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The Southern Earth: Revival <The Forum MMORPG> (CLOSED)

Discussion in 'Forum Games' started by Jackkoh, Jul 28, 2022.

?

Would you join this game?

  1. Yes, and I would be a Helper.

    21.4%
  2. Yes, and I would be a Player.

    42.9%
  3. I don't know yet.

    28.6%
  4. No, I don't want to join.

    7.1%
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  1. Jackkoh

    Jackkoh Grass of the Realm VIP+

    Messages:
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    Guild:
    Minecraft:
    "The Southern Earth's fate is in your hands..."

    The game begins!

    The Southern Earth is back for players to venture!
    The Southern Earth is a take on the MMORPG genre inside the forums. In the game, you can fight bosses, acquire legendary items, and level up.
    It was also a game back in 2021, and it was the second-most viewed forum game thread that was created in that year. (Link: https://forums.wynncraft.com/thread...m-mmorpg-v1-5-1-season-2-super-bosses.293746/)

    Unfortunately, if you want to join now, the Sign-up Period has ended, which means that you have to wait if you want to join.
    So, if you want to join, leave a message down below to add yourself to the queue.

    If you have any questions/suggestions/ideas, contact me on the forums/discord.
    (Discord Tag: Jackkoh#0971)

    Upcoming Updates: (texts in italic means that they're not guaranteed yet)
    V1.7 - Assassin Update (4th Class)

    Click on the spoiler below and follow the guidelines to begin.
    First, choose your Class. (Check the Classes spoiler for more detailed information.)
    Warrior: High Defense, lower Damage output.
    Archer: High Damage, lower Defense.
    Mage: Lower Damage, useful and damaging Spells.

    Next, choose your Difficulty.
    Normal
    : The standard difficulty.
    - No bonuses in loot and penalties for dying.
    Softcore: Slight difficulty for the skilled players.
    - 20% increased experience and gold drops.
    - If you die, you lose 25% of your gold.
    Mediumcore: For seasoned players, featuring increased loot with greater risks.
    - 30% increased experience and gold drops.
    - If you die, you lose 50% of your gold.
    Hardcore: For the true daredevils. Are the rewards worth the risk?
    - 50% increased experience and gold drops.
    - If you die, you lose all of your gold and 1 random item from your inventory.

    When you are done deciding, mention me (@Jackkoh) in the comments with your class and difficulty. Once you do so, you will be in the game.

    Items:
    There are so many items in the game, that it lags when I try to type them in here. That's why there is no weapon list in the thread. Anyways,
    There are 8 types of Rarity in the game: Common, Uncommon, Rare, Epic, Legendary, Treasure, Mythic, and Celestial. You will start with a Common weapon closest to your level.
    Weapons are displayed in the information section like so:

    Weapon Name (Level ??) ?? Damage*/**
    Req: S5 A5
    Spell Lock: Spell Name (1st/2nd/3rd)
    +Skill Points (only for armor)
    *Bonus 1
    **Bonus 2

    You get two Skill Points per level-up, and you can use them to improve your Skills (Strength, Agility, Intelligence, and Endurance)
    In a weapon/armor's Req, S means Strength, A means Agility, I means Intelligence, and E means Endurance.
    Thus, I15 means the weapon/armor requires 15 Intelligence to use.

    You can combine items if you have two of the same item and a sum of gold.
    Combining items have different costs and different benefits, so for more detailed information, check the relevant spoiler in the Info section.

    Classes:
    Currently, in the game, there are 3 Classes. Warrior, which has lots of Defensive capabilities and decent Damage, Archer, which has superior Damage but low Health, and Mage, which has great spells and healing capabilities, but lacks Damage.

    Contents:
    There are mainly 3 types of things you can do in the game:

    The first is Bosses. You can fight bosses with up to 3 players. Bosses are the most common thing you will be doing in the game, and there is a boss every 3 - 4 levels. Just comment which boss you want to fight, then I will reply to the comment. Then, there will be further instruction.

    The second is Grinding. You don't have to do anything to Grind, contrary to Wynncraft. Just tell me which Grind Spot to grind with, then you can be AFK while your character Grinds loot. When you get back, tell me to end the grind, then I'll calculate the loot. I don't recommend doing it when you can to Bosses or Raids, as Grinding loot is not as great as those two.

    And the last is Raids. This is a team-based challenge but is solo-able. When you initiate a Raid, there will be Waves of enemies attacking. Splash is very beneficial with Raids. You will want to use Classes with crowd-controlling abilities to do Raids quickly. Raids may take a long time to complete.

    Super-bosses are additional content added in V1.5.1, and they are extra-strong bosses fought in teams (although it is available as solo content as well). Rewards are the same as the Raids'.

    There is also Gathering as a side activity to do. Gathering can make a lot of gold and make you explore the world more. Crafting Items will probably be added soon, so leveling up Gathering might be a good thing to do.

    You might occasionally want to grind items without leveling up so that you can be ready to fight the next boss without a problem.
    Just simply tell me to disable your Experience input whenever you want to.

    Rarity Colors:
    Common: 75% from bosses, 7.5%/hr from grinds
    - Average. Very cheap on the shop. (Considered very common)
    Uncommon: 45% from bosses, 4.5%/hr from grinds
    - Decent. 0 ~ 1 Bonus. (Considered rather common)

    Rare: Guaranteed from raids and super-bosses, 30% from bosses, 3%/hr from grinds
    - Damaging. 1 ~ 2 Bonuses. (Considered uncommon)

    Epic: 72% from raids and super-bosses, 18% from bosses, 1.8%/hr from grinds
    - Strong. 1 ~ 2 Bonuses. (Considered rare)

    Legendary: 36% from raids and super-bosses, 9% from bosses, 0.9%/hr from grinds
    - Destructive. 2 ~ 3 Bonuses. (Considered very rare)

    Treasure: 16% from raids and super-bosses, 4% from bosses, 0.4%/hr from grinds
    - Catastrophic. 3 ~ 4 Bonuses. Sometimes has a custom ability. (Considered extremely rare)

    Mythic: 4% from raids and super-bosses, 1% from bosses, 0.1%/hr from grinds
    - Demonic. 4 Bonuses. Always has a custom ability. (Considered ridiculously rare)

    Celestial: 0.8% from raids and super-bosses, 0.2% from bosses, 0.02%/hr from grinds
    - Mighty. 4 Bonuses. Always has a custom ability. Always has a passive ability. (Considered impossibly rare)


    You will get 2 of the following: Helmets, Chestplates, Leggings, Boots, and Weapons every time you get loot. Grinding rewards are divided per day, so if you Grind for three days, you will get three items.

