User:Dreadnaut Easy/Guild Members

Magna Lucemine (LVL: 100)
''“Here’s your order sir: one hurt burger with warhammers on the side. I’m gonna have to beat the ketchup out of you though.”''

Background:
The Magna was the first guild master and the original wielder of the World Item [Wadjet]. With the protection granted by the Eye of Horus and later on her signature item, [Perfect Providence], she was hailed as one of the best tanks of the server and is the guild’s primary tank in multiple end-game legion raids.

While mostly geared for PvE, her build is not without merit in PvP duels. In PvP, her fighting style revolves around outlasting opponents with peerless defense and a measure of self-sustain with the single-target target heals of the paladin class combined with a particularly tricky form of mastery-based combat that rely on precise timings, impeccable spatial awareness, and mechanical skills to abuse [Combat Mastery: Shield Block] and [Combat Mastery: Deflect] in raising her already formidable tankiness to absurd levels. All of this is tempered by her interests in practicing Historical European Martial Arts (HEMA) which had honed her instincts and combat reflexes.

Classes:

 * Angel Lvl 15 [Race] –
 * Cherubim Lvl 10 [Race] –
 * Seraph Lvl 5 [Race] –
 * Holy Knight Lvl 15 [Base] –
 * Paladin Lvl 10 [High] –
 * Redeemer Lvl 5 [Rare] –
 * Valkyrie Lvl 10 [High] –
 * Guardian Lvl 15 [Base] –
 * Vanguard Lvl 10 [High] –
 * Verlorene Haufen Lvl 5 [Rare] –

Gears:

 * Kingdom Come (Class: Divine; Type: One-Hand Mace; Slot: Weapon) –
 * Kingdom Come is a custom holy-attribute flanged mace made from [Empyrean Steel] consecrated in [True Mercury] and imbued with the [Feather of Ma’at], a very rare difficult drop, obtainable only through the [Demon Days] event, a five day yearly event from December 27-31.


 * Old Faithful (Class: Artifact; Type: Tower Shield; Slot: Shield) –
 * The tower shield is acquired after undergoing the grueling quest chain requirements of the Redeemer class. It is, for a long time, a solid end game gear for a tank that the Magna has repeatedly upgraded it instead of getting a replacement. In honor of its long service, she christened it “Old Faithful”.
 * The shield has high raw armor value and has the ability to block a single target spell every 6s.


 * Perfect Providence (Class: Divine; Type: Plate Armor; Slot: Armor) –
 * Perfect Providence is a liquid metal full body armor that clings to the user's desired shape. It’s a holy-path exclusive armor forged by the [Blacksmith of the Gods] from [Ichor], blood of the immortals. It raises the user’s defenses and resistances to absurd levels without gimping Dexterity and protects the user from all but the highest levels invested in critical strike masteries by having no critical spots in the areas covered by the armor.

