Guild Property
Guild Spells:
- Where Is Your God Now?:
- Name: Where Is Your God Now?
Rank: H
Type: Area of Effect, Damage Over Time, Death, Holy
Duration: 10 posts
Cooldown: 2 threads
Description: A soft rumble begins deep within the ground, like the aftershocks of an earthquake trembling the plates of the earth below. Above, the skies begin to darken, as if a storm has begun to brew; thunder cracking and echoing through the clouds in the Heavens. Along the surface of the earth, cracks start to appear, piercing through and splitting apart the crust of the earth as if with a cookie cutter. As the ground splits open, the tormented screams of the souls of the damned reverberate into the air as a warning to everyone who hears them. From the Heavens, the sound of trumpets blaring roll through the atmosphere, a bellow of warning mixed with the terrorized screams. Up from the pits of Hell, a burning, hellish fire will flare, encircling every magi in the vicinity of the attack to deal damage to them. All those that are within a three-hundred (300) meter diameter will find themselves affected by the sound of the trumpets, the screams, and the heat of the flames; paralyzed for a single post. Everyone that is within a two-hundred (200) meter radius or closer will be dealt 25% of H-rank damage on the initial hit, and 25% of damage for every post up to the tenth (10th) post. Those from the 201st meter to 250 meters will find themselves being dealt 18.75% of H-rank damage and 18.75% of damage per post up to the tenth (10th) post. Anyone at the 251st meter mark to the 275th meter mark will be dealt 12.5% of H-rank damage on the first hit and 12.5% for every post up to the tenth (10th) post. Lastly, anyone from the 276th meter to 300 meters will be dealt 6.25% H-rank damage and receive 6.25% of H-rank damage up to the tenth (10th) post.
Strengths:- Damage is dealt over a set of posts, dealing an upwards of 2.5x damage for those that are trapped within the epicenter of the attack
- Everyone that is within a three-hundred (100) meter diameter will be affected by the spell no matter what their rank is
- A wide and very large range of effect, meaning anyone and anything can be instantly affected by the likes of the spell
Weaknesses:- Damage is split up depending on where a person stands, so they may not receive the 2.5x damage the spell is capable of doing
- Those who are capable of withstanding against holy or death attacks, will only receive 50% of the total intended damage of where they stand
- Armor, spell shields, or any defensive type of spell is capable of still reducing the damage that a person will receive from the spell
- It cannot affect members of Savage Skull, but any person that is allied with members of Savage Skull will be affected by it
- Movement is not at all hindered past the first post of this spell, meaning a person can move through the range of this spell to reduce or negate damage
- Magi with the ability to wield normal water type spells may reduce some of the damage that is dealt to them by extinguishing parts of the flames
- Magi that wield fire as the base element of their magic have a 50% natural resistance to the flames cast by this spell, automatically reducing damage
- Magi with the element of holy water, such as the Ocean Demon Slayer, have a natural affinity against the holy flames
- In cases where a person is able to reverse, reduce, or otherwise negate status effects, they may prevent the paralysis from happening to them
- Magi with earth as the base element of their magic naturally have a 50% resistance to the flames effect in this spell
- Damage is dealt over a set of posts, dealing an upwards of 2.5x damage for those that are trapped within the epicenter of the attack
- Conquered, We Conquer:
- Name: Conquered, We Conquer
Rank: H
Type: Area of Effect, Holy, Transformation, War
Duration: 30 posts
Cooldown: 3 threads
Description: At first, a soft sound of a war horn blaring will begin, as if sounding off in the distance before growing louder and louder over time. Either the Third Woe or the Horseman of War destined to use this spell will take on the illusioned form of the Horseman of War. They will be standing valiantly in a formation similar to a general leading their army into war, armed with what looks to be an entire army. Those around them will a see a skeletal being clad in rotted and rusted armor, wielding a war horn pressed to its bareboned mouth, creating the eerie sound. The illusioned army will neither move nor disappear, but remain in formation behind the skeletal general as they summon forth their comrades. Upon hearing this wanton call, all members of Savage Skull will momentarily hesitate in their actions, appearing to be frozen in time. Cracks will appear along their bodies and light will pierce through these cracks like the light is forcing its way through them. As quickly as the cracks have appeared, they burst into a brilliance of white, holy light that blinds their opponent for one (1) measly post. After which, the light begins to die down, only in place of where the Savage Skull member stood is now the anglicized or demonized form of said member. Their appearance is completely up to themselves, allowing a variety of looks and appearances for every member of the guild.
