accepted: congratulations. You've earned your Drive Form skill tree. Each tier is representative of a single drive form, with each of the Drive Forms getting progressively stronger as the tree progresses. The forms have the following for each tier.
First Drive Form (T1): One Major Drawback, One Major Gain. In addition, the form itself gets three skill slots
Second Drive Form (T2): One Major Drawback, Two Major Gains. The Form itself gets five skill slots
Third Drive Form (T3): One Major Drawback, Three Major Gains. The Form itself gets seven skill slots
Fourth Drive Form (T4): One Major Drawback, Four Major Gains. The form itself gains nine skill slots.
Final Form (T5): One Major Drawback, Five Major Gains. The form itself gains eleven skill slots.
Drive Forms in Mirage Hearts do not require a special set of clothing. Instead, they require a special object, known as a focus object. This object is affected by the energy channeled into it when a Drive Form is activated. Clothing changes color, for instances, and shows more visible changes to signify that a Drive Form has been initiated. On the other hand, smaller objects are less obvious and have no practical difference in power. The individual using the form does not undergo any significant physical changes. The trick is that the object is required to enter a Drive Form, in it's complete form if applicable, but can not be used by any one other than the owner for this purpose. The objects themselves are fairly difficult to destroy through conventional methods, but this speaks nothing of them being misplaced or lost.
Converse to transformations, which are a standard ability type requiring equal loss for equal gain, Drive Forms require minimal sacrifice for maximal gain. Usually the trait given up for the duration of the form (for instance, magic) is vastly overcompensated for by the enhancements gained in exchange (such as greatly increased physical prowess). Due to the power of these forms, they must be applied for. Length is not equivalent to quality.
If your application is rejected: don't fret. You can try again. It is recommended to wait a while before attempting this, but you must wait a minimum of two weeks before making a second attempt. You will receive upon your rejection a list of reasons as to why you did not receive a Drive Form this time. The reasons will be mostly constructive with destructive elements where required. Taking note of them will ensure you to have a better chance at receiving a Drive Form on your next attempt.
If your application is accepted: congratulations. You've earned your Drive Form skill tree. Each tier is representative of a single drive form, with each of the Drive Forms getting progressively stronger as the tree progresses. The forms have the following for each tier.
First Drive Form (T1): One Major Drawback, One Major Gain. In addition, the form itself gets three skill slots
Second Drive Form (T2): One Major Drawback, Two Major Gains. The Form itself gets five skill slots
Third Drive Form (T3): One Major Drawback, Three Major Gains. The Form itself gets seven skill slots
Fourth Drive Form (T4): One Major Drawback, Four Major Gains. The form itself gains nine skill slots.
Final Form (T5): One Major Drawback, Five Major Gains. The form itself gains eleven skill slots.
Information Moogle- Kupo! Kupo!
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Keyblades
- Introduction:
- So, you want a Keyblade? That's a tough road you've embarked on.
Keyblades are powerful weapons forged in the image of the legendary X-blade an unspecified amount of time ago. They display an extremely vague amount of sentience and a very high-level of durability, and to this day nobody can truly say how they were created, or really for what. What is known is that Keyblades were forged out of greed for the light, with various factions dedicated to waging war over Kingdom Hearts. Eventually, the conflict ended with Kingdom Hearts lost to the darkness and the X-blade shattered, cutting off the worlds from the legendary realm possibly forever. This much of the war is shrouded in deep mystery, with only the most dedicated of scholars and researchers uncovering these uncomfortable truths.
Regardless, it is apparent to those that both witness a Keyblade in action and wield one personally that the weapon is a superior option in combat. Naturally summon-able the weapon has no need to be stored or carried. The weapon can not be stolen by conventional methods. It's extremely durable and has various forms it can take, from merely changing the aesthetic of the blade to altering how it fights, to even changing it into a variety of other weapons and transportation between worlds. Keyblades also have the power to unlock any object, and in some cases can even take hearts from others.