Skills & Abilities:
Active: Passive: Aura: Racial Skills: Item Granted:
 * Divine Providence – the user turns invulnerable to all damage types for 10 seconds; 24h cooldown.
 * Divine Shield – reduces all the damage the unit receives for the next 10s based on a set percentage of her Willpower and Faith Mastery.
 * Hold Fast – raises the unit’s defenses tremendously for 1 second; instant cast/zero cast-point; low cooldown; mastery of the skill’s timing is a must for all tank players as it greatly raises their survivability and allows them to mitigate what could be a fatal blow.
 * Holy Light – single-target heal/nuke; heals a living unit or damages an undead or demonic unit; heal and damage values are based on a percentage of the user’s Willpower.
 * Holy Purge – applies a [Purge] on hit, dispelling every easily dispellable positive buffs the target has; deals bonus damage to summoned units; low cooldown.
 * Judgment – deals heavy damage, with the caster’s Willpower and Faith Mastery as damage multipliers, to all enemies in a large area around the caster; deals residual damage-over-time for 5 seconds afterwards; instantly kills all lower level demonic and undead non-boss and non-hero category units; greatly increases the caster’s threat/aggro level.
 * Mass Purification – applies [Purification] on all units in the spell’s AoE; does not put [Purification] on cooldown.
 * Purification – dispels negative buffs on self or ally; when used on enemies, dispels positive buffs.
 * Reckoning – forces a target to attack the caster for a couple of seconds.
 * Righteous Might – the user increases greatly increases her threat generation.
 * Silencing Gaze – prevent the target from casting any spells for 4 seconds; dispellable with any dispel.
 * Smite – a powerful single target attack that stuns the target for 4 seconds.
 * Taunting Light – forces all nearby enemy units to attack the user for a couple of seconds.
 * Combat Mastery: Bash – any blow the unit lands on an enemy’s head area applies a short [Stun] and [Daze]; interrupts the spell-cast and channeling of the target; though further investment in the Mastery increases the duration of the [Stun] and [Daze] by mere milliseconds, it also lowers the parameters of what strike power and weapon contact angle is considered a Bash.
 * Combat Mastery: Defensive Stance – toggle on/off; when toggled on, it lowers the unit’s damage output and Dexterity while raising defenses; further investment in the Mastery slightly lowers the penalties.
 * Combat Mastery: Deflect – an attack the unit receives at certain angles relative the surface of her armor or weapon is treated as “deflected” and she receives greatly reduced damage; when combined with [Mastery: Shield Block], the damage mitigation stacks additively, allowing the unit to shrug off powerful blows just by timing her shield to receive it at an angle instead of head-on; further investment in the Mastery increases the damage mitigated and decreases the strain to the item’s durability.
 * Combat Mastery: Shield Block – the unit takes greatly reduced damage from any attack she receives/intercepts with a shield; damage blocked is dependent on both the level of the mastery and raw defense values on the user’s shield; higher levels also decreases the strain to the item’s durability; it cannot reduced incoming damage to below a certain threshold; in a hypothetical scenario where the damage block values of the shield exceeds the attack power of the incoming attack, a certain amount of damage will still get through as “recoil”.
 * Combat Mastery: Shield Combat – the user can attack using her shield which is then treated as a bludgeon-type weapon; damage increases with the user’s Strength stat and the levels invested in the mastery; while the user can normally attack using her shield without investing in the Mastery, it won’t deal as much damage; higher levels also decreases the strain to the item’s durability.
 * Detect Evil – the unit gains true sight of any creature with negative karma values bar the most powerful forms of invisibility.
 * Divine Blade – the unit deals a bonus holy-type magic damage, with her Willpower as multiplier, on top of her regular physical damage every time she attacks.
 * Faith Reinvigorated – every time the unit receives holy attribute healing from an external source, she gains increased damage; the damage buff does not stack; repeated procs only refreshes the duration of the buff; dispellable with any dispel.
 * Godspeed Gallant – provides high resistance to movement restriction effects, lessening their duration; grants immunity to movement restriction effects and slows Tier 6 and below.
 * Holy Might – boosts the power of holy attribute attacks by a small percentage of the user’s Willpower.
 * Justified – the unit gains increased damage directly proportional to how negative the target’s karma value is compared to the unit; the higher the difference, the higher the bonus damage.
 * Trust of the Party – increases the attack speed and damage of nearby allies for every successful [Combat Mastery: Block] or [Combat Mastery: Deflect] the user performs, for up to five stacks; successive procs after five stacks only refreshes the duration.
 * Vanquish Evil – the unit deals heavy increased damage to non-hero and non-boss category undead and demonic units.
 * Devotion Aura – toggle on/off; allies within the aura’s AoE gains increased healing from holy attribute healing spells; percentage value increases with aura level.
 * Light of the Holy Redeemer –
 * Piercing Light –
 * Benediction – grants high health regeneration, an instant self-dispel every 12 seconds, and an instant heal for a set amount of value every 7 seconds.
 * Empyrean Emissary – the unit gains immunity to demonic and death magic and abilities Tier 6 and below and gains greatly increased resistance to the ones that are Tier 7 and above.
 * Take Wing – toggle on/off; allows the unit to take flight.
 * True Form – the unit becomes invulnerable to all magic for 5 seconds; applies a powerful self-dispel.
 * Wings of Liberty – the unit turns immune to all movement restriction effects for 4 seconds.
 * Wings of Mercy – the unit has increased cast-range for holy healing spells.

Santa Claws (LVL: 100)
 

Background:
At 242cm tall, Claws is short for a giant. Woe betides whoever belittles him though. He is a consummate shapeshifter, able to assume the form of a large feral cat or savage bear near-instantaneously. He can seamlessly switch between his racial giant form and his bear and cat forms to keep his enemies off-balance as they struggle to figure him out while he juggles three sets of weaknesses and strengths (giant, cat, and bear).