Transformed into their new form, Savage Skull members are revitalized in both MP and HP, being brought back to full health and mana upon entering their new form. Likewise, everyone within the guild gains a 200% pool in total for buffs, in which they can distribute across all stats.
Any stat may only have a buff percentage up to 100%, but may go over 100% if they choose to debuff another stat for more in the other. Percentages per member will appear different to others, as everyone will buff stats differently to other members of the guild. However, buffs cannot go over their maximum allowed percentages, so a member cannot get something like a 100% HP/MP regen, it would cap at 25%.
This form can only be accessed upon the Horseman of War or the Third Woe activating the spell, and all buffed stats disappear upon the spell ending.
Strengths:- Members of the guild are forced into what many would consider to be a “monster form,” of which they can choose the appearance
- For every guild member, they receive a 200% buff pool, in which they can distribute to any stat up to 100% for any stat
- Other stats can be lowered in order to increase the buff of another stat, resulting in some stats being able to go over 100%
Weaknesses:- Any stat that has a a maximum percentage it can be buffed cannot go over that max percentage no matter what
- This spell only affects those that are in Savage Skull and cannot affect anyone who is allied with a member of the guild
- All buffs have a maximum 100% pool in which the %’s can be distributed into it unless a trade off with another stat has been made
- Buffs given from this guild spell do not last forever and only last for the duration of the topic, up to thirty (30) posts
- Buffs that a player allocates the pool to may be vastly different to others that have allocated the pool in their buffs
- There will always be some sort of magi that is capable of resisting, reducing, or dealing more damage to a person, in spite of their buffs
- Coming down from the immense buffing, a person may experience grogginess, irritability, slowness in activity, et cetera (this is up to the player)
- While giving greater buff effects to the player, it does not allow for completely resistance/immunity to another element
- Reduction in any sort of buff in order to increase the buff allocation for another buff will have serious effects depending on the buff that's reduced for the other buff
- Appearances will be vastly different to each other, some being more vulnerable to certain things than others
- Members of the guild are forced into what many would consider to be a “monster form,” of which they can choose the appearance
- Feast and Famine:
- Name: Feast and Famine
Rank: H
Type: Area of Effect, Damage Over Time, Famine, Holy
Duration: 10 posts
Cooldown: 2 threads
Description: Life is withdrawn from the world around whoever activates this spell, the life force of all things living and non-player being drawn forth to the Horseman of Famine or the Third Woe. Everything within a three-hundred (300) meter diameter will wilt and die upon having its life drawn out of it and given to the user. The grass will turn brown, the trees will lose their leaves, cripple, and rot, and the flowers will lose their petals as they, too, die. All life force that is gathered from the world around them will be collected and placed inside of the Horseman of Famine or the Third Woe. Upon the life force being consumed, it will amp up to the effects of a magical attack, flaring out from the user in a three-hundred (300) meter diameter. Opponents who are locked within a two-hundred (200) meter diameter or closer to the Horseman or Third Woe will be dealt 25% damage on the initial hit. They will then receive 25% of damage over a course of nine (9) extra posts, up to the tenth (10th) post of the spell. Anyone that is within 201 meters to 250 meters will find themselves being dealt 18.75% of damage on the initial hit, and 18.75% for every post up to the tenth (10th) posts. Those that are in the 251st to 275th meter marks will receive 12.5% of damage on the first blow and 12.5% of damage for every post until the tenth (10th) post. For those that are locked in the 276th to 300th meter marks, they will receive 6.25% of damage per post up to the tenth (10th) post.
