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Synopsis

Chapter 1 - Miscellaneous Info.

## Prologue

Might and Magic is a famous VRMMORPG game which can be played by diving into 'capsules' ; a machine that lets you dive into virtual reality worlds. It is a rpg game that lets you do almost anything you want to do in the real world. An alternate reality for rpg game lovers who play games 24/7. The game consists of 9 class/roles for each player that wants to play the game.

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Fighter.

The Fighter is usually the most physically strong of all the character class. Fighters specializes in melee attacks, whether with weapons or with brute strength.  This class generally has the best armor, and is the most skilled with the largest weapons. High HP, attack, and defense scores are ausually the characteristics of the Fighter class. This class is usually utilized by players who favor straightforward brawls and 1v1s againts other players. Most PKers hate this class because of their high hp and defense and also because Pkers choose the Mage/Assassin class which is usually countered by Fighters.

Subclasses of the Fighter class are Paladins/ Knights, which are just like the Fighter, except for few diverse buffs and are generally on the law abiding side. Paladins and Knights are usually on the side of good, and are a good choice for the players who value justice and the law over all. 

Assassin/Ninja.

The Assassin class forgoes raw strength in favor of a more subtle approach. Assassins generally have higher skill sets in terms of stealth, sneaking, and smaller, quicker weapons. Assassins are also usually the best thieves of any class, and have no trouble finding places to hide. This makes them the deadliest overall the other class. Assasssins usually have high physcical stats, and the shortest of weapons.

The Ninja class also usually begins with low defensive stats, but offset that by being highly skilled in picking locks, sneak attacks, and agility. The Assassin class is often chosen by players who prefer a more cautious, yet chaotic, style of gameplay. Or just someone who doesn't like being seen while committing the wide array of felonies that rpg games provide. Or just someone who wants to be proud of being called a Ninja.

m Subclasses for the Assassin/Ninja class are Monks who typically specializes in martial arts over other skill sets. Monks usually use a naginata, a guan dao, or a glaive. Samurais are also considered a subclass for Assassins. The only difference is that Samurais have their own practiced sword styles, which can be advantageous in various situations depending on the sword styles the Samurai uses. And, Samurais sound much cooler. :D

Mage/Wizard.

Mages possess the highest magic power among the rest of the classes. Mages are usually typified by their lack of traditional arms, foregoing steel in favor of elemental magic attributes.

Fire, water, earth, and wind are the four basic elements mages starts with. There are also certain instances where mages may acquire rare attributes such as ice, lightning, sound, and gravity.

Subclasses for the Mage are varied and diverse, including Clerics/Priests/Enchanters, Necromancers/Shadowknights, Summoners, and Blue Mage/Jack-of-all-Trades which are also considered as main classes. They are only subclasses due to the fact that all of them are magic based classes and that they can also be considered as mages.

Archer/Hunter/Ranger

Marksman; as moba players call them. Archers are skilled long ranged shooters which mostly relies on Fighters/ Knights to 'tank' them while they 'free hit' from afar. Some Archers also has stealth skills and weapon buffs to make each of their attacks deadlier. While Archers are most reliant on their incredible long-range skill to inflict damage, they can also be useful at close range, as most have some skill with short-range weapons.

Berserker.

The Berserker class favors might above all else, including safety. In lore across many universes, Berserkers exists as a behemoth that employs focused rage as a method of delivering devastating blows. To use this rag effectively, they've usually undergone some extensive battle training or are ridiculously experienced in war. Descending from Norse mythology, the Berserker was rumored to be able to shapeshift into a bear at-will to defeat its enemies. They were respected, but also appropriately feared. Most other classes put this class in a glass-cannon position. What that means, is that the Berserker is designed to get up close, quickly, and deal as much insane burst damage as possible with moderate sustained damage in between. They're often seen on the front lines with their fighter cousins.

Unfortunately for the Berserker, they are often clad in leather/mail armor suiting a squishier class type. Their HP growth stats are often much higher to compensate for the necessity of close range, but weakness of armor class. Always near the top of the damage charts for melee classes, the Berserker excels in supporting a main tank in burning a single target. Some iterations of the Berserker have tremendous wave/add clear or specialize in striking an entire row of enemies. Think Hulk Hogan tearing off his shirt and soaring through the air majestically, only to land with a thud on some other guy we don't care about.(R.I.P.) That's a Berserker.

Cleric/Priest/Enchanter.