Because of the severe power of these weapons, acquiring one on Mirage Hearts is extremely difficult.
You can attempt to earn a Keyblade at any tier, and if successful the Keyblade will be of the same tier as yourself.
When constructing a Keyblade, follow the skill template. To earn a Keyblade, you must write a Dive to the Heart.
While Nobodies and Pseudo-Heartless can both wield a Keyblade, only Somebodies may earn them.
Keyblades are extremely powerful anti-magic weapons and are adept at blocking any magic.
If your application is rejected, you can try again. It is recommended to wait a while before attempting this, but you must wait a minimum of two weeks before making a second attempt. You will receive upon your rejection a list of reasons as to why you did not receive a Keyblade this time. The reasons will be mostly constructive with destructive elements where required. Taking note of them will ensure you to have a better chance at receiving a Keyblade on your next attempt.
If your application is accepted, congratulations. You can pick any Keyblade you like, canon or non-canon. You must chose an element that goes with your Keyblade if it has one. If not, then don't worry. Your keyblade may be more broad in focus or focus primarily on physical attacks.
Application Process:
- If approved, you will then be required to write a Dive to Heart in your Station of Awakening. Also note that the Station of Awakening is a reflection of your heart, so it doesn't necessarily need to look like Sora's.
- The Game Master will then review the Dive to Heart and either approve or reject it.
There are five Tiers in a Keyblade Skill Tree. You will be assigned a tier upon a receiving a Keyblade based on your character's current tier.
Keyblade's Chosen (T1): You've been selected by the Keyblade. Mastery of the weapon escapes you. This tier grants you the basic abilities of your Keyblade, such as being able to summon it, and unlocking or locking any object. You get three other passive abilities here to do with as you please. They aren't incredible in power.These first abilities are meant as compliments rather than armaments.
Keyblade Initiate (T2): You're skill with the weapon is great. You may now apply elemental bonuses to your Keyblade based on it's element. You gain three extra skill slots with which to experiment. These slots can be passive abilities, or abilities that enhance the properties of your blade.
Keybearer (T3): You're seasoned. You have gained the ability to morph your Keyblade at will into a weapon of your choice (even two if you want!). You gain three more skill slots with which to use, and they may do anything from add additional forms to augment the one that exists.
Keyblade Master (T4): You've gained a remarkable level of skill with the weapon. Your weapon now transforms into a vehicle for you to travel between the worlds on, as well as a versatile machine of combat. You can also functionally release the hearts of either the vulnerable or the willing. You gain two more skill slots that you can use for nearly anything.
Keyblade Foreteller (T5): The ultimate Keyblade wielder. In ancient times, it was said that Keyblade Wielders of all kinds followed these powerful individuals to the letter in unions of wielders. Keyblade Foretellers can turn their Keyblades into Weapons of massive destruction. You gain the ability to turn your Keyblade into a giant weapon of your choice. You gain one extra skill slot that can be used for nearly anything.
Using the same criteria as above, a person must also go through the exact same screening process for each additional Keyblade they want to gain. It will get reasonably more difficult with each Keychain you attempt to attain, because that's all alternative Keyblades are: Keychains. Just because you have multiple doesn't grant you the Synch blade ability. That's an entirely different can of worms.
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Synchblade
Synchblade is the name for the ability that grants a Keybearer the ability to use two Keyblades simultaneously. In order to use Synchblade, a Keybearer must normally meet only one requirement before attempting to gain this power for themselves: The Keybearer must be a Somebody with Two Hearts. If you don't already have two Hearts, you can create a plot in which you gain your second Heart. Without a second Heart, however, no such thing can occur.
