Just a heads up, this is a long post!
Sage Class Quests
Location: Talk to Sage Uldor to begin. The actual training takes place on and around a mountain.
Class Trainer: Sage Uldor.
Requirements: Training in the Scholar and Mage classes.
What Is A Sage?: The ancient wise men on the mountain, those wizened grandmothers watching over their kin with mysterious remedies and curses... The studious recluse in the tall tower, with visions of the future- all these are part of the Sage tradition. Though there are many paths, a sage is one who makes use of the magical gifts of the world around them. Through careful study and meditation, they come to a deep understanding of their surroundings- and how to work the world around them to their benefit.
Villain: The Resurrector, a mysterious sage who uses unknown methods to bring ancient creatures back to life. They speak to the player as a teacher might to a young student, and indeed, are knowledgeable in numerous fields of magical study. When pressed into action, they are cold and efficient, and dislike their time being wasted. They have a habit of never directly revealing their plans, even when disadvantaged or caught in the act. Though none of this is revealed during class quests, they are: a tall woman who has aged gracefully, with only a few wrinkles and graying hair, immensely intelligent and otherwise honorable despite their plans.
Sage Uldor tasks the player with catching a Demon Cat with magic, making it out to be a fearsome enemy. The player doesn’t believe that for a second, and heads off to find the cat. After a few battles the cat ambushes them with a fight. After a couple more battles the player spots an area with the cat in it. This begins a target practice-like mini game: the cat scurries around, hiding behind objects for a moment. Clicking on the cat sends a ball of magic that turns into chains on contact; after a moment the cat escapes and continues running around. If the player clicks on a bush/etc. with the cat behind it, it flashes out and the Binding animation of the Sage armor plays, holding the Demon Cat fast. Afterwards, Sage Uldor explains a bit about the process of using your magic to animate nature.
Sage Uldor “trains the player in fine-tuning their magical senses”. This consists of several stat rolls where the player takes damage if they fail. Upon succeeding, the player sees Sage Uldor using Mental Energy against them. He explains a bit about using already existing elements to empower magic, and then send the player off to train for a few battles.
For the third task, Sage Uldor tasks the player with talking to the Demon Cat they caught in the first quest. This begins a series of stat rolls, with an easier roll after passing(like the Hedge Maze); upon succeeding, Sage Uldor brings out a creature or object of “even lower intelligence” than the last. The last object is a rock, and the player finally learns to listen to it, finding it to be quite eloquent. It tells of a powerful Sage working deep under the mountain who is warping nature in bizarre ways. Sage Uldor and the player begin to make plans.
Sage Uldor explains about using the latent magic in the surroundings for camouflage, and sends them off to observe the nearby mountain. The player senses a series of creatures passing by, and has a stat roll for each one; upon failing, the player battles that monster and tries the roll again. Upon passing the creature stat rolls, the player sees a tall figure dressed in Sage’s Mantle passing by. This triggers the highest passable stat roll; on failing, the player has a face-to-back conversation with the stranger. They express a desire to not waste time with a novice, and the player gets an instant death zap of magic that sends them back to Sage Uldor. On passing the roll, the figure stops, and notices the player anyways. They are amused a novice is trying to stop them, and says this is all the player will see. The player gets an instant death zap of magic, and returns to Sage Uldor to tell him of the mysterious Sage.
Sage Uldor talks to the player about how a Sage’s wisdom comes from being one with the magic of their surroundings. The player has a few training battles, and then goes off to observe the mysterious Sage again. They note the area’s magic feels like the last days of Winter, and then witness a Prehistoric Behemoth(it has legs, unlike the current one) rising up from the ground. The monster speaks to the player, and is very confused but knows somehow the player is an enemy. Upon defeating the Prehistoric Behemoth, the mysterious Sage appears, and decides to introduce theirself. They say they’re known as The Resurrector, and that their goal is a noble one, and the player does not need to make themselves a problem. The player asks what The Resurrector’s goal is, and is told they can only know if they join them. On picking join, The Resurrector makes a scathing remark about the player’s intelligence and loyalty, and vanishes(no jump scar or anything). On refusing the offer, The Resurrector expresses approval of the player’s loyalty, and gives them an instant death zap of magic that sends them back to Sage Uldor.
Sage Uldor explains to the player of not only harmonizing with the magic of the surroundings, but merging physical qualities as well, and how this can be the basis of many remedies. He then sends the player off to use this remedy to treat a nearby village that was overrun by monsters and flora. The player talks to the sudden forest that overtook the village, and finds it is happy to grow where it once took root. After being healed, the villagers talk of terrifying beasts from fairy tales; giant monsters, and feral animals. The player asks the local wildlife about it, and is directed to the heart of the nearby forest, fighting a few battles along the way. At their destination they find Prehistoric Behemoth footprints, and decide to return to Sage Uldor.
