The Characters  Races and Classes

Simeh’a Alliance

Yslandia could have become the promised land for all, a land where peace and love unite all beings. But this was not to be, war and rage have corrupted Yslandia.
Faced with the darkness, 3 of the 6 races have had the courage to fight back: the Kyrrs, the Lycans and the Malaïms have united to form the "Simeh’a Alliance".

The Malaïms

Priests :

Centuries of meditation have guided them to the paths of healing and protection of their fellow creatures. With their ability to give and take back vital energy, life holds no secrets for them. Forever at the service of their fellow man, the priests are responsible for defending the people and the King. They listen to their own, but also lend an ear to other races. The Priests are ardent servants. They draw their force from the Hozgar, meaning "heart", an energy source emanating from Rouah’.
The position of Grand Priest is hold by Koël, who serves his goddess and his own father.

Magic Powers

Folk remedy : Regenerates the life points of your target
Mystic Shield : Evokes a shield absorbing the damages inflicted against you.
Life Drain : Generates a magical aura in the chosen zone draining the lives from the enemies around you and transferring them to you.
Hozgar Blessing : Allows your mana to regenerate faster.
Guardians :

Powerful magicians, the Guardians are responsible for many of the studies conducted on astral concentration. Smart and full of energy, they are known for their great abilities in the field of battle magic and their chanting powers. This stealthy army was formed by Lo’naïm to face the enemy’s threats of war. They have been instructed to gather information on all lands. They quickly took up arms to keep pace with enemy attacks. Combining staff skills and the magic of The Elements, these sorcerers are deeply feared by their enemies.

Magic Powers

Archimage : Increases your maximum mana reserves and increases the speed at which it regenerates.
Fire Ball : Generates a fireball inflicting significant damage on the target.
Frozen Kiss : Generate an ice cloud in the zone inflicting damage on all nearby enemies.
Ancestral Wisdom : Continuously increases your magical damage.
Druids :

The Druids are in perfect harmony with nature. They employ both flora and fauna as deadly weapons. They were able to draw invigorating energy from nature for which they hold the secret. They can generally be found in the company of their creature, an animal which can be invoked at will. The Druids were born through the complete devotion of a Malaïm to creating.
E’ssève. Mécharèth’s disciple, achieved the power of merging with the elements through meditation. At the age of 272, after spending more than 120 days under the majestic trees of Wireg’dola, he was able to conjure up a yet unknown creature in Yslandia. Ever since, he has taught his life power to an elite which has promised to use it for the good of Wireg’dola. Much later, the Lycans, linked by a close friendship with E’ssève, gave him the nickname Damona in recognition of his hand’s ability to reanimate the dead.

Magic Powers

Familiar: Allows you to evoke a companion to fight at your side.
Ancestral Cure: Regenerates some of your life points instantly.
Deep Root: Evokes ancient roots which inflict heavy damage points on your opponents.
Damonia Hand: This ability gives you a chance of transforming damage into life points.

The Kyrrs

Paladins :

"Loyal and wise" such is the motto of the order of Paladins. Blessed with divine judgment, it should be noted that the Paladins would protect their allies until death.., a death they have learned to cheat through much research. The Paladins are called the Guardian Saints of Giva, whose emblem they wear (a sword with a dangling horn). This order was founded by an elder of the first generation called "Rhod". According to the story, he was a great defender of the faith in Giva and would not allow the people to worship any other divinity. They say that he was close to his god and that he emitted a great aura.

Magic Powers

Judgement : Carry out a vicious attack on your opponent.
Resurrection: Allows you to revive a deceased ally before returning to the cemetery.
Prayer: Reinforces your shield and those of your nearby allies.
Celestial Shield: This passive ability permanently increases your shield.
Warriors :

The warriors’ rigorous training has led them to develop exceptional strength. They are unaffected by enemy blows. Their reputation tends to discourage the enemy who fears falling under their powerful blows. A good friend of Rohd and a blacksmith by trade, Amon Hezi took up arms in order to train a group of men for combat. Thus began the guild of the Hezi warriors. A warrior under the weight of injury feels no pain or weakness, and fear rises in the enemy lines…

Magic Powers

Powerful Blow: Carry out a powerful attack on your opponent.
Desensitization: This ability desensitizes you to part of the sustained damage.
Deterrent: Has the effect of discouraging your opponents by significantly decreasing their strength and constitution.
Precision combat training: Increase damage thanks to the accuracy of their blows ?
Assassins :

Stealthy and cunning, it is hard to find much information about the assassins. It is said that they show great skill in preparing deadly concoctions and in dispelling magical spells. One winter evening, a young man whose name remains unknown was attacked by a bandit. Unable to defend himself against the brute, he was left for dead. According to the legend, a female wolf tended to his wounds… Once back on two legs, he promised to get revenge and vowed to never again be caught in such a trap… Apart from this legend, it is said that the Council itself created this guild to be privy to top secret information and made every effort to prevent any person from accessing this information.