Strengths:- Everyone that is within a three-hundred (300) meter diameter of where the Third Woe or Horseman stands will receive damage
- Damage is dependent on where the opponent is located upon the spell being cast, but can cause up to 2.5x H-rank damage
- Damage is dealt over a large amount of time, causing an opponent to receive more damage than they would normally expect
Weaknesses:- Damage varies depending on where a person stands, so one person may receive more damage than another person elsewhere
- The only effect of this spell is the damage that is induced by the Horseman or Third Woe, the rest is simply cosmetic effects
- Allies that are trapped within the spell, though are not a part of Savage Skull, will find themselves affected by the spell
- In some cases, a person may freely move about the location of the spell, either reducing or completely negating damage given to them
- Steals the life force of all living things within a given area, reducing the effects of nature-type magics that allies may use
- Those that are adept in healing others will have more effectiveness during this spell than if it were not cast, healing for an extra 50% in damage
- Anyone adept in dealing with holy-based spells or magic may have a sort of resistance to the damage it deals, resisting 50% of its damage
- Necromancers, or those who handle life force with ease, may have a reduced effect against their own life force being stolen, reducing damage by 50%
- Despite their magic's ability being reduced, nature-type magic users have a 50% resistance against the life force as they may be able to repair the dead plant life, et cetera
- Death-type magi have a natural resistance to their life force being stolen, as they have an affinity with life force and the afterlife, thus having a 50% resistance
- Everyone that is within a three-hundred (300) meter diameter of where the Third Woe or Horseman stands will receive damage
- I Sense the Disease In You:
- Name: I Sense the Disease In You
Rank: H
Type: Insect, Instant, Pestilence, Holy
Duration: 20 posts
Cooldown: 2 threads
Description: The soft buzz of insect wings can be heard in the distance, slowly growing louder the closer these insects come until, at long last, they arrive. They may pass over the Horseman of Pestilence or the Third Woe without harming them, but the moment they are passed over, things begin to be destroyed. Anything that is within a three-hundred (300) meter radius will be consumed by the locusts that hoard into a group and eat anything in their wake. Those that are in the way of the locusts will each receive 25% of damage upon being struck by the locusts as they terrorize the land. Each locus carries a disease counter that the moment an opponent is cut open by a locus’ bite, will begin to receive 25% of damage up until the tenth (10th) post. Once the tenth (10th) post of damage has been received, they will no longer receive damage, but have their speed reduced by 50% until the twentieth (20th) post. Opponents who are affected by the likes of the locusts will find themselves to be a bit sluggish and tired, not really wanting to move. Their body will ache and scream at them for every action they make, hindering their ability to move efficiently and swiftly. In exchanged for the 50% speed that is taken from the opponents, each member in Savage Skull receives this 50% speed boost. It will only end and be removed from the guild member upon the spell reaching the twentieth (20th) post of its duration.
Strengths:- Everyone that is caught within a three-hundred (300) meter radius will receive 25% of damage on the first post of the spell
- Those that are affected by the spell will eventually receive a disease counter of 25% up until the tenth (10th) post of the spell
- Infected magi will receive a -50% speed for the remainder of the spell that is then given to all members of Savage Skull
Weaknesses:- Allies that are either allied with the whole guild or only allied with a member of the guild may end up infected by the spell
- By stepping away from the cloud of locusts or somehow being able to block the attack, a person may not receive any damage or will only receive a small portion
- The +50% speed only affects those that are located within the guild of Savage Skull and does not affect any magi allied with them
- Damage only lasts for a small portion of the spell and the speed debuff does not go into effect until the damage is completely finished
- Locusts are a type of bug and while fire is strong, it may be able to easily burn through patches of locusts, dealing an extra 50% in damage to them
- Water-type magic spells also have an affinity against locusts as they may cast a spell to drown the insects, dealing 50% extra damage to them
- Nature-type magi may be able to control and revert the direction of the locusts so they do not deal as much damage
- Placing up barriers from the locusts will help reduce the damage that they are capable of dealing in their line of destruction
- Does not reduce the amount of damage a person's spell can do to the locusts, rather some may be more effective against it
- Opponents that have their speed reduced may have a reversal buff that allows them extra speed, negating or reducing the debuff's effect
- Everyone that is caught within a three-hundred (300) meter radius will receive 25% of damage on the first post of the spell
- Beast of Burden:
- Guild Name: Savage Skull
Pet Type: Offensive
Pet Description: Upon entering the room that homes the Beast of Burden, one will begin to feel the sense of dread, as if something in the room is their impending doom. The Beast of Burden is a solitary beast, never appearing before a person, always watching from the shadows of the room. Glowering, red eyes blink eerily from within the shadows, but seemingly disappear if a person comes too close to them. A soft and low sound that mimics a threatening growl may be heard upon someone entering and moving into the depths of the room. Heavy breaths of a large beast moving may be felt, as the person moves deeper, upon the back of their neck, but turning around is futile. Claws will be heard scratching against the ground as the beast moves around, coming and going, but sounding as if they come from everywhere. Their skin will crawl and a person will never feel safe in the room, not even those who live with the beast in the guild.