    • Defense decreases the physical damage taken, but it does not decrease the magical damage taken.
    • Resistance decreases the magical damage taken, but it does not decrease the physical damage taken.
    • Combat is Turn-based. You get the first turn, if you attack (write a comment following this frame: I will attack <BossName>.), then you can do four actions. Your four actions need to be in one comment and consist of four attacks. The attacks can be spells or basic attacks. And then the boss will attack (I or the Helpers will reply to your comment, note that it might take a long time for me or the helpers to react.). Then you get to attack and vice versa.
    • Grinding is different from Boss Fights, as you can do them as you are AFK.
    • You can use four attacks per turn, but cast limit spells are an exception; they can be used whenever you want, regardless of this rule.
    • Gadgets are one-time-use items with powerful bonuses. They can be bought at the Shop.
    Combining weapons/armor pieces requires the same weapon/armor and gold.
    Gold costs vary a lot by the rarity of the weapon/armor and the level of the weapon.
    (70 Gold + (30 * Item Level) Gold) * Modifier
    (150 Gold + (60 * Item Level) Gold) * Modifier
    (400 Gold + (120 * Item Level) Gold) * Modifier
    (900 Gold + (250 * Item Level) Gold) * Modifier
    (1,600 Gold + (400 * Item Level) Gold) * Modifier
    (3,500 Gold + (850 * Item Level) Gold) * Modifier
    (10,000 Gold + (2,300 * Item Level) Gold) * Modifier
    (40,000 Gold + (9,000 * Item Level) Gold) * Modifier

    If an item has 0 stars, 1 Modifier.
    1 star, 2 Modifier.
    2 stars, 4 Modifier.
    3 stars, 8 Modifier.
    4 stars, 16 Modifier.
    (it's 2 powered by the number of stars)

    Combining 1-star Level 10 Rare Chestplates =
    = (400 + 1,200) * 2
    = 3,200 Gold
    Combining 2-star Level 15 Treasure Weapons =
    = (3,500 + 6,000) * 4
    = 38,000 Gold
    Combining 0-star Level 20 Mythic Boots =
    = (10,000 + 46,000) * 1
    = 56,000 Gold

    * - 12.5%
    ** - 25%
    *** - 50%
    **** - 100%
    ***** - 200%
    * - 40%
    ** - 80%
    *** - 160%
    **** - 320%
    ***** - 640%
    * - 100%
    ** - 200%
    *** - 400%
    **** - 800%
    ***** - 1600%
    * - 300%
    ** - 600%
    *** - 1200%
    **** - 2400%
    ***** - 4800%
    * - 500%
    ** - 1000%
    *** - 2000%
    **** - 4000%
    ***** - 8000%

    Events are temporary bonuses, which can give you tons of different effects.
    CURRENT EVENT:
    none

    List of all the experience requirements.
    K = 1,000
    M = 1,000,000 (I hope the time comes when I have to use this unit lol)
    Level 1 - 2: 50 XP
    Level 2 - 3: 100 XP
    Level 3 - 4: 200 XP
    Level 4 - 5: 320 XP
    Level 5 - 6: 470 XP
    Level 6 - 7: 670 XP
    Level 7 - 8: 930 XP
    Level 8 - 9: 1,260 XP
    Level 9 - 10: 1,670 XP
    Level 10 - 11: 2,180 XP
    Level 11 - 12: 2,820 XP
    Level 12 - 13: 3,620 XP
    Level 13 - 14: 4,620 XP
    Level 14 - 15: 5,870 XP
    Level 15 - 16: 7,440 XP
    Level 16 - 17: 9,340 XP
    Level 17 - 18: 11.7K XP
    Level 18 - 19: 14.5K XP
    Level 19 - 20: 18.0K XP

    Trade goods with other players!
    Click each spoiler to see what items players are selling.
    If you are trying to sell an item, comment below what item you are trying to sell, and at what price.
    This player isn't selling any items.
    This player isn't selling any items.
    This player isn't selling any items.
    This player isn't selling any items.
    This player isn't selling any items.
    #1: Defending Plate (Level 2): 47 Health
    +2 Endurance
    *-10% Damage.
    Price: 500 Gold
    This player isn't selling any items.
    This player isn't selling any items.
    This player isn't selling any items.
    This player isn't selling any items.

    The Shop is a place where random items are sold by me!
    The Shop is refreshed once in a while. If you want to buy an item, simply let me know.
    PRICES NON-NEGOTIABLE

    #1: Spear (Level 1): 10 Damage
    Price: 100 Gold
    #2: Mass-Produced Spear (Level 5): 18 Damage
    Price: 220 Gold
    #3: Soldier's Spear (Level 8): 24 Damage
    Price: 310 Gold
    #4: Craftsmen's Spear (Level 4): 18 Damage
    Price: 390 Gold
    #5: Average Sword (Level 8): 22 Damage
    Price: 630 Gold

    #6: Pointed Fork (Level 4): 20 Damage
    *+10% XP bonus.
    Price: 880 Gold
    #7: Agile Sword (Level 7): 22 Damage
    *+20% Chance to dodge.
    Price: 1,240 Gold

    #8: Epic Spear (Level 3): 20 Damage
    Req: I2
    *+25% Chance to gain double loot.
    Price: 1.650 Gold

    #9: Ancient Spear (Level 5): 16 Damage
    Req: S5
    *+50% Chance to deal double damage.
    **+20% Melee damage.
    Price: 3,600 Gold

    #10: The Expert (Level 9): 23 Damage
    Req: S4 A4 I4 E4
    *+30% XP bonus.
    **+50% Chance to hit twice, dealing 100% Damage.
    ***+20% Damage.
    Price: 11,150 Gold

    #1: Bow (Level 1): 15 Damage
    Price: 100 Gold
    #2: Mass-Produced Bow (Level 4): 24 Damage
    Price: 190 Gold
    #3: Military Bow (Level 9): 39 Damage
    Price: 340 Gold
    #4: Trusty Bow (Level 5): 30 Damage
    Price: 450 Gold
    #5: Average Bow (Level 8): 39 Damage
    Price: 630 Gold

    #6: Cannon Bow (Level 2): 30 Damage
    *-30 Health.
    Price: 640 Gold
    #7: Shortbow (Level 5): 31 Damage
    Req: S4
    *-10 1st Spell Cost.
    Price: 1,000 Gold

    #8: Treasurer (Level 9): 48 Damage
    Req: I12
    *+40% Chance to gain double loot.
    Price: 3,100 Gold

    #9: Elf-Made Bow (Level 4): 34 Damage
    Req: A5 I3
    *+20% XP bonus.
    **+50% Chance to hit twice, dealing 50% Damage.
    Price: 3,200 Gold

    #10: Golden Shortbow (Level 9): 49 Damage
    Req: S8 I8
    Spell Lock: Burst (1st)
    *-20 1st Spell Cost.
    **+30% Spell damage.
    ***+30% XP bonus.
    Price: 11,150 Gold

    #1: Plain Stick (Level 1): 8 Damage
    Price: 100 Gold
    #2: Mediocre Staff (Level 6): 15 Damage
    Price: 250 Gold
    #3: Common Wand (Level 8): 18 Damage
    Price: 310 Gold
    #4: Charming Wand (Level 4): 14 Damage
    Price: 390 Gold
    #5: Hard Staff (Level 6): 17 Damage
    Price: 510 Gold

    #6: Energy Wand (Level 2): 11 Damage
    *-10 1st Spell Cost.
    Price: 640 Gold
    #7: Experienced Wand (Level 7): 20 Damage
    Req: I5
    *+35% XP bonus.
    Price: 1,240 Gold

    #8: Fiery Staff (Level 6): 19 Damage
    Req: S2 E3
    *-10 2nd Spell Cost.
    Price: 2,400 Gold

    #9: The Spellcaster (Level 7): 21 Damage
    Req: I8
    *-10 1st Spell Cost.
    **-10 2nd Spell Cost.
    Price: 4,400 Gold

    #10: The Inferno (Level 10): 29 Damage
    Req: I8 E8
    *-15 2nd Spell Cost.
    **+30% Spell damage.
    ***Deals 32 Damage per turn for 3 whole turns.
    Price: 12,000 Gold

    #1:
    #2: Flawed Leather Helmet (Level 4): 32 Health
    Price: 190 Gold
    #3: Chipped Leather Helmet (Level 7): 44 Health
    Price: 280 Gold
    #4: Well-Made Helm (Level 2): 28 Health
    Price: 270 Gold
    #5: Mass-Produced Hood (Level 9): 56 Health
    Price: 690 Gold

    #6: Shelled Hat (Level 3): 36 Health
    *+25 Defense.
    Price: 760 Gold
    #7: Horned Helm (Level 9): 60 Health
    Req: S8 A2
    +5 Strength
    *+20% Damage.
    Price: 1,480 Gold

    #8: Viking's Hat (Level 7): 56 Health
    Req: S5 E3
    +2 Agility
    *+20% Melee damage.
    Price: 2,650 Gold

    #9: Sold Out
    #10: Tiara of Intelligence (Level 10): 53 Health
    Req: I18
    +9 Intelligence
    -2 Endurance
    *+50% Spell damage.
    **-20 1st Spell Cost.
    ***-20 Defense.