Sage Uldor talks about the recluses and scholars and the stories of how they could live off a drop of dew for a month. The player hopes to eat more than once a month, and Sage Uldor explains of how it was by restructuring the nature of the magic around them. The player has a training battle against Uldor, and is unable to use any health or mana potions during it. Then the players is sent off on a training trip, still unable to use any potions during the battles. Deep in the forest the player notes a strong feeling of Spring in the area’s magic, and listens to a tree that tells them of how it misses the small humans that would laugh and rest in its branches as they climbed it. The player resolves to stop The Resurrector, and returns to Sage Uldor.
Warning the player of the dangers of the next lesson, Sage Uldor begins to tell the player of ley lines, and how to tap into them. During the lesson, the player senses what they think is a line and attempt to use it. This brings up a stat roll to avoid a landslide, and if they fail the player takes damage. They deduce The Resurrector was behind the landslide, and that they may be able to break into their stronghold by harnessing the power of a ley line. This brings up a few stat rolls for the player attempting to control the new ability, taking damage if they fail. After passing the rolls, the player is eager to confront The Resurrector, but Sage Uldor tells them of what he sensed during the player’s first attempt at tapping into a ley line, and that there is still more they have to learn.
Sage Uldor then warns the player of what they will soon learn- seeing into the future. He talks of how like ley lines, the Ethereal Realm converges with Lore in some spots, and how sages use these places to align the magic of Lore and the Ethereal Realm to see into the future. Sage Uldor again warns the player of the difficulty of this, and that the player may not have full control of their visions while inside a convergence. Sage Uldor says the nearest convergence is the one inside the mountain The Resurrector is using, but that the player may be able to access it while on the peak. After reaching the summit there are some hard stat rolls to successfully see into the future; on failing one, the player faces a monster that snuck up on them while they were concentrating. Passing the last stat roll brings a scene sweeping over the landscape, forest and ancient monsters in familiar places, and at the end The Resurrector appears standing at the edge of a cliff; without turning around they address the player, complementing their progress in training. They speak of the methods and people they thought were the answer to their quest, and then tells the player that they are not the answer either, forcing them out of the vision. Now aware of the scope of The Resurrector’s plans, the player prepares to finish their training.
Sage Uldor speaks of World Sculpting, and how it is the culmination of everything the player has learned so far. The player reminds Sage Uldor of catching the Demon Cat and talking to a rock, but he continues speaking on the traditions of World Sculpting as if the player hadn’t interrupted him. He mentions how rare it is for a Sage to be learned in so many areas, and that soon the player will have all the tools they need to stop The Resurrector. The player fights training battles, and then has a hard stat roll to see if they’ve mastered the ability. They go back to training after failing, but on passing, they create a small pool in the training area.
Now ready, the player opens up the mountain, and heads in to confront The Resurrector, facing a few monsters on the way. The Resurrector is surprised the player was able to reach them in their stronghold, but say this will be as far as they go. They use the instant death zap of magic again, but the player survives with 1 HP, and talks to The Resurrector about meddling in nature and upsetting its balance. The Resurrector says they pity the player for their limited vision, and that one so young couldn’t understand. They attempt to turn the ground under the player into lava, but the player is able to keep it as mountain. The player then battles The Resurrector, and afterwards, they appear relatively unharmed. They express delight in finally being challenged, and offer the player a more difficult battle. If successful, The Resurrector is still whole, and offers the player the instant death zap spell(Anima Shock) as a reward, saying they don’t want the player to be unprepared when they next meet; they then vanish. If the player loses the battle, The Resurrector warns they have lost their tolerance for them, and that their shortsightedness will only make their path as a Sage more difficult. They then vanish, and the mountain begins to crumble down around the player. Afterwards, Sage Uldor tasks the player with using their knowledge as a Sage to protect the world, guarding it and keeping it in balance.
APPEARANCE: A light brown robe cinched with a wide, dark leather belt. Over it is worn a woolen sage green cloak with a hood(removable) and a heavy fur mantle of a dark brown. While Harmonize is toggled, the hood and cloak beneath the mantle take on the characteristics of the current element: blue and subtly rippling for Water, thorny vines growing along the hems for Earth, becoming a dark gray with slowly shifting shadows for Darkness, a shimmering, bright golden white for Light, an angry, boiling orange-red for Fire, a pale light blue that quietly emanates frost for Ice, a churning grey that sparks with electricity for Energy, and a dull silver that blows around in a soft breeze for Wind. The attack is the player thrusting their weapon forwards, unleashing a pulse of magical energy. ( appearance idea)
Binding is a spiraling tendril of energy that sprouts out of the ground and wraps around the monster, then shrinks back down and tightens around it. For Camouflage, the armor fades in and out, before becoming almost completely transparent for the duration. For Panacea, the player takes a vial from inside the cloak and drinks, glowing a soft, dark green for a moment. For Ley Tap, the player glows a bright neon blue, the light spreading out from them into a tall column; the damage from the effect is dealt with a quick burst of sparkles of the same blue. For Future Sight, the monster’s side of the screen dims, and transparent and indistinct shapes and lines swim around it for a moment before the screen brightens.