The beast does not hunt its prey in the open, preferring to prey upon the unsuspecting victim from the shadows of the surroundings. Yet, a shrill howl may be heard echoing in the distance, signifying that there is something chasing or following them along their path. They will never see it, only feel its presence, ever-wondering here it could be and what it is planning for its next attack. An aggressive creature, the Beast of Burden is known for even attacking its own guild members and master, both tamed and untamed. If a glimpse is ever caught of the beast, a person will feel perpetual fear at the very sight of its sizely body moving around the area. It stands valiantly at a height similar to a two- or even three-story home, but is slender, menacing, and muscular all at once. A paw of the beast could easily swat away a human being, causing sever or even fatal damage to the person or animal attacked.
However, the soft sound of rattling chains can be hear as the beast moves, as if it is always chained and on a leash. It does not have any fur, the only protection it has is the black, leathery skin on its back, matching the feel and toughness of a dragon’s hide. Armor rattles against its body, the only added protection that the beast as than the skin that tightly covers its body. Sharp and piercing spikes rest precariously on its tail, dragging eerily along the ground, too heavy for the beast to lift up all the time. This scraping sound can be heard on flooring of either stone, marble, or otherwise as a spine-chilling sound that would easily drive anyone insane. Saliva drips grossly down its maw, pooling to the ground in large puddles, as if it is always salivating at delicious-looking food. Gnarled, yellowed teeth can be seen from a grotesque smile, sharp and nightmarish in appearance, but strong enough to pierce through metal, like a shark.
Pet Physical Appearance:
Pet Abilities:Guild Miscellaneous:- Know Thy Sins:
- Name: Know Thy Sins
Rank: S
Type: Area of Effect, Damage Over Time, Holy, Offensive
Duration: 9 posts
Cooldown: 10 posts
Description: A wispy and shadow-like aura envelops the Beast of Burden until the shadows begin to outstretch in all possible directions around it. The shadows come in waves, reaching out in varying meters of twenty-five (25) at the start, fifty (50) meters on the second go, seventy-five (75) meters on the third go, and one-hundred (100) meters on the fourth go. These waves repeatedly extend themselves outward over the duration of the ability, until everyone in a one-hundred (100) meter diameter has received all possible damage. To the people surrounding the Beast of Burden, they will see these waves of shadows as ripples along the ground from the place the beast stands. Anyone who is caught in the twenty-five meter diameter will receive 50% of S-rank damage on the initial hit and 25% for every pulsation after until the ability’s duration ends. Those who are within fifty (50) meters of the shadows will receive 37.5% of S-rank damage on the initial blow and 18.75% on every pulse after. People at the seventy-five (75) meter mark will only receive 25% of S-rank damage on the first strike and 12.5% of S-rank damage for every pulsation after. At the one-hundred (100) meter mark, all physically possible entities receive 12.5% of S-rank damage and only 6.25% for every pulsation thereafter. Damage then equates to 2.5x at epicenter, 1.875x at fifty (50) meters, 1.25x at the seventy-five (75) meter mark, and .625x S-rank damage at one-hundred (100) meters.