    Pure Refresh
    Cast Limit: 3
    Heals the user for 30% Health.

    Price: 12,000 Gold

    #1: Sold Out
    #2: Chipped Leather Chestplate (Level 7): 51 Health
    Price: 280 Gold
    #3: Aged Leather Chestplate (Level 10): 66 Health
    Price: 370 Gold
    #4: Old Plate (Level 4): 41 Health
    Price: 390 Gold
    #5: Decent Chestplate (Level 7): 56 Health
    Price: 570 Gold

    #6: Defending Plate (Level 2): 47 Health
    +2 Endurance
    *-10% Damage.
    Price: 640 Gold
    #7: Robe of the Wise (Level 8): 66 Health
    Req: I8
    +5 Intelligence
    -2 Endurance
    *+10 Mana per turn.
    Price: 1,360 Gold

    #8: Plate of Agility (Level 2): 41 Health
    *+30% Chance to dodge.
    Price: 1,400 Gold

    #9: Iron Dwarves' Plate (Level 10): 90 Health
    Req: E12
    +5 Endurance
    *+45 Defense.
    **+20% Health.
    Price: 5,600 Gold

    #10: Invisibility Cloak (Level 11): 96 Health
    Req: A16 I4
    -2 Strength
    +10 Agility
    +5 Intelligence
    -10 Endurance
    *+40% Chance to dodge.
    **+15 Mana per turn.
    ***+30% XP bonus.

    Invisibility
    Cast Limit: 2
    Completely ignores damage next turn. (User)

    Price: 12,850 Gold

    #1: Sold Out
    #2: Flawed Leather Leggings (Level 4): 34 Health
    Price: 190 Gold
    #3: Aged Leather Leggings (Level 10): 61 Health
    Price: 370 Gold
    #4: Greaves of the Beginner (Level 3): 34 Health
    Price: 330 Gold
    #5: Average Leggings (Level 6): 48 Health
    Price: 510 Gold

    #6: Experienced Trousers (Level 2): 34 Health
    *+20% XP bonus.
    Price: 640 Gold
    #7: Sold Out

    #8: Honorary Greaves (Level 4): 48 Health
    Req: I3
    +1 Strength
    +1 Agility
    +1 Intelligence
    +1 Endurance
    *+35% XP bonus.
    Price: 1,900 Gold

    #9: Firestorm (Level 8): 70 Health
    Req: S1 A1 E9
    +2 Strength
    +4 Endurance
    *+20% Health.
    **Deals 40 Damage per turn for 3 whole turns.
    Price: 4,800 Gold

    #10: Monster (Level 12): 93 Health
    Req: S10 A2 E10
    +8 Strength
    -5 Intelligence
    +8 Endurance
    *+40% Melee damage.
    **-20% Spell damage.
    ***+45 Defense.

    Enrage
    Cast Limit: 2
    +50% Damage the next turn.
    Price: 13,700 Gold

    #1: Sold Out
    #2: Chipped Leather Boots (Level 7): 41 Health
    Price: 280 Gold
    #3: Aged Leather Boots (Level 10): 51 Health
    Price: 370 Gold
    #4: Hard Sandals (Level 5): 37 Health
    Price: 450 Gold
    #5: Decent Boots (Level 8): 48 Health
    Price: 630 Gold

    #6: Sold Out
    #7: Guarder (Level 9): 55 Health
    Req: E10
    +5 Endurance
    *+25 Defense.
    Price: 1,480 Gold

    #8: Inability (Level 8): 55 Health
    Req: S4 I4
    -4 Intelligence
    *+40% Spell damage.
    Price: 2,900 Gold

    #9: Celerity (Level 3): 41 Health
    Req: A3
    +3 Agility
    *+30% Chance to dodge.
    **+50% Chance to hit twice, dealing 50% damage.
    Price: 2,800 Gold

    #10: Hermes' Boots (Level 8): 43 Health
    Req: A8 I5
    -2 Strength
    +7 Agility
    +7 Intelligence
    -2 Endurance
    *+50% Chance to dodge.
    **+30% Spell damage.
    ***-15 2nd Spell Cost.
    Price: 10,300 Gold

    A list of all the classes and their abilities!

    The Warrior is, just like in Wynncraft, really tanky and defensive. Although it doesn't have much damage output, it can survive for much longer than other classes.

    Damage: â– â– â– â–¡â–¡ (Physical)
    Defense: â– â– â– â– â– 
    Starting Health: 100 (Great)
    Defense: 50 (Great)
    Resistance: 0 (None)
    Spells: â– â– â–¡â–¡â–¡
    Utility: â– â– â– â–¡â–¡
    Crowd Control: â– â– â– â– â–¡
    Difficulty: â– â– â–¡â–¡â–¡
    Splash:
    Spears - 2 (Radius)
    Swords - 4 (Radius)
    Guard
    Unlocked Level: 1
    Mana Cost: 25
    You block the next attack with your shield, increasing your whole party's True Defense by 50% for 1 whole turn.

    Reflect
    Unlocked Level: 10
    Mana Cost: 50
    Splash Radius: Infinite
    You cover yourself with your shield entirely, and it reflects back the damage you receive, mitigating all damage and dealing back the damage mitigated.

    Charge
    Unlocked Level: 20
    Mana Cost: 30
    Splash Radius: 3
    You charge forward, dealing 150% Physical Damage to the targets while giving yourself 50% True Defense for 1 whole turn.

    Furious Strike
    Unlocked Level: 5
    Mana Cost: 30
    Concentrating your strength, the next attack deals triple the damage.

    Uppercut
    Unlocked Level: 15
    Mana Cost: 40
    Splash Radius: 2
    You send a critical blow to your enemies, dealing 200% Physical Damage with a 30% Chance to stun enemies for 1 whole turn.

    Enrage
    Unlocked Level: 25
    Mana Cost: 70
    Splash Radius: Infinite
    You enrage yourself, and knock out all enemies for 1 whole turn, enabling you to attack more. When you attack more, you cannot use Enrage again.

    Battle Cry
    Unlocked Level: 10
    Mana Cost: 20
    Splash Radius: Infinite
    You cry out loud with the power of justice, dealing 50% Magical Damage and stunning enemies for 1 whole turn at a 30% chance.

    Taunt
    Unlocked Level: 20
    Mana Cost: 30
    You go out to the frontlines, making all the enemies target you for 1 whole turn.

    Enchant
    Unlocked Level: 30
    Mana Cost: 30
    Although it is difficult, you succeed in doing magic, giving the entire party 100 Resistance for 1 whole turn. (Does not stack)

    The Archer deals a lot of damage. It has a lot of damaging spells, too. But, it will die more easily than other classes.