Magic Powers

Poison: Allows you to poison your opponents.
Stealth: Allows you to become invisible.
Dissipation: Allows you to cancel all active spells on all characters in a target zone.
Deviousness: Gives you a chance of inflicting an ultra-powerful strike.

The Lycans

Bloodhounds :

Immunized from birth from all illness, they were raised in the filthiest corners of Cavycan. They are extremely resilient and possess the power of invoking clouds of insects and contaminating their enemies. Hila is the Great Master of the Bloodhounds. They are reputed for their colossal strength.
Trained in the filthiest places in order to have greater resistance, they have tamed leprosy and use it as a weapon against their enemies. The Bloodhounds are the servants of the race and are responsible for the construction of all Lycan dwellings.

Magic Powers

Leper : Contaminate an opponent by inflicting damage.
Fury : Increase your strength.
Insect : Evoke a cloud of insects in the zone to attack your opponents.
Natural vitality : Increases your constitution continuously.
Wildcats :

The Wildcats… as their name suggest, are the most bestial of the Lycans. Their sharp fangs suck the life from their victims. Powerful and agile, no young warrior should defy them. Tchenaïm is the Great Master of the Wildcats.
The Wildcats have cultivated the keenness of their primary senses (smell and hearing), both a product of their curse. They have studied all aspects of combat to become invincible warriors. They are formidable trackers and hunters on any kind of terrain. It would not be wise to play prey for these beasts, even for fun!

Magic Powers

Fangs: Reduce your opponent’s life in a bite.
Bite: Bites inflict heavy damage on your target for a few seconds
Divine Hammer: This shock wave inflicts serious damage on enemies around you.
Transmutation: Gives you a chance of bearing a blow and transforming it in life and mana.
Watchmen :

Guardians of the lands since the beginning of time, their cries have the power of frightening their attackers and inflicting heavy damage. Their physical strength allows them to protect their allies and to easily control the souls of their associates… Zèève is the Great Master of the Watchmen.
They are the defenders of the people. The Watchmen have always been ready to protect their own, choosing pacifist action as much as possible. Nevertheless, they don’t hesitate to brave danger in order to protect their people. It is strongly ill-advised to threaten them in their kingdom…

Magic Powers

Power wave: Inflicts substantial damage on your target.
Battle cry: Intimidate your target and decrease their strength.
Cover: Absorb part of the damage sustained by nearby allies.
Advanced Control: Take control for a short time of an extra offline player in your guild.

Zaa’me Coalition

Yslandia could have become the land of many riches, a land where the Darkness would have no more than its share. But such was not to be.
The Damned, the Nocturns and the Staerks have revolted against the god Mélèh and have united under the « Zaa’me coalition » with plans to enslave the other races and create a new order in Yslandia.

The Nocturnes

Dynasts :

In the depths of the forest, the Dynastes learned to turn their very souls into a powerful weapon. They use their spirituality to weaken their opponents, carry out attacks, and injure their enemies. No record exists to indicate where they began. Only a little information has come into the hands of the Three Simeh’a. The Dynastes are believed to hold the power of lightning and use it to ward off strangers from the Orées. Unassuming, they are in close contact with the Great Spirit in governing the Land. They are said to be led by a certain Verny: a being darker than the night and quieter than a mute.

Magic Powers

Shock Wave: Generates a magical wave in the zone, inflicting damage and suffering for a few seconds
Shadow Action: Allows your mana and life to regenerate faster.
Charm: Captivates your target and heavily decreases their constitution.
Pulse: Generates a mystic pulse on your opponent inflicting damage.
Deceivers :

Their name was not given to them by chance, they possess the ability to suck the strength and energy from their target. They can even close their spirits in order to protect themselves from enemy attacks or to reflect damages. In the Nocturn language, their name is meant to sound like the piercing sound emanating from their screams. The Deceivers wander the woods surveying night and day. They reflect the fear of their victims.
In the beginning, they moved about in a group under the direction of a ruler named Tsas’ka.

Magic Powers

Shriek: Allows you to consume a considerable portion of your nearby opponents’ mana.
Mirror: Gives you a chance of reflecting sustained damage back to your opponent.
Celestial Wall: Evokes a magical barrier absorbing damages inflicted on you.
Regeneration: Regenerates some of your life points instantly.
Shamans :

Rarely low on resources, these are the protectors of the Nocturns. They have the power to cancel spells cast against their kind and inflict burns on their opponents. The Shamans are in constant contact with the forest: we often speak of them as shadowy vagabonds. Some Vulkanians claim to have crossed paths with Shamans. Half-animal and half-Nocturn in form, they roam as predators, much like wolves.
Extremely quick and agile, they also possess the power of entering the spirit of their victims to inflict additional pain and torture, their work recognizable by the burns left on the body. Finally, they read the bones in order to better know their enemy.