To gain a Synchblade, first one must notify staff that they wish to do so. After obtaining permission from either Lore Staff or Game Master, the individual is given reign to begin an arc in which they awaken their ability to Synchblade, and gain their second Keyblade. The length of the arc is irrelevant next to the quality, but a single topic will likely not be seen as a sufficient development arc. You may end your arc whenever you feel have earned your Synchblade. However, after each topic you complete you must notify staff so that they can grade it. It the topic does not impress staff, you will be dismissed from your endeavor. You may attempt to try again at a later point after receiving staff permission.
If you do so happen to be dismissed at any point, you will within a day receive a Private Message detailing the reasons why. These reasons may be something along the lines as excessive typographical errors. Earning a Synchblade above all else requires a mote of planning and creativity; diving into it is never a good idea simply because you want the power. If you as a player lack the experience or as a character lack actual reason to pursue Synchblade, you may be automatically denied.
Don't give up if this is the case. There is no limit on how much you can try. However, it is recommended that you wait at least a few weeks before trying again so you can approach it from a fresh angle.
*Do not contact Game Master. It grades with such difficulty that it borders on arbitrary
To gain a Synchblade, first one must notify staff that they wish to do so. After obtaining permission from either Lore Staff or Game Master, the individual is given reign to begin an arc in which they awaken their ability to Synchblade, and gain their second Keyblade. The length of the arc is irrelevant next to the quality, but a single topic will likely not be seen as a sufficient development arc. You may end your arc whenever you feel have earned your Synchblade. However, after each topic you complete you must notify staff so that they can grade it. It the topic does not impress staff, you will be dismissed from your endeavor. You may attempt to try again at a later point after receiving staff permission.
If you do so happen to be dismissed at any point, you will within a day receive a Private Message detailing the reasons why. These reasons may be something along the lines as excessive typographical errors. Earning a Synchblade above all else requires a mote of planning and creativity; diving into it is never a good idea simply because you want the power. If you as a player lack the experience or as a character lack actual reason to pursue Synchblade, you may be automatically denied.
Don't give up if this is the case. There is no limit on how much you can try. However, it is recommended that you wait at least a few weeks before trying again so you can approach it from a fresh angle.
*Do not contact Game Master. It grades with such difficulty that it borders on arbitrary
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Resurrection and Immortality
So as is the case will all sites of this nature, characters will die. A lot. When you cross paths with somebody who vehemently wants you dead, and they are strong enough to do so, expecting survival is foolish and expecting help is pointless. While a person who loses their heart will become a Heartless and a Nobody, a person who dies goes to the Underworld of Olympus Coliseum, the afterlife of Kingdom Hearts. When you die, you do not take your possessions with you. Whatever items you had on you at the time are lost, and you will need to go collect them. This does not extend to items that you can summon.
An Underlord regulates the souls of the deceased, as well as determines how to come back from the dead. This information should be found in the Underworld. If it is not present but the rules of a previous Underlord are there, those prior rules will still be valid. If there are no rules at all, then there will be other methods, as defined by below.
There are three options to leave the Underworld if there is no Underlord: the first is a trade. A life for a life, and it has to be a truly willing trade. Meaning a close friend of the dead must die and in exchange, the other will be brought to life. This will be reviewed by staff on a case by case basis to determine how acceptable each trade is. If a person made an alternate just to get their favorite character out of the underworld, the attempt will be rendered non-canon and ultimately denied.
The second option is an Escape. The character must post a topic in which they escape from the underworld. This topic may have widely varied content, from fighting one's way out to deceiving those around them, but as this is an escape target that must be the focus. The dead do not take kindly to runaways. Game Master will review the topic after it has been posted and determine it's canonical standing. An overview will be given if the topic fails to impress that details ways it could be improved. And of course, failure means you will not escape this time.
The third option is a Rescue. A group of intrepid adventurers may attempt to penetrate the heart of the Underworld and retrieve their fallen comrade. This topic may be undertaken in a variety of ways, but similar to the above the focus is on the rescue. The dead do not take kindly to intruders. Game Master will review the topic after it has been posted and determine it's canonical standing. An overview will be given if the topic fails to impress that details ways to improve it. And of course, failure means that the rescue either failed or never happened.