    Damage: â– â– â– â– â–¡ (Physical)
    Defense: â– â–¡â–¡â–¡â–¡
    Starting Health (Level 1): 60 (Low)
    Defense: 5 (Low)
    Resistance: 5 (Low)
    Spells: â– â– â– â– â–¡
    Utility: â– â– â–¡â–¡â–¡
    Crowd Control: â– â– â–¡â–¡â–¡
    Difficulty: â– â– â– â– â–¡
    Splash:
    Bows, Shortbows, Longbows, Crossbows - 1
    Burst
    Unlocked Level: 1
    Mana Cost: 40
    Splash Radius: 2
    You shoot a bunch of arrows in a cone-shape, dealing 200% Physical Damage.

    Dodge
    Unlocked Level: 10
    Mana Cost: 25
    Your quick reflexes give the entire party 50% Chance to dodge the next attack. (Does not stack)

    Critical Shot
    Unlocked Level: 20
    Mana Cost: 50
    Splash Radius: 1
    You focus and shoot one damaging arrow, dealing 300% Physical Damage and weakening the enemy by 20% for 1 whole turn. (Does not stack)

    Frenzy
    Unlocked Level: 5
    Mana Cost: 40
    Splash Targets: 8
    Shoots 8 arrows to enemies, dealing 100% Physical Damage each. You cannot hit the same enemy more than twice. This ability can hit enemies on the back.

    Bomb
    Unlocked Level: 15
    Mana Cost: 40
    Splash Radius: 3
    Deals 150% Physical Damage.

    Overcharge
    Unlocked Level: 25
    Mana Cost: 60
    Splash Radius: 1
    You prepare an over-charged arrow, dealing 500% Physical Damage. This ability takes two actions to charge up.

    Hail of Arrows
    Unlocked Level: 10
    Mana Cost: 35
    Splash Radius: 3
    You make a request to the gods, and they respond with a hail of arrows, dealing 150% Magical Damage for 2 whole turns. (Does not stack)

    Survival Kit
    Unlocked Level: 20
    Mana Cost: 30
    You pull out your emergency survival kit, and it heals all players for 15% Health and gives them 10 Defense and Resistance. (Does not stack)

    Exploding Quiver
    Unlocked Level: 30
    Mana Cost: 30
    You switch your quiver for a quiver filled with exploding arrows, giving your main attack +2 Splash Radius for 1 whole turn. (Does not stack)

    The Mage is the ultimate support, being able to heal others while dishing out a lot of damage using its spells. It lacks physical defense and damage, though.

    Damage: â– â– â–¡â–¡â–¡ (Magical)
    Defense: â– â– â– â–¡â–¡
    Starting Health (Level 1): 80 (Medium)
    Defense: 10 (Medium)
    Resistance: 25 (High)
    Spells: â– â– â– â– â– 
    Utility: â– â– â– â– â–¡
    Crowd Control: â– â– â– â–¡â–¡
    Difficulty: â– â– â– â–¡â–¡
    Splash:
    Wands - 2
    Staves - 3 (Targets)
    Refresh
    Unlocked Level: 1
    Mana Cost: 25
    You cast an aura of refreshment, healing everyone in your party for 20% Health and improving the damage dealt in that whole turn by 100%.

    Heal
    Unlocked Level: 10
    Mana Cost: 25
    You cast an aura of pure health, and it heals everyone in your party for 30% Health.

    Life Siphon
    Unlocked Level: 20
    Mana Cost: 30
    Splash Radius: 3
    You open your mind to bloody magic. You deal 300% Magical Damage divided by the number of enemies, and you heal your allies for 300% Damage each.

    Fireball
    Unlocked Level: 5
    Mana Cost: 40
    Splash Radius: 2
    You cast a searing fireball, dealing 500% Magical Damage.

    Lightning
    Unlocked Level: 15
    Mana Cost: 45
    Splash Radius: 1
    You summon a storm, and it strikes a lightning bolt, dealing 600% Magical Damage and stunning the target for 1 turn at a 75% chance.

    Whirlwind
    Unlocked Level: 25
    Mana Cost: 40
    Splash Radius: 4
    You conjure a gigantic whirlwind, and it deals 400% Magical Damage

    Meteor
    Unlocked Level: 10
    Mana Cost: 40
    Splash Radius: 3
    You summon a meteor to fall on your enemies, and it deals 400% Physical Damage.

    Weakening
    Unlocked Level: 20
    Mana Cost: 25
    Splash Radius: 1
    A projectile fired from your weapon weakens the target by 40% for 2 whole turns. (Does not stack)

    Control
    Unlocked Level: 30
    Mana Cost: 30
    Splash Radius: 1
    You control the mind of the target, making it attack its allies instead for 1 whole turn.

    The main challenge of the game! Fight bosses to gain loot!
    TIP: A boss does two Main Attacks and then a Super Attack.
    Zombies arise, for the Zombie Captain has brought them to the surface! The Zombie Captain shall summon them all, and bring you to your demise!
    Players Required: 1 - 3
    Minimum Level Required: 1
    Maximum Party Total Level: 12

    BOSS: The Zombie Captain
    Health: 250
    Defense: 0
    Resistance: 0
    Spear Swing
    Swings his spear at players, dealing 25 Physical Damage to up to 2 players.
    Arise, Zombies
    Summons 3 Zombie Minions to the back, each having the following stats:
    *If you attack the Zombie Captain, the Zombie Minions will not die. If you want to kill the Minions, you need to attack them.
    Health: 1
    Damage (Physical): 12
    Defense: 0%
    Resistance: 0%

    Loot:
    Level 1 - 4 Normal Weapon/Armor: 75%
    Level 1 - 4 Uncommon Weapon/Armor: 45%
    Level 1 - 4 Rare Weapon/Armor: 30%
    Level 1 - 4 Epic Weapon/Armor: 18%
    Level 1 - 4 Legendary Weapon/Armor: 9%
    *Note that you will only receive two items of the highest rarities.
    Experience: 80
    Gold: 200

    The Knight who drives the Corruption, the Knight who brings Darkness, He shall bring Dark to your soul, and Corrupt it all!
    Players Required: 1 - 3
    Minimum Level Required: 4
    Maximum Party Total Level: 21

    BOSS: The Fallen Knight
    Health: 850
    Defense: 15
    Resistance: 15
    Dark Charge
    Charges at a single player, dealing 40 Physical Damage and 30 Magical Damage.
    Corruption
    Corrupts everyone's weapons, effectively weakening them by 50% for 1 turn.

    Loot:
    Level 4 - 7 Normal Weapon/Armor: 75%
    Level 4 - 7 Uncommon Weapon/Armor: 45%
    Level 4 - 7 Rare Weapon/Armor: 30%
    Level 4 - 7 Epic Weapon/Armor: 18%
    Level 4 - 7 Legendary Weapon/Armor: 9%
    *Note that you will only receive one item of the highest rarity.
    Experience: 240
    Gold: 510

    She roams the earth, brewing her harmful potions as she looks for targets... She has recently found a new target... you.
    Players Required: 1 - 3
    Minimum Level Required: 7
    Maximum Party Total Level: 30

    BOSS: Wild Alchemist
    Health: 1,700
    Defense: 0
    Resistance: 20
    Vial of Agony
    Throws a harmful potion, dealing 70 Magical Damage. Can hit up to two targets.
    Life Steal
    Throws another harmful potion, dealing 80 Magical Damage, and healing the Wild Alchemist for 80 Health.