For the Animate feature of World Sculpt, the Earth element attack is a fist of vines and boulders growing out of the ground and then hammering down on the monster; a mighty wave of water with a frothing crest surging forwards and crashing through the opponent for Water, indistinct shadows full of eyes and teeth fading in and attacking the monster from all sides for Darkness; a beam of dazzling pale gold light drilling through the monster, the screen gradually brightening over time for Light; flames sweeping along the bottom of the screen and filling it before twisting up into a large pillar of flame for Fire; mist flows along the bottom of the screen, and spikes of pale blue ice lance out from the monster, the size of the cluster growing with each spike and then shattering for Ice; a storm cloud approaching from the player’s left that darkens the screen, bursting with rain and scouring the monster with violent blasts of lightning for Energy; and a fierce tornado touching down and moving back and forth across the monster before exiting the screen behind them for Wind.
The Forge option of World Sculpt changes the battle background to one associated with the chosen element: a volcano for Fire, a beach for Water, etc.
STATS: The Sage’s Mantle has even resistances, and a heavy focus on its Magic Defense, and has a Mid-Defensive damage lean. Its defenses and resistances scale with the player’s level and class level. The player takes (5+Sage lv. divided by 2)% less Magic damage if their class title is Sage.
(1)Binding is a Magic Weapon Element skill that deals reduced damage in order to inflict Panic on the monster. The monster receives a penalty to the save if it and the background are of the same element. (2)Synthesis is a passive skill that increases the power and reduces the cost of the player’s spell if it and the background have matching elements, the effect increasing while Harmonize is toggled on. (3)Hidden Lore is an SP Toggle skill that increases the player’s Intellect and Magic Defense, scaling directly with their Sage level for the defense and 5xSage Lv. for the INT.
(4)Camouflage is a Quick-Cast Mana Shield that defends against the background’s element. Its interaction with Harmonize is overflow damage being increased, but of the same element the shield defends against while Harmonize is toggled on.
(5)Harmonize is a free Toggle skill(remains on between battles, but not after changing armors) that changes the armor’s primary resistance to match the background element; it follows the Elemental Wheel and has a good primary and allied resistances, but lower than normal Poorly Related and Opposing resistances.
(6)Panacea is an SP Toggle skill that gives the player a bonus to saves against all hostile status effects, modified by their level and Sage level, and also gives 5xSage Lv. Endurance. (7)Sage Renewal is a free toggle skill that has options to restore either HP, MP, or SP at the end of the player’s turn, based on their level, Sage level, and damage dealt.
(8)Ley Tap is a free toggle skill that restores a large amount of Mana to both the player and monster at the beginning of each turn(and on activation, but can only restore mana once a turn), modified by their level and Sage level. If an MP bar is full, any overflow healing is dealt as Harm damage to its owner, and this effect is capable of killing them.
(9)Future Sight is a spell that takes a turn and attempts to give the player BtH, an MRM increase, and an Element Shield of the monster’s base element for a couple turns; the monster can save against this effect, and if it does, nothing happens on the player’s turn.
(10)World Sculpt is a spell that comes with two options: Animate, and Forge. Animate is an accurate damaging spell of the same element as the background that costs MP, and it receives a bonus to damage and costs SP while Harmonize is toggled on. The Forge option changes the background to one associated with any of the 8 standard elements, which the player can choose; it costs MP normally, but instead costs HP while Harmonize is toggled on.
DESCRIPTION: This robe and cloak are worn by those known as Sages! Wear them to learn mystic abilities such as Harmonize, Future Sight, and World Sculpt. (Frog, snake, and slug suits not included)
Appearance: A tall staff made of a brown wood with a cloth grip in the middle, with the top curling in on itself. From the top comes a wave of feathers, and when the weapon is triggered they change to be a color related to the current element. ( appearance idea)
Stats: A Magic Earth staff. The special rate is 20% and is three hits, and its power is split 50% on restoring the player’s mana, 25% on reducing the cost of their next spell, and 25% on increasing the power of their next spell. When the player is a Sage, its element will change to match the background’s element(or stay Earth, if it doesn’t have one).
Description: The embodiment of a Sage’s power, this staff lets your magic paint with all the wind’s colors, and can call on nature to heal your mana and make your next spell more powerful and efficient! It also provides decent cover in deserts.
Appearance: A palm-sized dark ceramic bowl with three short legs. Inside it is a clump of dried sage, and smoke rises up from the bowl. ( appearance idea)
Stats: A misc. item that gives a max boost to Intellect, and increases the BtH of the player’s Magic attacks and spells. If the player is a Sage, it also provides resistance to the background’s element.
Description: This incense’s scent calms and expands your mind, boosting your intellect and the accuracy of your magic. For Sages, it also lets you become more in tune with nature.
Appearance: A quick arc of energy that compacts into an arrow shape, then an arrow head shape, flaring out into a shockwave with a bright flash. ( appearance idea).
Stats: A max accuracy lean spell that deals damage of the monster's base element(8 standard only), dealing damage based on the monster's base HP and attempting to inflict Fragile. The spell has a master craft effect of increased Endurance loss when it inflicts Fragile
Description: This spell strikes at the very core of your foe's being, disrupting the forces their body and spirit rely on and leaving them severely weakened!
< Message edited by Uskius -- 6/18/2017 16:55:57 >