If the second or third option succeed, the character becomes Immortal.
Immortality does not mean invulnerability, nor does it mean undefeatable. It simply means you are unable to die (primarily because you are still dead). You can be chopped up, blown to bits, mangled or atomized. But, an undetermined length of time later you will reform nearby where you died, though usually never within the same topic (barring large lengths of time passing). Whatever traces of your body there were will be gone. Just because you are immortal does not mean your items are, though. You will not reform with your clothing, weapons, or armor. Any items that were on you at the point of death will be where you died, or wherever they had been taken.
In the case that the current Underlord does not allow people to come back under any circumstances, or you do not wish to go through with the methods provided by the Underlord, there is another option. It follows the same guidelines as Rescue, however with a few additional stipulations. You will need to defeat the current Underlord. You must have a mortal body to return to. If yours no longer exists, then you must find another body that is void of a soul, i.e. finding a dead body and putting the soul into it. If this is done, then they must assume the skills, stats (excluding Magic and Synthesis), summons, elements, and synthesis items of the person. They can use their original spells, but they will ultimately work different based on their new elements. Artificial bodies can be created, however their stats will be reset to T1 (except for Magic and Synthesis).
An Underlord regulates the souls of the deceased, as well as determines how to come back from the dead. This information should be found in the Underworld. If it is not present but the rules of a previous Underlord are there, those prior rules will still be valid. If there are no rules at all, then there will be other methods, as defined by below.
There are three options to leave the Underworld if there is no Underlord: the first is a trade. A life for a life, and it has to be a truly willing trade. Meaning a close friend of the dead must die and in exchange, the other will be brought to life. This will be reviewed by staff on a case by case basis to determine how acceptable each trade is. If a person made an alternate just to get their favorite character out of the underworld, the attempt will be rendered non-canon and ultimately denied.
The second option is an Escape. The character must post a topic in which they escape from the underworld. This topic may have widely varied content, from fighting one's way out to deceiving those around them, but as this is an escape target that must be the focus. The dead do not take kindly to runaways. Game Master will review the topic after it has been posted and determine it's canonical standing. An overview will be given if the topic fails to impress that details ways it could be improved. And of course, failure means you will not escape this time.
The third option is a Rescue. A group of intrepid adventurers may attempt to penetrate the heart of the Underworld and retrieve their fallen comrade. This topic may be undertaken in a variety of ways, but similar to the above the focus is on the rescue. The dead do not take kindly to intruders. Game Master will review the topic after it has been posted and determine it's canonical standing. An overview will be given if the topic fails to impress that details ways to improve it. And of course, failure means that the rescue either failed or never happened.
If the second or third option succeed, the character becomes Immortal.
Immortality does not mean invulnerability, nor does it mean undefeatable. It simply means you are unable to die (primarily because you are still dead). You can be chopped up, blown to bits, mangled or atomized. But, an undetermined length of time later you will reform nearby where you died, though usually never within the same topic (barring large lengths of time passing). Whatever traces of your body there were will be gone. Just because you are immortal does not mean your items are, though. You will not reform with your clothing, weapons, or armor. Any items that were on you at the point of death will be where you died, or wherever they had been taken.
In the case that the current Underlord does not allow people to come back under any circumstances, or you do not wish to go through with the methods provided by the Underlord, there is another option. It follows the same guidelines as Rescue, however with a few additional stipulations. You will need to defeat the current Underlord. You must have a mortal body to return to. If yours no longer exists, then you must find another body that is void of a soul, i.e. finding a dead body and putting the soul into it. If this is done, then they must assume the skills, stats (excluding Magic and Synthesis), summons, elements, and synthesis items of the person. They can use their original spells, but they will ultimately work different based on their new elements. Artificial bodies can be created, however their stats will be reset to T1 (except for Magic and Synthesis).
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