    Loot:
    Level 7 - 10 Normal Weapon/Armor: 75%
    Level 7 - 10 Uncommon Weapon/Armor: 45%
    Level 7 - 10 Rare Weapon/Armor: 30%
    Level 7 - 10 Epic Weapon/Armor: 18%
    Level 7 - 10 Legendary Weapon/Armor: 9%
    Level 7 - 10 Treasure Weapon/Armor: 4%
    *Note that you will only receive two items of the highest rarities.
    Experience: 700
    Gold: 1,500

    The Ground shakes near where he lives... Being infamous for brutal accidents, he will not falter to stomp everyone who challenges him.
    Players Required: 1 - 3
    Minimum Level Required: 10
    Maximum Party Total Level: 39

    BOSS: The Super-Giant
    Health: 3,500
    Defense: 30
    Resistance: 0
    Stomp
    Stomps everything, dealing 135 Physical Damage to all players instantly.
    Furious Charge
    Charges at a player, dealing 160 Physical Damage and stunning the player for 1 turn. (50% chance)
    Death Earthquake
    When the Giant dies, he falls to the ground. Not lightly. Deals 160 Physical Damage to all players after death.

    Loot:
    Level 10 - 13 Normal Weapon/Armor: 75%
    Level 10 - 13 Uncommon Weapon/Armor: 45%
    Level 10 - 13 Rare Weapon/Armor: 30%
    Level 10 - 13 Epic Weapon/Armor: 18%
    Level 10 - 13 Legendary Weapon/Armor: 9%
    Level 10 - 13 Treasure Weapon/Armor: 4%
    *Note that you will only receive two items of the highest rarities.
    Experience: 1,300
    Gold: 2,800

    The one-eyed beast of The Lab, who once killed his maker... Has watched you for long... Now it is time to take action!
    Players Required: 1 - 3
    Minimum Level Required: 13
    Maximum Party Total Level: 48

    BOSS: Horrific Cyclops
    Health: 4,500
    Defense: 5
    Resistance: 15
    Log Smash
    The Cyclops grabs a very strong piece of wood, smashing up to 2 people with it. Deals 200 Physical Damage with a 30% Chance to stun.
    Cannonball
    The Cyclops throws a hard rock, targeting the lowest health player. Deals 250 Physical Damage with a 50% Chance to stun. Activated every 2 turns instead of 3.

    Loot:
    Level 13 - 16 Normal Weapon/Armor: 75%
    Level 13 - 16 Uncommon Weapon/Armor: 45%
    Level 13 - 16 Rare Weapon/Armor: 30%
    Level 13 - 16 Epic Weapon/Armor: 18%
    Level 13 - 16 Legendary Weapon/Armor: 9%
    Level 13 - 16 Treasure Weapon/Armor: 4%
    Level 13 - 16 Mythic Weapon/Armor: 1%
    *Note that you will only receive two items of the highest rarities.
    Experience: 2,800
    Gold: 5,000

    The one that made the Horrific Cyclops... And also killed by it... Has risen from the grave for revenge. On any that might see him.
    Players Required: 1 - 3
    Minimum Level Required: 16
    Maximum Party Total Level: 57

    BOSS: Dead Scientist
    Health: 5,500
    Defense: 20
    Resistance: 30
    Injection
    The Dead Scientist injects his old formula into his enemy. Deals 220 Magical Damage and weakens the enemy by 30% for 2 turns.
    Barrier
    The Dead Scientist uses his trick. For that turn, the damage he receives will be directed to the enemy. Does not protect him from the damage. Activated every 2 turns instead of 3.

    Loot:
    Level 16 - 19 Normal Weapon/Armor: 75%
    Level 16 - 19 Uncommon Weapon/Armor: 45%
    Level 16 - 19 Rare Weapon/Armor: 30%
    Level 16 - 19 Epic Weapon/Armor: 18%
    Level 16 - 19 Legendary Weapon/Armor: 9%
    Level 16 - 19 Treasure Weapon/Armor: 4%
    Level 16 - 19 Mythic Weapon/Armor: 1%
    *Note that you will only receive two items of the highest rarities.
    Experience: 5,300
    Gold: 11,000

    The twin ghosts of the Dead Scientist's soul have risen... to utilize their teamwork, destroying adventurers for their loot.
    Players Required: 1 - 3
    Minimum Level Required: 19
    Maximum Party Total Level: 66

    *There are two bosses for this fight. With enough Splash Radius/Targets, you may hit both of them with one attack. The fight ends when both are defeated.

    BOSS I: Razorfiend
    Health: 4,500
    Defense: 20
    Resistance: 20
    Sharp Slash
    The Razorfiend slashes his razorblade, dealing 230 Physical Damage to up to 3 enemies.
    Revival
    Revives Thundermirage as half health if it's dead. Activated every 5 turns instead of 3.

    BOSS II: Thundermirage
    Health: 2,500
    Defense: 10
    Resistance: 20
    Thunderbolt
    Casts an electrocuting thunderbolt, dealing 200 Magical Damage to up to 3 enemies.
    Storm
    Summons a thunderstorm, dealing 250 Magical Damage for 2 turns to all targets.

    Loot:
    Level 16 - 19 Normal Weapon/Armor: 75%
    Level 16 - 19 Uncommon Weapon/Armor: 45%
    Level 16 - 19 Rare Weapon/Armor: 30%
    Level 16 - 19 Epic Weapon/Armor: 18%
    Level 16 - 19 Legendary Weapon/Armor: 9%
    Level 16 - 19 Treasure Weapon/Armor: 4%
    Level 16 - 19 Mythic Weapon/Armor: 1%
    *Note that you will only receive two items of the highest rarities.
    Experience: 7,200
    Gold: 19,000

    Grinding is a very simple way to gain loot, as you can do them while you are AFK.
    The Ruins were previously a thriving town, in which the vilest disasters were the very occasional droughts. The story of its downfall was a well-known one even to the Central Earth, and it was infamous for what the undead could cause in one day.
    It was a day decades ago that the undead needed a base of operations. They lacked the resources to build one themselves, and they had spent enough time without one to build a new one. The only option was to strike the town.
    That day, the guards noticed something strange in their spyglasses: There was something coming toward them. It looked like the undead, and they had their swords out, almost as if they were coming to destroy them.
    The guards immediately rang the bell and the archers pulled back their bowstrings, ready to shoot. But an arrow flew out of them that stuck on the archer towers. Before they realized what was going on, they heard a fuse burning, and the archer tower exploded.
    The walls suffered the same fate as the undead charged into the town, claiming the lives of the innocent townsfolk. In a matter of minutes, the town was decimated, and no one dared to enter it again for years, as it was where hundreds were sacrificed to the hands of the undead.
    Players Required: 1 - 3
    Minimum Level Required: 1
    Maximum Party Total Level: 21
    Currently Grinding:
    @Linnyflower - Started August 11th, 2:27 PM UTC+9
    Loot:
    Level 1 - 7 Normal Weapon/Armor: 7.5%
    Level 1 - 7 Uncommon Weapon/Armor: 4.5%
    Level 1 - 7 Rare Weapon/Armor: 3%
    Level 1 - 7 Epic Weapon/Armor: 1.8%
    Level 1 - 7 Legendary Weapon/Armor: 0.9%
    *Note that you will only receive one item of the highest rarity.
    Experience: 20
    Gold: 36

    Work in progress ;)
    Players Required: 1 - 3
    Minimum Level Required: 7
    Maximum Party Total Level: 36
    Currently Grinding:
    none
    Loot:
    Level 7 - 13 Normal Weapon/Armor: 7.5%
    Level 7 - 13 Uncommon Weapon/Armor: 4.5%
    Level 7 - 13 Rare Weapon/Armor: 3%
    Level 7 - 13 Epic Weapon/Armor: 1.8%
    Level 7 - 13 Legendary Weapon/Armor: 0.9%
    Level 7 - 13 Treasure Weapon/Armor: 0.4%
    *Note that you will only receive two items of the highest rarities.
    Experience: 110
    Gold: 190