In his Giant form, he wields strength and druidic powers supreme. He is able to call on the help of forest creatures he would then empower or shift entire environs to his bidding. He can dole out the ever efficient druidic heal-over-time spells and hasten the mana regeneration of his allies.

In his big bad bear form, he is granted the savagery and survivability of the warrior classes. He can serve as an off-tank when need be and still deal terrifying fury swipes on enemies, his claws digging ever deeper into their wounds. His survivability would only increase during the two months he was the guildmaster after Lucemine quit to be able to pursue her career better, and he was entrusted by the guild with Lucemine’s World Item [Wadjet] to be their tank in her stead.

In his feral cat form, he is granted the stealth and damage output of the rogue classes. His DPS skyrockets in this form. He would often use this form to weave into enemy formations, surprise their backlines. The initial contact emphasizes speed, agility, and the ability to stick close to his target. He would try to deal as much initial damage as he could before shifting into the bear form to withstand the enemy counter-attack and retain the ability to fight back.

If, in battle, adaptability is key, then his victory was never truly in any doubt.

Classes:

 * Giant Lvl 15 [Race] –
 * Beast Tamer Lvl 15 [Base] –
 * Forest Stalker Lvl 15 [Base] –
 * Shapeshifter Lvl 15 [Base] –
 * Druid Lvl 15 [Base] –
 * Feral Druid Lvl 10 [High] –
 * High Druid Lvl 10 [High] –
 * Primal Druid Lvl 5 [Rare] –

Gears:

 * Sanguine Claws of the Soul Harvester (Class: Artifact; Type: Clawed Gloves; Slot: Weapon) –


 * Blessings of the River Styx (Class: Divine; Type: Body Amulet; Slot: Armor) –
 * The Blessing is directly tied to a divine class amulet the user must craft and wear before taking a dip in the [River Styx]; if the user removes the amulet, he temporarily losses the Blessing’s effects until he wears it again –useful when changing armors. The Blessing is directly tied to him however and not to the amulet, which is merely a conduit, making the amulet a useless item in someone else’s hands.
 * It provides the [ with tremendous physical defense and physical damage resistance.


 * Valorous Earthmover (Class: Artifact; Type: Gauntlet; Slot: Hand) –
 * A mighty boon of a friendly Giant runesmith for completing a series of difficult favors, Valorous Earthmover increases the user’s Strength tremendously and further boosts the user’s auto-attack damage with bare hands, melee weapons, thrown projectiles, and bows.

[Giant Form]
Active:
 * Earth Clap – the user stomps the ground and stuns nearby units for 4 seconds.
 * Leap – the user leaps, covering a considerable distance; on landing, the user astonishes enemies in a small AoE, lowering their attack damage by a small percentage; the user is very vulnerable while leaping; zero cooldown; the skill is usable again for as long the user’s feet are on something solid that can support the weight.
 * Shukuchi – the user can move so fast unimpeded that he seemingly teleports a short distance to the naked eye; the user teleports a short distance.

[Bear Form]
Active:
 * Battle Cry – temporarily increases the damage and attack speed of all nearby allies; lasts for 30s; successive casts of the same spell, even from multiple sources, do not stack; it only refreshes the duration of the debuff.
 * Pain Tolerance – the user ignores x% (multiplier is based on the user’s constitution) of all damage he receives for the next 5 seconds.
 * Rampage – the user taps his inner beast, making him immune to movement restriction spells & debuffs for a couple of seconds; removes currently applied movement debuffs on cast.
 * Savage Howl – the user inflicts [Fear] to nearby enemies, momentarily disabling their attacks and spells while applying forced movement to make them “flee” outwards, away from the user; duration is 3s.
 * Stampede – the user rushes onward unimpeded for a few seconds, damaging and applying [Daze] to any enemy unit he comes in contact with; damage is based on the sum of a percentage of both the user’s Strength and speed.

Minorin Meihem (LVL: 100)
“Didn’t your mom warn you: ranger danger?”

Background:
Mei is the guild’s chief gold farmer. With a build that focuses on area spread damage and the gold bounty bonus she gets every time she kills a monster mob thanks to [Andvaranaut], she easily earns enough in-game currency far in excess of what she needs for equipment maintenance and crucial purchases.