The Clerics (mostly called as Enchanters) class doesn't get anywhere near the recognition it deserves. The type of player that picks and levels a Cleric type is the very definition of morally sound. These people should be worshipped as gods by all of the lesser DPS types. While technically a subclass of mage, they are critical to a diverse parties.

Most players who chose the Cleric class build them as healers. This was always an issue because Cleric specialize buffing, de-buffing, cleansing, crowd control, and mesmerize (a form of long term mob group control). Often, the decision between healing and buffing was fight altering. Enchanters are actually the 2nd man of the main dps in a party, altho tanks and healers mostly get the credits, Enchanters are the one who buffs and debuffs the party in order to fight in best conditions.

Necromancer/ShadowKnights.

This subclass, descending from a mage and warrior respectively, is dedicated to the blight and death arts. Necromancers excel at spreading disease and debuffs, while also contributing respectable DPS numbers. Necromancers often rely on similar stats to mages and deal damage from roughly the same distances. They use spells of plague, disease, and posions to apply DoT (damage over time) and supplement the burst damage in the team. They also typically have a host of minions and undead to reanimate as servants. This helps them maintain their own aggro and add some extra DPS to the team. Shadowknights, by contrast, often revel in trading plague strikes with their enemies up close. Like Paladins, they can serve as off-tanks and offer a mixed damage type to better serve enemies with heavy resistances. In some games, they sit in similar positions as Necromancers when it comes to reanimating allies. In these cases, it's important to note that the reanimated allies from a Shadowknight generally aren't full-sized pets, but rather an assortment of minions. When picturing what one of these people might look like, it's important to understand that they're killing all your friends and literally raising them back to beat you to death. They have no shame. They rejoice in the despair of you facing your own teammates.

Summoner.

Summoners, being a subclass of Mages, are also a magic type class which consumes tremendous amount of mana to summon mythical/legendary beasts. Among all the other classes, Summoners are probably considered the most annoying. They just summon monsters everywhere while they go into hiding. Summoners have rankings, of which they can summon high tier mana beasts or mythical creatures. For instance, you have to be a level 240+ in order to be able to summon mythical creatures. You also must have immense amount of mana to successfully summon it. There are some moments when mana depletion caused character death. (Say, if these principles applied to real life mana depletion would cause death.) xd

Dragoon/Lancer.

This class goes back almost as far as the world's creation. (the game's world.) The Dragoon/Lancer, is a class that specializes in using pole-type arms. They're often associated with dragons, hence the name, whether slaying or riding. They are unique because usually they are tremendously overpowered. Equipped with sturdy, heavy armor and incredible base/growth stats, they can serve as a primary tank, primary DPS, and offer elemental attacks. Generally, they come with some form of stat debuff in their kit as well, though it usually gets outclassed by the mid game.

Dragoons and Lancers, in addition to the standard class equipment and kits, have a unique skill set that pertain to the individual game world. Having the Dragon's Spirit reside within the character, these insane buff allows them to output magic spells with the same attribute of the Dragon's Spirit they possess.

There are also players who got high enough level to be able to summon a Dragon itself! Which then wreak havoc among the battlefield able to turn the tides of war. (lol it's even stronger than the mc itself -,-)

Blue Mage/ Jack-of-all-Trades

The Blue Mage/Jack-of-all-Trades has no well-defined parameters. From every game class which have them,, they have different base stats, growth stats, and weapon/armor proficiencies. In many cases, they can learn their way into any role. Blue Mages aren't really mages, rather, they have the unique ability to learn the abilities of other allies/enemies. For example, let's assume a General type monster in a certain area has the skill 'Incite' which in these game, encourages all the other monsters around within a few radius. Now, imagine learning that ability by performing a certain action on that monster. The Blue Mage character can now use 'Incite' to buff his allies. That's how they build their combat profile.

Jack-of-all-Trades types instead can simply learn a wide variety of skills/abilities and be proficient with any weapon type. These characters often do higher-than-average damage and offer a wide diversification profile to your list of party members. They are versatile mages which can learn nearly all of the normal type spells/magic. If their level is high enough, they can also manage mid tier to high tier magic. The only exceptions are class specialties, although considered magic, such specialties can only be done by appropriate class. (e.g. the 'Reanimate' skill of Shadowknights which can only be performed by them.)

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The probably most amazing context of this game is the fact that all famous mythologies known are also a part of the game. From bosses, to quests, to weapons, to NPCs and other context can be related to the myths we all know. Of course, most of the details are created by the devs themselves, its still amazing how much research is done in order to provide the most accurate details.

: rai_shinmon.

[;the author of this book is still just a beginner so there may be some errors ahead.]