    Work in progress ;)
    Players Required: 1 - 3
    Minimum Level Required: 13
    Maximum Party Total Level: 57
    Currently Grinding:
    none
    Loot:
    Level 13 - 19 Normal Weapon/Armor: 7.5%
    Level 13 - 19 Uncommon Weapon/Armor: 4.5%
    Level 13 - 19 Rare Weapon/Armor: 3%
    Level 13 - 19 Epic Weapon/Armor: 1.8%
    Level 13 - 19 Legendary Weapon/Armor: 0.9%
    Level 13 - 19 Treasure Weapon/Armor: 0.4%
    *Note that you will only receive two items of the highest rarities.
    Experience: 420
    Gold: 700

    Raids are meant to be done with other players, but it is possible to solo them.
    You cannot attack the enemies that are further behind while the front ones survive. Some attacks are an exception to this.
    Players Required: (1) 2 - 4
    Minimum Level Required: 2
    Minimum Solo Level Required: 8
    Maximum Party Total Level: 40
    Maximum Level Possible: 15

    Zombie x 5
    Armored Zombie x 3
    Zombie x 8
    Armored Zombie x 3
    Zombie Archer x 2
    Zombie x 10
    Zombie Archer x 5
    Zombie x 8
    Armored Zombie x 8
    Elite Zombie x 3
    Armored Zombie x 5
    Elite Zombie x 5
    Zombie Overlord x 1

    Health: 10
    Damage: 5
    Defense: 0%
    Resistance: 0%
    Splash: 1
    Health: 20
    Damage: 8
    Defense: 20%
    Resistance: 0%
    Splash: 1
    *Behind Zombies, Armored Zombies, and Elite Zombies.
    Health: 10
    Damage: 10
    Defense: 0%
    Resistance: 10%
    Splash: 1
    Health: 30
    Damage: 12
    Defense: 30%
    Resistance: 10%
    Splash: 1
    Health: 500
    Damage: 40
    Defense: 30%
    Resistance: 30%
    Splash: 2

    Level a = Your current level minus 4.
    Level b = Your current level plus 4.

    Level a - b Normal Weapon: 300%
    Level a - b Uncommon Weapon/Armor: 150%
    Level a - b Rare Weapon/Armor: 120%
    Level a - b Epic Weapon/Armor: 72%
    Level a - b Legendary Weapon/Armor: 36%
    Level a - b Treasure Weapon/Armor: 16%
    Level a - b Mythic Weapon/Armor: 4%
    *Note that you will only receive two items of the highest rarities.
    Level-up regardless of your current level.
    3,500 Gold

    These are very strong bosses meant to be fought with friends.
    Armies have surrendered under his power... The Demonic Mage has been feared by every living soul in the entire Southern Earth, and for good reason. He will destroy everything in his dark reign.
    Players Required: 1 - 5
    Minimum Level Required: 7
    Maximum Party Total Level: 65

    SUPER-BOSS: Demonic Mage
    Health: 1,500
    Defense: 10%
    Resistance: 20%
    Whip of Sorcery
    Whips enemies with darkness, instantly dealing 100 Magical Damage. Can hit up to three targets and 30% Chance to stun for 1 turn.
    Meteors of Chaos
    Throws Meteors, dealing 180 Magical Damage to all enemies.
    When a boss falls below 25% Health, it automatically initiates their Resist Attack.
    Deathbringer
    If enemies are above 20% Health, brings their health down to 20%.
    Armies of Corruption
    After death, the Mage summons 3 Dark Souls with the following stats.:
    300 Health
    50 Damage
    2 Splash

    Level a = Your current level minus 4.
    Level b = Your current level plus 4.

    Level a - b Normal Weapon: 300%
    Level a - b Uncommon Weapon/Armor: 150%
    Level a - b Rare Weapon/Armor: 120%
    Level a - b Epic Weapon/Armor: 72%
    Level a - b Legendary Weapon/Armor: 36%
    Level a - b Treasure Weapon/Armor: 16%
    Level a - b Mythic Weapon/Armor: 4%
    *Note that you will only receive two items of the highest rarities.
    A Level-up not depending on your current level.
    6,000 Gold

    Joined: Version 1.6
    Selected Class: Warrior
    Difficulty: Mediumcore
    Level: 4 (148/320)
    Gold: 1,087

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 6
    Endurance - 0
    Remaining - 0

    Helmet:
    Shelled Hat (Level 3): 36 Health
    *+25 Defense.

    Chestplate:
    Plain Leather Chestplate (Level 1): 21 Health
    Leggings:
    Greaves of the Beginner (Level 3): 34 Health
    Boots:
    Flawed Leather Boots (Level 4): 30 Health
    Weapon:
    Spear of the Gods (Level 4): 24 Damage
    Req: I5
    *+20% XP bonus.
    **+20% Damage.

    Mediocre Spear (Level 3): 14 Damage (x2)
    Flawed Leather Helmet (Level 4): 32 Health
    Old Plate (Level 4): 41 Health (x2)
    Plain Leather Leggings (Level 1): 21 Health
    Battle Sneakers (Level 4): 37 Health
    Req: S2
    +3 Strength
    *+20% Damage
    Joined: Version 1.6
    Selected Class: Archer
    Difficulty: Mediumcore
    Level: 6 (60/670)
    Gold: 6,393

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 0
    Endurance - 0
    Remaining - 10

    Helmet:
    Intimidating Helmet (Level 5): 40 Health
    Chestplate:
    Old Plate (Level 4): 41 Health
    Leggings:
    Experienced Trousers (Level 2): 34 Health
    *+20% XP bonus.

    Boots:
    Plain Leather Boots (Level 1): 20 Health
    Weapon:
    Cannon Bow (Level 2): 30 Damage
    *-30 Health

    Bow (Level 1): 15 Damage
    Plain Bow (Level 6): 30 Damage
    Flawed Leather Helmet (Level 4): 32 Health
    Capacity (Level 6): 48 Health
    Req: A1 I2
    +2 Intelligence
    *-10 1st Spell Cost.
    Robe of the Wise (Level 8): 66 Health
    Req: I8
    +5 Intelligence
    -2 Endurance
    *+10 Mana Cap.

    Plain Leather Chestplate (Level 1): 21 Health
    Greaves of the Beginner (Level 3): 34 Health
    Chipped Leather Boots (Level 7): 41 Health
    Decent Boots (Level 8): 48 Health
    Joined: Version 1.6
    Selected Class: Mage
    Difficulty: Hardcore
    Level: 3 (90/200)
    Gold: 600

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 0
    Endurance - 0
    Remaining - 4

    Helmet:
    -
    Chestplate:
    -
    Leggings:
    -
    Boots:
    -
    Weapon:
    Plain Stick (Level 1): 8 Damage

    Staff of the Warlock (Level 3): 18 Damage
    Req: S3
    *+10 1st Spell Cost.
    -
    -
    Flawed Leather Leggings (Level 4): 34 Health (x2)
    -
    Joined: Version 1.6
    Selected Class: Archer
    Difficulty: Mediumcore
    Level: 7 (50/930)
    Gold: 3,396

    Skill Points:
    Strength - 0
    Agility - 5
    Intelligence - 3
    Endurance - 0
    Remaining - 4

    Helmet:
    Flawed Leather Helmet (Level 4): 36 Health*
    Chestplate:
    Plate of Agility (Level 3): 41 Health
    *+30% Chance to dodge.

    Leggings:
    -
    Boots:
    Hard Sandals (Level 5): 37 Health
    Weapon:
    Elf-Made Bow (Level 4): 34 Damage
    Req: A3 I2
    *+20% XP bonus.
    **+50% Chance to hit twice, dealing 50% damage.

