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Monsters / Shadowmire - What Lurks In The Dark - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: Out of Character (https://chronicles-of-eternia.com/forum/forum-1.html) +--- Forum: Guides & Information (https://chronicles-of-eternia.com/forum/forum-3.html) +--- Thread: Monsters / Shadowmire - What Lurks In The Dark (/thread-5444.html) |
Monsters / Shadowmire - What Lurks In The Dark - Chance - 12-31-2020 ![]() Shadowmire is a region deep within the woodlands afar from civilization where swathes of plague lands are prominent. It is a Point of Convergence, a place of unstable magical energy that borders Eternia and the Spirit Realm. The source of this occultic, unstable energy is believed to be the primordial Nyx, a dark goddess that's heard in whispers and the deepest, darkest corners of the world, as well as the remnants of the Pandemonium Chase. Whatever the cause, the Mire has become something of a haven for that which goes bump in the night.
![]() The following three races have no rebirth requirement and are thus entirely public: Mutant, Dullahan, and Ogre Non-humanoid monsters (ogre, nethradin, ent) have access to the 'monster' passive which grants vitality/power since they cannot equip gear. Mutant Begins at 170RPL. Your origins are murky. You're an occultist driven mad and overtaken by their fel magic, or perhaps an experiment gone wrong. But what's undeniably true is that your humanity has faded with your sanity, and your appearance is the stuff of nightmares. Physical mutations should be visible on exposed skin! Ghost Rip - 10 RPP: This ability has no cooldown and is GCDE but costs 20 MP to cast. It's a short-ranged strike that deals 10 damage. Adversity - 10 RPP: This ability has no cooldown and is GCDE but costs 3000 HP to cast. It increases power by 50 for 10s and can be stacked. Dullahan Begins at 170RPL. An undead wretch with no master, a headless ghoul or perhaps the last of a rotting skeleton with its spirit clinging to the armor it wore in life. During the pandemonium chase and the plague of Saekanis, dead knights would rise up and wander the land aimlessly, sustained by their grief, regret, and hatred. You lack memories of your past save for brief shards and fragments, muddled by the passing to the netherworld and back. Something is nonetheless keeping you here. Burden - 10 RPP: This ability is a moderate heal over time that also reduces incoming damage. Telepathy Skeleton You're a skeleton with no master, and even you don't know how long your life in undeath has been. The memories of your past life are very hazy, if there at all! BoneZone - 15 RPP Throw - 15 RPP Ogre Begins at 170RPL. A dim-witted, extremely violent giant of unremarkable demonic ancestry. What you lack in intelligence you make up for in strength. Slam - 15 RPP: A variant of Ultra Powersmash, jumping towards the target to deal heavy damage. Throw - 15 RPP: Short-ranged linear dash that punts the target away. The following three races have a rebirth requirement of 200: Ent, Nethradin, and Fairy
EntBegins at 190RPL. Fierce guardians of nature and greater elementals of the forest, the wrath of the seasons manifested as raging spirits. Entangling Vines - 10 RPP: An upgrade to the standard vines, summoning ten instead of three. Telepathy Nethradin Begins at 190RPL. Dark spirits from the netherworld, the messengers and guides of witches. A nethradin will often invoke human followers and teach them the ways of fel magic in exchange for their servitude to Hel after death. - Access to the occult. - Access to witchcraft. |