Strengths:- Damage that is dealt to a player varies, but everyone that is located within one-hundred (100) meters of where the Beast of Burden stands will receive damage regardless
- The spell is an agonizingly painful experience, in which those affected by the ability will find themselves reliving their sins
- While there are no exact side effects to the ability, it has a wide enough range to affect a large amount of people in one area
Weaknesses:- Despite affecting a large range of people in a given area, the ability has an array of damage output that is reduced the farther a person is away
- As the ability deals quite a lot of damage without any buffs or outside help, there are also no side effects to the ability
- The ability, in itself, can be seen by the naked eye as a continuous wave of shadows that affect a given area, allowing people to easily avoid it
- Since the shadows are Holy, only Demon Slayers are capable of consuming the effects of the ability and entirely negating it
- Damage that is dealt to a player varies, but everyone that is located within one-hundred (100) meters of where the Beast of Burden stands will receive damage regardless
- Redemption:
- Name: Redemption
Rank: S
Type: Area of Effect, Damage Over Time, Holy, Offensive
Duration: 9 posts
Cooldown: 10 posts
Description: Gathering at the maw of the Beast of Burden comes a piercing light, a small spherical shape that grows in size over a set duration. On the first post, the Beast of Burden draws from within its surroundings the light that has gathered, warping in toward its mouth like that of Slayer consuming their element. The more the light is gathered, the larger the sphere becomes, growing and growing over the next four (4) posts until the sphere fires off. Upon the sphere bursting into an array of white light, all those that are caught within a one-hundred (100) meter diameter receive damage. At the twenty-five (25) meter mark and closer, opponents will receive 50% of S-rank damage on the first strike, and 50% for every post after. Those that are at the fifty (50) meter mark receive 37.5% of S-rank damage, with a continuous 37.5% for the next four (4) posts. Anyone at the seventy-five (75) meter distance receive 25% of the initial S-rank damage, with 25% of damage being received in the remaining posts. All those who are at the one-hundred meter mark receive 12.5% of S-rank damage on the first strike, and 12.% for every post after.
Strengths:- In spite of the damage varying on where a person stands within the range of the Beast of Burden, those caught in it, all receive damage
- The blast of light has a large range of attack, allowing for a surmount of people to be affected in one go rather than only a few
- Damage is dealt over a course of a few posts, with the charge-up allowing for the damage to be dealt more in one go
Weaknesses:- Everyone is affected by the ability, this means that even those that are allied with the Beast of Burden can be injured by the light
- As this light is holy and an element, Demon Slayers of the same element are capable of consuming it and negating the effects
- Due to the large amount of damage that the ability deals, there are no other side effects other than pure damage occurring
- Being a holy ability, this ability also receives more damage from its opposite element or can be entirely negated by it
- In spite of the damage varying on where a person stands within the range of the Beast of Burden, those caught in it, all receive damage
- Salvation:
- Name: Salvation
Rank: S
Type: Area of Effect, Damage Over Time, Holy, Offensive
Duration: 9 posts
Cooldown: 10 posts
Description: The ground begins to rumble and shake, the skies begin to cloud over and darken, as if a massive storm has started to brew in the Heavens above. A sense of dread fills all of those within a one-hundred (100) meter diameter that are equal to or lower in rank to the ability. At the center of the turmoil is the Beast of Burden, its head stretched upward to the sky, its jaw cracked apart in a howl-like form. From the maw of the beast comes a mist-like substance of light, engulfing the entire area around the beast until no one of equal to or lower in rank to the ability can see. It remains like this for a single post, until a deafening boom echoes from the skies and the light washes out at a rate of one-hundred meters per second (100 m/s), the force strong enough to stun everyone of equal to or lower in rank to the ability for one (1) post. All of those in the area of twenty-five (25) meters from the beast or closer receive 50% of S-rank damage on the first post, and 25% of S-rank damage for every post after. People at the fifty (50) meter mark receive 37.5% of S-rank damage on the initial blow, with 18.75% for every post after the first Those at the seventy-five (75) meter mark receive 25% of S-rank damage on the first blow and 12.5% for every post thereafter. For those at the one-hundred (100) meter mark, receive 12.5% of S-rank damage on the initial hit and 6.25% for every post after the initial.