    Well-Oiled Bow (Level 2): 21 Damage
    Bow (Level 1): 15 Damage
    Tiara of Intelligence (Level 10): 53 Health
    Req: I18
    +9 Intelligence
    -2 Endurance
    *+50% Spell damage.
    **-20 1st Spell Cost.
    ***-20 Defense.

    Pure Refresh
    Cast Limit: 3
    Heals the user for 30% Health.

    Plain Leather Helmet (Level 1): 20 Health
    -
    Honorary Greaves (Level 4): 48 Health
    Req: I3
    +1 Strength
    +1 Agility
    +1 Intelligence
    +1 Endurance
    *+35% XP bonus.
    Plain Leather Boots (Level 1): 20 Health
    Flawed Leather Boots (Level 4): 30 Health
    Aged Leather Boots (Level 10): 51 Health
    Joined: Version 1.1
    Selected Class: -
    Difficulty: -
    Level: 1 (0/50)
    Gold: 0

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 0
    Endurance - 0
    Remaining - 0

    Helmet:
    -
    Chestplate:
    -
    Leggings:
    -
    Boots:
    -
    Weapon:
    -

    -
    -
    -
    -
    -
    Joined: Version 1.6
    Selected Class: Mage
    Difficulty: Mediumcore
    Level: 9 (1,556/1,670)
    Gold: 11,269

    Skill Points:
    Strength - 4 (+6)
    Agility - 0 (+2)
    Intelligence - 8
    Endurance - 3 (-1)
    Remaining - 2

    Helmet:
    Shelled Hat (Level 3): 36 Health
    *+25 Defense.

    Chestplate:
    Old Plate (Level 4): 41 Health
    Leggings:
    Brute Force (Level 7): 57 Health
    Req: S7
    +3 Strength
    -1 Endurance
    *+30% Damage.

    Boots:
    Battle Sneakers (Level 4): 37 Health
    Req: S2
    +3 Strength
    *+20% Damage.

    Weapon:
    The Spellcaster (Level 7): 21 Damage
    Req: I8
    *-10 1st Spell Cost.
    **-10 2nd Spell Cost.

    Stormbringer (Level 15): 34 Damage
    Req: S15 I5 E10
    *+30% Damage.
    **+50% Chance to deal double damage.
    ***-15 2nd Spell Cost.
    ****+40 Resistance.
    Energy Wand (Level 2): 11 Damage

    *-10 1st Spell Cost
    Charming Wand (Level 4): 14 Damage
    School Wand (Level 9): 21 Damage

    Plain Stick (Level 1): 8 Damage
    Normal Wand (Level 3): 11 Damage (x2)
    Fragile (Level 6): 14 Health
    +4 Strength
    +4 Agility
    +4 Intelligence
    +4 Endurance
    *+60% Damage.

    Horned Helm (Level 9): 60 Health
    Req: S8 A2
    +5 Strength
    *+20% Damage.

    Mass-Produced Hood (Level 9): 56 Health
    Infected Hide (Level 5): 61 Health
    Req: A3 E3
    +5 Agility
    *Deals 32 Damage per turn for 2 whole turns.
    **+20% Damage.

    Iron Dwarves' Plate (Level 10): 90 Health
    Req: E12
    +5 Endurance
    *+45 Defense.
    **+20% Health.

    The Extra (Level 11): 73 Health
    Req: I14
    +3 Endurance
    *+30% Chance to revive on death.

    Chipped Leather Chestplate (Level 7): 51 Health
    Aged Leather Chestplate (Level 10): 66 Health
    Traveler's Leggings (Level 5): 48 Health (x2)
    Req: I2 E1
    +2 Agility
    *+20% Damage.

    Average Leggings (Level 6): 48 Health
    Chipped Leather Leggings (Level 7): 48 Health
    Decent Boots (Level 8): 48 Health
    Flawed Leather Boots (Level 4): 30 Health (x3)
    Joined: Version 1.6
    Selected Class: -
    Difficulty: -
    Level: 1 (0/50)
    Gold: 0

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 0
    Endurance - 0
    Remaining - 0

    Helmet:
    -
    Chestplate:
    -
    Leggings:
    -
    Boots:
    -
    Weapon:
    -

    -
    -
    -
    -
    -
    Joined: Version 1.6
    Selected Class: Warrior
    Difficulty: Softcore
    Level: 1 (0/50)
    Gold: 0

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 0
    Endurance - 0
    Remaining - 0

    Helmet:
    -
    Chestplate:
    -
    Leggings:
    -
    Boots:
    -
    Weapon:
    Spear (Level 1): 10 Damage

    -
    -
    -
    -
    -
    Joined: Version 1.6
    Selected Class: Archer
    Difficulty: Softcore
    Level: 8 (561/1,260)
    Gold: 12,799

    Skill Points:
    Strength - 0 (+3)
    Agility - 3 (+12)
    Intelligence - 3 (+12)
    Endurance - 0 (+6)
    Remaining - 13

    Helmet:
    Fragile (Level 6): 0 Health
    +4 Strength
    +4 Agility
    +4 Intelligence
    +4 Endurance
    *+60% Damage.

    Chestplate:
    Raging Fire (Level 6): 61 Health
    Req: I3 E3
    +3 Endurance
    *-10 2nd Spell Cost.

    Leggings:
    Honorary Greaves (Level 4): 48 Health
    Req: I3
    +1 Strength
    +1 Agility
    +1 Intelligence
    +1 Endurance
    *+35% XP bonus.

    Boots:
    Hermes' Boots (Level 8): 43 Health
    Req: A8 I5
    -2 Strength
    +7 Agility
    +7 Intelligence
    -2 Endurance
    *+50% Chance to dodge.
    **+30% Spell damage.
    ***-15 2nd Spell Cost.

    Weapon:
    Frenzied Bow (Level 6): 37 Damage
    Req: I3 E3
    *-15 2nd Spell Cost.

    Golden Shortbow (Level 9): 49 Damage
    Req: S8 I8
    Spell Lock: Burst (1st)
    *-20 1st Spell Cost.
    **+30% Spell damage.
    ***+30% XP bonus.

    Epic Bow (Level 3): 30 Damage
    *Req: I3
    *+25% XP bonus.

    Quick Bow (Level 3): 26 Damage
    *50% Chance to hit twice, dealing 50% damage.
    Shortbow (Level 5): 31 Damage
    Req: S4
    *-10 1st Spell Cost.
    Great Bow (Level 8): 42 Damage
    Req: I8
    *+30% XP bonus.

    Bow (Level 1): 15 Damage
    Shelled Hat (Level 3): 36 Health
    *+25 Defense.

    Chipped Leather Helmet (Level 7): 44 Health
    Lightness (Level 9): 76 Health
    Req: A12
    +5 Agility
    *+30% Chance to dodge.

    Old Plate (Level 4): 41 Health
    Decent Chestplate (Level 7): 56 Health
    Greaves of the Beginner (Level 3): 34 Health
    Heavy Boots (Level 5): 51 Health
    Req: E4
    +5 Endurance
    *-20% Chance to dodge.
    Feet Cover (Level 3): 30 Health
    Joined: Version 1.6
    Selected Class: Warrior
    Difficulty: Hardcore
    Level: 1 (0/50)
    Gold: 0

    Skill Points:
    Strength - 0
    Agility - 0
    Intelligence - 0
    Endurance - 0
    Remaining - 0

    Helmet:
    -
    Chestplate:
    -
    Leggings:
    -
    Boots:
    -
    Weapon:
    Spear (Level 1): 10 Damage

    -
    -
    -
    -
    -

    The Southern Earth is the most oldest part of the world. Many ore deposits and mines make the Southern Earth the best place for the miners. But, the evil of the world came to the peaceful realm, and took everything.
    Horrible experiments going on in the underground, villages being pillaged, entire forests being darkened... It is not a good time for the Southern Earth. Due to these events, the Kings and Queens of the Central Earth have sealed their borders, locking the villagers of the Southern Earth in the realm. The borders will not open until the evil has passed, and the world cleansed. The chief city of the Southern Earth, Riniria, has requested Knights to come. You are one of them. You need to cleanse the world of its vile Darkness, and open the borders of Central Earth.
    The Central Earth is the most prospering region of the world. It has been, and always will be, the biggest hub of inter-realm trading. The Central Earth is the most important part of the world, and that is why they have closed their borders to the Southern Earth a few decades ago.
    The Southern Earth has been corrupted, and the Central Earth could not risk the potential death of the entire realm. They will not open until the Southern Earth is purified.
    Other than that, the Central Earth has all the things you could dream of. Its technology is nothing to compare to the other realms. Cities and towns fill the realm, and there has been great heroes and villains throughout its history. Its survival matters the most.

    Pre-Beta
    July 13th, 2021: Added Warrior. Added the first Boss: The Zombie Captain.
    July 14th, 2021: Added loot drops to The Zombie Captain. Added Grinding. Added Grind Spot: Ruin of The Undead. Added the Trade Market. Players can trade their items there. 3 new spells for Warrior. Added Archer. Added the second Boss: Fallen Knight. 3 new spells for Archer. Added Events.


    Beta
    July 15th, 2021: Added Bank. Balanced lots of things. Notably The Zombie Captain. Mana reworks (to Cast Limit). Treasure rarity added, Gadgets added. First Treasure rarity item: The Expert.


    Version 1.0
    July 16th, 2021: Added the third Boss: Wild Alchemist. Lots of new gear. Added Grind Spot: Rainbowoak Forest.
    July 22nd, 2021: Returned. Added a refund system for unlucky Treasure / Mythic drops.


    Version 1.1 - Mage Update
    July 23rd, 2021: Added the third Class: Mage. Added fourth boss: The Super-Giant. Nerfed the amount of XP required to advance. Added Custom Abilities for Treasure / Mythic items.
    July 24th, 2021: Completed the fourth Boss/Mage abilities. Version 1.1.1.
    July 26th, 2021: Preparation for Version 1.2. Moved weapon data to a different spreadsheet. Added Ruin of The Undead's Story. Version 1.1.2.
    July 27th, 2021 - July 29th, 2021: Adding Weapons. Combining Weapons added. (Somewhere around this time)


    Version 1.2 - Mage Update+
    July 29th, 2021: Weapons ~Level 15 released. Horrific Cyclops added. Mage is playable. Combining Weapons balanced. Version 1.2.0.1.
    July 30th, 2021: Raids added. First Raid: Rampage of Zombies. Version 1.2.1.
    July 31st, 2021: Buying Bombs added. Version 1.2.1.1.


    Version Pre-1.3/1.3 - Gathering/Exploring
    August 1st, 2021: Game's name changed from Boss Battle Forum Game to The Southern Earth. Gathering added.
    August 2nd - August 4th, 2021: More work on Gathering & Exploring added. Version 1.3.
    August 4th, 2021: Configured Skills. Will be added in Version 1.4.
    August 5th, 2021: Adding Armor pieces, Started Discord server.
    ~August 20th, 2021: Adding more Armor pieces. Discord server improvements.


    Version Pre-1.4/1.4 - Armor and Skill Points
    August 20th, 2021: Released Armor, but is not usable for now. Added Skill Points that need to update on the weapons.
    August 23rd, 2021: Permanent classes. Version 1.4.1.
    ~August 31st, 2021: Preparing for Version 1.5. Adding Ascension. Balancing. Adding Level 1-2 Archer weapons and Level 1-5 Mage weapons.


    Version 1.5 - Ascension & Armor and Skill Points+
    August 31st, 2021: Armor usable. Skill Points configured and added. Ascension added.
    September 2nd - September 9th, 2021: Maintenance for balancing.
    September 9th, 2021: Maintenance is over. Bosses buffed 60 - 120%. Armor pieces are balanced.
    September 20th, 2021: The first Super-Boss added; Demonic Mage. Version 1.5.1.


    Forum Break - September 24th, 2021 - July 28th, 2022
    The Revival - July 28th, 2022



    Version 1.6 - Spellcraft and Difficulty
    July 28th - August 3rd, 2022: Sign-up Period: 8 players sign up for the game.
    August 3rd, 2022 - August 10th, 2022: Preparation Period. Gathering, Exploring, Gadgets, and Bombs are all removed for now. 9 Spells for each class. Cast Limit reverted to Mana.
    August 11th, 2022: The game begins.
    August 12th, 2022: Balance Patch #1; The Zombie Captain and Fallen Knight buffed.
     
    Last edited: Aug 14, 2022
  2. Tsurumi

    Tsurumi Tired Abyssal

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    Minecraft:
    Damn its back woah
    Might join and might severely be inactive
    4DF41BC6-E4A0-454F-B08D-EA6C803740D4.jpeg
     
    Jackkoh likes this.
  3. Linnyflower

    Linnyflower ironman btw Item Team HICH Master CHAMPION

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    /player

    seems fun
     
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  4. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    lol you literally didn't even pick a class last time
    anyways you /player or /helper?

    eyoooooooooooo
    I forgot to add the list of players and helpers so lemme edit that in
     
  5. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    so are you joining?
    ________________________________
    you're gonna have to choose soon bc player slots are limited
     
  6. Enderae

    Enderae Wanderer of the Realm VIP

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    /player?
    is htis how u join?
    idk im blin
     
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  7. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    yes that's how you join
    you can also be Helper and help others fight bosses by being the system, are you interested?
     
  8. Enderae

    Enderae Wanderer of the Realm VIP

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    sorry but nah
    i'm not constantly active and my conscience is already stabbing me a whole bunch w/o worrying about being online when everyone else is
    ________________________________
    however it DOES sound like a really fun job so hmmm
     
  9. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    note that there are rewards in there as well
    but if you can't be like daily active then i wouldn't recommend it
     
  10. Enderae

    Enderae Wanderer of the Realm VIP

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    i can be daily active
     
  11. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    oh cool, then you can probably be a Helper
    Helpers also get Karma from helping other players fight and you can use Karma to buy items, so, Helpers can get rewards
     
  12. Enderae

    Enderae Wanderer of the Realm VIP

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    a y o
     
  13. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    so
    /Player or /Helper?
     
  14. HalfX

    HalfX Veni, Vidi, Vici.

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    That is why I am here!-

    /Helper; )

    Does getting 2-3 specific items + using meteor, killing many bosses in one shot mean lacking damage :o
     
  15. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    alright you're our first Helper, and I'll also make you the content team cuz why not lol
     
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  16. HalfX

    HalfX Veni, Vidi, Vici.

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    That's unexpected
     
  17. TheFrostB1te

    TheFrostB1te Potato Enjoyer

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    sounds fun
     
  18. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    yoooo cool alright don't you want to be a Helper?
    if you are daily active I would recommend u to be a helper
     
  19. TheFrostB1te

    TheFrostB1te Potato Enjoyer

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    I was thinking about it but I really have no clue how to reply to battle requests (also can't do math)
     
  20. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    lol ill inform you on it if you need them
     
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