Her focus on dealing continuous weaker wide area damage over concentrated pinpoint single target DPS reduces her damage output in single target scenarios but it makes up for it in her impeccable capability to clear waves of lesser mobs at a rate that would make some AoE-focused mages bow their heads in shame. She can, however, switch ammunition, from buckshots to solid slugs, to deal greater single target damage but it won’t reach the insane range and damage per shot gun-based sniper classes achieve with ease.

Classes:

 * Acrobat Lvl 15 [Base] –
 * Athlete Lvl 15 [Base] –
 * Gunslinger Lvl 15 [Base] – the Gunslinger class eschews the diverse effects and tricks of the arrow projectile in favor for the more generic bullet projectile which boasts higher speed and force.
 * Hunter Lvl 15 [Base] –
 * Ranger Lvl 15 [Base] –
 * Marksman Lvl 10 [High] –
 * High Ranger Lvl 10 [High] –
 * Deadshot Lvl 5 [Rare] –

Gears:

 * Shy Lips (Class: Divine; Type: Two-Hand Gun; Slot: Weapon) –
 * Shy Lips is a pump-action shotgun expertly crafted from [Empyrean Steel] consecrated in [True Mercury]. It compensates for its low muzzle velocity, short-range, and low rate of fire with wide area devastation, hitting everything in a cone extending from the gun’s muzzle.


 * Steel Hurts (Class: Divine; Type: Bullet; Slot: Projectile) –
 * Steel Hurts is Mei’s preferred cartridge for [Shy Lips] for when she needs single-target damage output increase. The bullet cartridge is a costly consumable projectile made from [Type VI Explosive Powder] dishing out a solid slug of [Empyrean Steel].


 * Orichalcum Obliteration (Class: Rare; Type: Bullet; Slot: Projectile) –
 * Orichalcum Obliteration is Mei’s most commonly used bullet for [Rotary Mayhem] due to its relative ease of production and access, requiring only a [Type I Explosive Powder] and [Orichalcum Steel] buckshot balls, allowing her to spam metal slugs with abandon.


 * Dragonflame Devastator (Class: Legendary; Type: Flamethrower; Slot: Weapon) –
 * Dragonflame Devastator is a heavy duty flamethrower that deals low but continuous fire damage in a wide cone in the direction the weapon is facing. It has shorter range compared to most guns and compensates with how economical it is to use, requiring only certain classes of alchemical reagents as consumable fuel, with varying attack power depending on the reagent grade, which are generally far less costly and time-consuming to brew than it is to craft bullets.


 * Andvaranaut (Class: Artifact; Type: Ring; Slot: Ring) –
 * Andvaranaut is a high level artifact that was said to be capable of producing gold. When worn, the item provides bonus gold in mercantile transactions and bonus gold bounty whenever the user kills monsters.

Skills & Abilities:
Active: Passive: Aura:
 * Strafe – increases attack speed.
 * Combat Mastery: Critical Eye – a skill that allows the user to see the critical spots of a target; when the user hits that spot with an auto-attack for as long as it is highlighted, the user deals a critical hit; without the Mastery, the critical spots are still there, but the user can see them and has to blindly hit them; further investment in the Mastery increases the number of spots the user can detect from a target at any one time and it also lowers the parameters of what weapon contact angle and are is considered a critical hit.
 * Combat Mastery: Gunnery – the user gains increased auto-attack damage when equipped with a gun, with the values increasing with levels invested.
 * Combat Mastery: Headshot – any shots that land on the target’s head area deal up to twice the normal damage on hit with full investment in the Mastery.

Racial Skills:

Item Granted:

MidKnight (LVL: 100)
“Oh look, dead man talking.”

Background:
MidKnight is the undisputedly the best one-on-one PvP duelist in the guild. He’s a two-time Silver medalist Olympic Fencer in real life and another practitioner of Historical European Martial Arts (HEMA), giving him fantastic instincts, discipline, and reflexes that perfectly fit his class and style so as to elevate him beyond mere stats and other numbers.

The crux of his fighting style is the almost peerless abuse of [Mastery: Heartpiercer] and his fencing background in real life which allows him to easily parry an attack and riposte, almost always lunging his blade into the opponent’s heart area and proc [Mastery: Heartpiercer] to deal absurdly high critical damage. This fighting style is further supported his uncanny ability to consistent pinpoint hit the critical spots highlighted by [Mastery: Critical Eye], making almost every single one of his attacks a critical hit, earning him the nickname Hax Lord, among other… less palatable nicknames.

Classes:

 * Acrobat Lvl 15 [Base] –
 * Athlete Lvl 15 [Base] –
 * Duelist Lvl 15 [Base] –
 * Swashbuckler Lvl 15 [Base] –
 * Sword Dancer Lvl 15 [Base] –
 * Blademaster Lvl 10 [High] –
 * Champion Lvl 10 [High] –
 * Sword Saint Lvl 5 [Rare] –

Gears:

 * Imitation Medusa’s Malevolence (Class: Artifact; Type: Helm; Slot: Head) –
 * The [Blacksmith of the God]’s failed prototype imitation helm & mask cannot turn a target into stone but it can apply a continuous slow debuff on the targets facing the helm’s cone of effect. It can’t be dispelled because it is continuously reapplied and can only be removed by turning ones back to the user or getting out of the area of effect.


 * La Fleur de la Mort (Class: Divine; Type: One-Hand Rapier; Slot: Weapon) –
 * The Flower of Death is a masterpiece rapier acquired through a long, difficult quest chain that starts with the arduous trek to the [Blacksmith of the Gods] who will then require the user to procure a [Void Shard] for the blade, an [Essence of Primal Fire] for the forge, a [Vial of Stygian Water] for quenching the blade, and a [Runic Lightwyrm Bonehilt] for holding and containing the powerful blade.
 * It offers one of the highest raw physical damage among one-handed weapons.


 * Timewarp Ring of Haste (Class: Artifact; Type: Ring; Slot: Ring) –
 * The [Timekeeper]’s mighty gift to all that would prove themselves worthy in arena in a yearly server-wide PvP 1v1 competition, the ring raises the user’s Dexterity tremendously and allows the user to resist the effects of movement slows and restrictions as well as chronomancy.

Skills & Abilities:
Active: Passive: Aura:
 * Fatal Cut –
 * Hamstring –
 * Combat Mastery: Critical Eye – a skill that allows the user to see the critical spots of a target; when the user hits that spot with an auto-attack for as long as it is highlighted, the user deals a critical hit; without the Mastery, the critical spots are still there, but the user can see them and has to blindly hit them; further investment in the Mastery increases the number of spots the user can detect from a target at any one time and it also lowers the parameters of what weapon contact angle and are is considered a critical hit.
 * Combat Mastery: Heartpiercer – any auto-attack the user deals to the small heart/vital area of an enemy unit results in a critical hit; the skill provides one of the highest critical damage multiplier balanced only by how excruciatingly difficult it is to land, resulting in low number of fencer builds prioritizing putting points in the skill.
 * Combat Mastery: Parry – when the user parries a physical melee attack (as he would in real life), the incoming damage he receives is greatly reduced; further investment in the Mastery increases the damage mitigated and decreases the strain to the item’s durability.

Racial Skills:

Item Granted:

Sandwitch (LVL: 100)
 

Background:
While Eanki is the guild’s chief strategist and theorycrafter, Sandwitch is the guild’s chief tactician, able to quickly analyze and adapt to the situation as it changes from moment to moment at a pace that would leave Eanki breathless. Sandwitch is a terrifying abjuration and area crowd-control specialist, able to control the battlefield, dictate the pace of battle, track and shot-call targeting priorities, protect multiple allies, and disable multiple enemies in their track. He excels at disrupting enemy tactics and shielding allies using a combination of earth and stone manipulation and abjuration magic. He can wrap allies in damage mitigating shields and grasp enemies in stone and earth prisons just as easily as he shelter allies in stone and earth bunkers and suffocate enemies in offensively-deployed damage mitigation shields.

When left untouched, he shapes the battle as he sees fit to guide the party to victory.