Strengths:- Damage is varied dependent on where the person stands, but everyone in the range of the Beast of Burden receive some kind of damage
- At the beginning of the ability, all those of equal to or lower in rank to the ability receive a blind that lasts for one (1) post
- On the second post of the ability, those equal to or lower in rank to the ability receive a stun that lasts for one (1) post
Weaknesses:- All those who are within one-hundred (100) meters of the Beast of Burden find themselves affected by the ability, including allies
- As the ability is made from Holy Light, Demon Slayers of the same element are capable of consuming and negating its effects
- Since the Beast of Burden is the epicenter of the attack, it will always receive 50% of the damage the ability is capable of dealing at the epicenter
- Because the Beast of Burden is the epicenter of the attack, it will also receive both the blind and the stun on each post they occur
- Damage is varied dependent on where the person stands, but everyone in the range of the Beast of Burden receive some kind of damage
- Tactical Supply Trains:
- Name: Tactical Supply Train 1
Description: This allows the player to begin any topic with 3x Smoke Balls This negates the need to constantly re-purchase them.
Name: Tactical Supply Train 2
Description: This allows the player to begin any topic with 4x Flashers. This negates the need to constantly re-purchase them.
Name: Tactical Supply Train 3
Description: This allows the player to begin any topic with 2x Shock Wave Bombs. This negates the need to constantly re-purchase them.
Tacticals are consumed upon use
If used in PvP the effects of Flasher and Shock Wave Bomb will only affect opponents up to 1 rank above the user
Players may only own up to 4 Flashers at a time
Players may only own up to 2 Shock Wave Bombs at a time
Players may own 6 Smoke Balls
- Explosive Lacrima Supply Trains:
- Name: Explosive Lacrima Supply Train
Description: After purchasing this, the player will receive a constant supply of Explosive Lacrima. S/he will begin each thread with a full stock (6) Explosive Lacrima that deals damage equal to their rank. If the player is D Rank, they will be supplied with C Rank Explosive Lacrima. This bundle does not supply the player with Charges, and the power of the Explosives supplied caps out at "Powerful Explosive Lacrima," which deals A Rank damage.
Name: Explosive Charge Supply Train
Description: After purchasing this, the player will receive a constant supply of Explosive Charge Lacrima. S/he will begin each thread with a full stock (2) Explosive Charge Lacrima that deals damage equal to 1.5x their rank. If the player is D Rank, they will be supplied with C Rank Explosive Charge Lacrima. This bundle does not supply the player with Charges, and the power of the Explosives supplied caps out at "Powerful Explosive Charge Lacrima," which deals A Rank damage.
Name: Variable Upgrade
Description: Explosive Lacrima, and Explosive Charge Lacrima Supply Trains you purchase will all become a Variable Explosive Lacrima or Variable Explosive Charge Lacrima. What this means is, each Explosive you use will have a knob that you can turn to select the element of the explosion it causes. Available Elements are: Non-Elemental, Light, Dark, Lightning, Fire, Ice, Water, and Sky, each having a different side effect. Explosives from the "Supply Train" are also upgraded to Variable Explosion Lacrima, or Variable Explosion Charge Lacrima depending on which the player owns. If the player owns both, the upgrade applies to both.
Players may not own more than 6 total non-charges, and no more than 2 charged at one time.Element Effect Non-Elemental The basic lacrima setting Light Prevents respawning of dark creatures,
also heals the user for 5% of their max HPDark Prevents respawning of light creatures, also
deals +20 damage upon exploding to those
caught in the explosionLightning Arcs outward with a chain lightning effect and goes an extra 10 meters. Harder to dodge due to speed of lightning. Fire Deals an additional 10HP damage per post
for 5 posts. This cannot occur under water.Ice Chills the skin of the opponent and causes
them to take move 25% slower. Does not work on fire element
opponents.Water Has a chance to knock back affected opponents. Sky Negates speed buffs and alternate forms of transportation. All affected may only walk for the next two posts.
- Mana Crystal Supply Train:
- Name: Mana Crystal Supply Train
Description: Players who purchase this will automatically be restocked with Mana Crystals (5x) at the start of each topic. The crystal the player is given is dependent on the bundle s/he purchases. Players may only own 1 Mana Crystal Supply Train.
Mana Crystals are essentially lacrima that are pre-filled with MP
All Mana Crystals are spherical in shape, the sizes provided are the diameter of the sphere
Players may consume 3 mana crystals before they stop giving MP back.