Magic Powers

Mystic Revitalization : Allows you to instantly regenerate a portion of your man and life points.
Harm Alliance : Gives you a chance of being unaffected by all damage inflicted.
Burn : Generates an insidious scalding effect inflicting serious damage.
Amnesia : Allows you to cancel all active spells around you.

The Damned

Shadow :

Terrifying doctors of the Damned, they have such a great mastery of death that they are able to recall their enemies from the grave and turn cadaver into soldiers for their defense. Horror awaits anyone who dares to get too close… Watch out for them! They are the product of uniting the souls of Malaïms and Nocturns.

Magic Powers

Necromancy: By targeting a cadaver, necromancy allows you to invoke an evil creature to fight at your side.
Grave Recall: Revives a deceased ally before they get to the cemetery.
Terror: Allows you to terrorize nearby enemies, weakening their statistics.
Worm Power: Continuously increases your constitution.
Vorace :

Considered as rather strange they are often mentioned in grisly legends. It is said, that they have the ability to rot flesh and to paralyze their opponents. But much stranger than that, they are said to be able to multiply their strength and to dispose of a second life after death.
Kyrrs left on the battlefields were nailed alive, their souls forever lost to the Darkness which transformed them into the voraces. A question lurks in Wireg’dola.., why can’t this race breed with others?

Magic Powers

Necrosis: Triggers a necrosis of the flesh on your target inflicting longterm damage.
Recklessness: Allows you to inflict twice as much damage in combat, but makes you vulnerable to enemy attacks.
Necrophobia : Allows you to paralyze enemies in the zone with a flash of darkness.
Second Wind: You will instantly be revived.
Necrophages :

Powerful and dark, the Necrophages feed not only on the strength of their opponents, but on the death that surrounds them. Their control of suffering allows them to transform damage into energy or to reflect them back on their enemies. Incredibly strong and clever, they are a cross between Lycan and Stäerk. A Mortal would do better to be devoured by a Necrophage than to fall under the Emperor’s yoke.
A powerful being of this class, and well known among warriors, he goes by the name of Herdorg. He alone destroyed an entire garrison of 200 men, though some say it was actually women and children, which would explain such a bloodbath.

Magic Powers

Carcass Devourer: Allows you to recover many of your life points by devouring a cadaver.
Inversion: Allows you to transform part of the sustained damage into mana.
Life Puncture: Generates an aura of death which drains the lives of enemies and gives them to you.
Sharing: Gives you a chance of sharing sustained damage with one of your opponents.

The Staerks

Severs

The Severs have been hardened in close combat. They know how to defend themselves in the face of multiple opponents by striking multiple blows, finding weaknesses to pierce the armor of their opponents and carry out powerful blows. They are characterized by their vicious violence. The Staerks of the plateaus were conquering nomads on a quest for new territory. It is from these plateaus that come the masters of war. Most of the Adones (clan leaders) come from this class. Though an unusual being with unknown powers, we believe that the Ery’s roots are here.

Magic Powers

Armor Pierce: Carry out an attack on your opponent inflicting a significant weakening of their shield in addition to greater damages.
Rage: Allows you to inflict violent blows while protected by your reinforced shield.
Multiple Blows: Multiple blows inflict serious damage on enemies around you.
Advanced Control: Allows you to take control for a short time of an extra offline player in your guild.
Skullcrusher :

Descending from the mountains, they have harnessed the power of lightening and can infect their opponents through a mysterious process. Their legendary strength allows them to crush their opponents through powerful blows while they themselves feel little pain. They are a class of people living mainly in the crevices of glaciers. They constructed ice caves and covered their floors with skins and ashes. Their skin is ashen like the rock. Accustomed to the frigid temperatures and rude conditions, they are a robust people.

Magic Powers

Skull Crusher: This attack inflicts serious damage on your opponent.
Infection: Allows you to poison your opponent.
Battle Bolt: Invokes a rain of lightening all around you.
Pain Redemption: Gives you a chance of warding off a blow by transforming part of the damages into mana.
Sentinels :

Trained in the lands of Mount Hönross in Staerk territory, the Sentinels were able to use the lay of the land to camouflage themselves, stealthily pouncing on their prey and alerting their allies to enemy attacks. Before a tribe moves, the Adones send Scouts to find welcoming spots with food and water…
They were the most agile and quick members of the clan and could make use of their camouflage to defy their enemies. But they were also charged with tracking and following clans in order to prepare the route for the Forces, who were slower to move.

Magic Powers

Camouflage: Allows you to become invisible for a few seconds.
Surreptitious Strike: Allows you to inflict greater damage by accurate blows.
Alert: Allows you and your allies nearby to strengthen protection of your shields.
Enemy Knowledge: Allows you to target your opponents’ weak points.

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