Classes:
Gears:
 * Stonemason Lvl 15 [Base] –
 * Journeyman Stonemason Lvl 10 [High] –
 * Mage Lvl 15 [Base] –
 * Abjurer Lvl 10 [High] –
 * Abjurer Adept Lvl 10 [High] –
 * Omnishield Lvl 5 [Rare] –
 * Elementalist (Earth) Lvl 15 [Base] –
 * Elementalist Adept (Earth) Lvl 10 [High] –
 * Calamity (Earth) Lvl 5 [Rare] –
 * Aethershock (Class: Divine; Type: Wand; Slot: Weapon) –
 * Aethershock is a barely contained semi-hardened [Aether] core wrapped in [Yggdrasil Wood], carefully crafted to be precisely 12 cm long. The item is designed to lower the manacost of tier magic spells by 10% and increase the duration and potency of root-based disables. It also greatly boosts the user’s Intelligence stat.


 * Octarine Iris (Class: Artifact; Type: Glasses; Slot: Head) –
 * The Octarine Iris is a unique relic of immense power and unknown origins. It has been a treasured, storied, and oft-contested weapon of multiple archmagi before it was lost to history. Rediscovering it required the seeker to solve one of the hardest puzzles in the game.
 * The item lowers the cooldown of all the user’s tier magic spells by 10% and greatly increases the cast-range of targetable spells, allowing the user to cast his spells further back from the action.


 * Accolade of the Shifting Sands (Class: Artifact; Type: Robe; Slot: Body) –
 * The golden robe is a lost treasure of a long dead nomadic desert society. It’s enchanted to allow its wielder to use [Sand Phase], a low cooldown spell that grants him a sandlike consistency, allowing him to negate incoming physical damage for one second. It also greatly raises his Willpower and Constitution, while lowering his threat generation considerably.

Skills & Abilities:
Active:

Passive:

Aura:

Racial Skills:

Item Granted:

Mourning Glory (LVL: 100)
 

Background:
Mourning Glory is the embodiment of Death itself: slow, deliberate, and inevitable. MG boasts a repertoire of powerful damage-over-time spells and she consistently places the highest or second highest in DPS dealt in the guild’s many raid boss encounters.

She excels at efficiency and she hates to waste any mana more than she needs to. She would often joke that in PvP she could peer into the future and see the next move of her opponent. She accomplishes this by assessing the best possible course of action he can take based on all the resources he has left. She would then proceed to proactively stop him, leaving him thoroughly mystified, terrified, and utterly mind-fucked. And there’s nothing she hates more than idiots who would not go for efficiency plays because they screw up her predictive capabilities.

Eanki would often call her the one who truly deserves the epithet “Mathemagician” and joke that she is so smart that she’s basically a supercomputer and only morons who have no idea what the fuck they’re doing stand a chance of beating her. And even then, simply overwhelming her opponent with the vast power under her command is a walk in the park.

The guild would often refer to her simply as Death. No fluffs. No padding. No fancy thesaurus needed. One word is enough to truly distill the terrifying nature of her gameplay.

Classes:

 * Skeletal Mage Lvl 15 [Race] –
 * Elder Lich Lvl 10 [Race] –
 * Overlord Lvl 5 [Race] –
 * Sorcerer Lvl 15 [Base] –
 * Metamagician Lvl 15 [Base] –
 * Warlock Lvl 15 [Base] –
 * Chaos Pact Warlock Lvl 10 [High] –
 * Master Warlock Lvl 10 [High] –
 * Pandæmonium Paragon Lvl 5 [Rare] –

Gears:

 * Calamity Clause (Class: Divine; Type: Ritual Scythe; Slot: Weapon) –
 * Calamity Clause is an obsidian-textured scythe of [Stygian Steel] enchanted with rare and powerful artifact jewels said to boosts the user’s tenuous hold over Chaos/Void magic and all it entails, making the jewels adorning the scythe a must have for warlocks. Aside from boosting Void magic, it also grants the ability to nullify most of an enemy’s magical spell by touching it with the scythe’s blade, making it a formidable defensive tool once mastered.


 * Volatile Majesty (Class: Divine; Type: Robe; Slot: Body) –
 * Volatile Majesty is made from the highly unstable and unholy union of [Mana Essence] and [Void Husk] via the [Paradox Thread]. The constant energy bleed-off greatly empowers the magical attacks of the user while lowering the manacost of her all her tier magic spells by 12%.


 * Apokalypse Cometh (Class: Artifact; Type: Ring; Slot: Ring) –
 * Forged by the Dark Titan Apokalypse to amplify his destructive potential, the ring enhances the capabilities of its wielder by raising all their base stats by a solid percentage. A player with lower stats (i.e. lower level) would have a lower stat boost since the stat bonus is based on a percent of the already existing stat. The reverse is true: higher stats results in higher boosts.

Skills & Abilities:
Active:

Passive:

Aura:

Racial Skills:

Item Granted:

Mæracle (LVL: 100)
 

Background:
Mæracle is Mourning Glory’s twin sister and the guild’s chief healer, infamous for flooding several game forums with her catchphrase “I N F I N I T E S U S T A I N”. Her build is designed to do just that and she boasts the ability to sustain a legion raid party all by herself. While her twin gets more accolades outside the guild due to the disparity people put between DPS and healing values, she can match MG brain-for-brain and is often joked to be the only one who can out-heal the damage of her twin sister, Death herself.

As a lark, the guild tried to give her the nickname “Life”, as a counterpart to MG’s “Death”.

Classes:

 * Angel Lvl 15 [Race] –
 * Cherubim Lvl 10 [Race] –
 * Seraph Lvl 5 [Race] –
 * Cleric Lvl 15 [Base] –
 * Priest Lvl 15 [Base] –
 * Empath Lvl 15 [Base] –
 * High Priest Lvl 10 [High] –
 * Hierarch Lvl 10 [High] –
 * Thaumaturge Lvl 5 [Rare] –

Gears:

 * Daybreak –

Skills & Abilities:
Active:

Passive:

Aura:

Racial Skills:

Item Granted:

Bob (LVL: 100)
''“I look down on people from a perch up high and decide who lives and who dies. I’m basically a god, but better because I’m a retired Marine sniper who can actually hit the sumbitches who deserve to die without offing those who don’t.”''

Background:
Bob is a dwarven sniper with a trusty rifle in a world of magic and eldritch abominations. Bob regularly meets and travels with creatures who can manipulate the elements to their will and loose calamity upon the world. Bob does not care. Bob knows they’re mortal in his crosshairs. Fancy schmancy or a simple metal slug, dead is dead.

He lugs around an anti-materiel rifle and normally deals the highest damage value per attack in the entire guild, dealing death at extreme distances no mage can ever truly hope to rival. The only limit to his DPS is the slow rate of fire that comes with a bolt-action rifle. And the fact that he may have drank a bottle or five before logging in. But he’s a good guy. He doesn’t rage or anything. He may also not be entirely coherent when you really need him.

His combat style revolves around the terrifying ranger class mastery, [Mastery: Headshot], which, when combined with a crucial passive ability sniper builds tend to go for, [Opening Shot], and multiple damage buffs, he can take away almost half to 3/4th’s of the maximum HP of a dedicated unarmored/light-armored support/healer with the very first bullet shot.

Classes:

 * Bounty Hunter Lvl 15 [Base] –
 * Ranger Lvl 15 [Base] –
 * High Ranger Lvl 10 [High] –
 * Assassin Lvl 15 [Base] –
 * Master Assassin Lvl 10 [High] –
 * Gunner Lvl 15 [Base] –
 * Sniper Lvl 15 [Base] –
 * Deadshot Lvl 5 [Rare] –

Gears:

 * Advance Weapon: Peacekeeper (Class: Divine; Type: Bolt Action Sniper Rifle; Slot: Weapon) –
 * The AW: Peacekeeper is the latest and the most powerful version of the AW prototype series Bob has had tailor crafted for his personal use. It’s exclusively made from high-tier divine class ingredients and pays off the great expense with reasonable maintenance costs, absurd attack range, and muzzle velocity.


 * Thunderbolt .50-cal (Class: Divine; Type: Bullet; Slot: Projectile) –
 * The Thunderbolt is Bob’s main projectile, exclusively used against legion raid bosses and players. It’s a powerful 12.7x9mm armor-piercing explosive/incendiary [Celestial Uranium] round that ensures tremendous amount of damage on hit.


 * Parabellum Peashooter (Class: Artifact; Type: Magic Pistol; Slot: Weapon) –
 * Parabellum Peashooter is a relatively common yet highly valued artifact. It’s a magic pistol that never runs out of ammunition. The drawback is that its magically-conjured rounds deal lower damage on average and the gun itself is saddled with middling tier rate-of-fire and muzzle velocity that fails to compensate in any way. However, it’s still a very good, highly accurate, and extremely economical PvE backup weapon against simple dungeon mobs.

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