- Mage Vials:
- Name: Caravan of Knowledge Recipe
Description: Knowledge seekers, pursuers of all that is unknown will teach you the secret to bottling magic power... for a price. Depending on how much you pay, they will be willing to teach you their technique. Learning this recipe permits the player to start all topics with 5x vials, the type of vial is dependent on what recipe you learned without having to re-purchase the potion. Those who purchase the Master Mage's Flask recipe will start their threads with 2x Master Mage's Flasks instead of 5 (for safety purposes).
Players may consume 3 doses of any magic potion with no negative effects
Consuming multiple Magic Potions at once does not increase the rate of MP regen, but increases the amount of posts MP is regenerated for. EX: Consume 2x Novice Vials: +1% MP regen for 10 posts.
The MP regen of potions will also stack with natural MP Regen.
If an MP potion of differing strengths is consumed, the effects will occur separately for their respective durations.
Example: I have 2 posts left on my Novice Vial, and I drink a Strong Novice Vial. I will then regen 3% MP for 2 posts, and 2% MP for 3 posts after that. Or I drink a Novice vial, and a Master Mage's Vial at the same time, I will regen 6% MP for 3 posts
- Spoiler:
- Chamber of Horrors (L1: Room):
Not many are aware of this room's existence, but only those of the guild, itself, are able to know where it is and how to get in. This room is neither a stagnated or dull place, rather it is a never-ending room, in which its appearance is ever-changing for those who enter it. It is a room that was designed for the bettering of the guild members, where they can train and power themselves up, prepare for war. Here is also where the Third Woe or any of the Four Horsemen are allowed to proctor exams and otherwise test members of the guild. However, it is not a requirement that members of the guild use this room, though instead it is useful for passing time. Remember that upon one entering the room, it may not always look the same for someone who follows in after them. The chamber was designed to confuse and challenge the members of the guild to see just how strong and resilient they are.- Spoiler:
A rather strange name for such a ghastly guild as is, but this oddly named room is considered to be the "throne room" of the crypt. Here is where the members of the guild can find the Third Woe, and where the Four Horsemen and the Third Woe converse guild plans. It's a large room that consists of endless amounts of Corinthian pillars with a small mount in the center where a thrown resides. Anyone is allowed to access this room, not just the members of the guild, but also visitors of the guild as well. However, this room is set up with a surmount of traps, all of which are random and one must bypass in order to reach the throne. In this room is also where the guild members can locate the guild pet, forever hiding in the shadows of the pillars and throne. Careful upon entering this room, as it is only for the Four Horsemen and the Third Woe that the traps do not trigger and the guild pet does not attack.- Spoiler:
Found harboring in the depths of the town of Darkwell is a cryptic and chilling graveyard the undead and nightly creatures wander in. Designed for those to grieve the loss of their loved ones or to remember those who have passed away, it is not a safe place to be alone. Various creatures of the night roam this area, from the cliché zombie with outstretched arms to the blood-sucking vampire who's afraid of day. An almost endless and eternal fog continuously hovers this land, forever hiding away sight of the ground below one's feet. In spite of the dark matters that undergo in the graveyard, this small section of Darkwell's town is the true location in which Savage Skull resides. Here is where the towering crypt of the guild can be seen, looming in the distance like a castle over a city of buildings. Constant moans and groans always fill the air, a deterrent for those who attempt to break into the crypt of Savage Skull.- Spoiler:
Located on the outskirts of Spooky Forest is a strange and awfully silent town, so quiet it's rumored to be a ghost town by those in Fiore. However, life does blossom here, in the form of wanton magi and criminals who could find no place to harbor under safe eyes. The town is a rustic and rather old village, many of the buildings being rundown or simply in ruins from lack of attention. Trees and bushes are often seen as dead and rotting, the grass always an ugly brown and crisp beneath one's boots. While quiet and more haunting in appearance than any other place, the occasional flicker of a figure can be seen out of the corner of one's eye. Careful wandering here, though, as despite the estranged and ghastly look of the town, here is where monsters live beneath beds. Here is where the fabled guild of Savage Skull resides, hiding in the shadows, waiting for the right moment to strike.- Spoiler: