Saturday, March 28, 2009

Rohan Ph Regions and Towns


Del Lagos/Einhoren











Del Lagos
is the Human Kingdom priding a vast territory surrounded by a beautiful and infinite lake with warm climate and abundant crops. Across the lake past the blessed Abundant Plains with the capital Einhoren at the center stands Trichia Seminary, the symbol of Human faith, along with Juba’s Waterclock, the product of interracial diplomacy.

In the north is Traitor’s Guillotine, where the criminals of Del Lagos were executed, and the obsolete Paladin Hall of Fame stands guard at the lush eastern terrain.

Human Town - Einhoren

The human race of Rohan Continent naturally converged around Einhoren, endowed with pleasant climate and abundant natural resources, and forged a settlement.












With the passing of time, Einhoren gradually takes shape as the Human capital. The grand temple for worshipping Rohan, and the training facility for paladins, the central army, they are located in the capital, and critical national decisions are reached upon discussion between the grand prophet and the king. Einhoren is bisected into two large regions: the village, a residential district for commoners, and the royal palace quarter for the royalty and aristocracy which can be reached only by traversing a bridge erected in the village. Both zones are surrounded by a high city wall designed to ward off invasion.


Via Marea/Vena










Region – Via Marea

Vena, capital of Elves ruled by Queen Rima Regenon, possessing strong magic powers, was fashioned on building blocks of elaborate architecture and beautiful gardens. In the north lies Crea Workshop, where exceptional Elf wands were manufactured, and above it past Crossroad of Fate stands Temple of Marea, built to worship goddess Marea, and Dragon Eyes, where the extinct Red Dragon formerly stood guard. Goddess’s Fountain, where goddess Marea, the creator of the Elves, propagated the origins of water, is located in the northwest, and Gray Dawn Tower was erected in the northeast to mount defense against orc raids, but both sites have fallen to the monsters.








Elf Town

Vena

Capital of the Elves, Vena is governed by a powerful wizard and Elf representative Sila Mayor Regenon.

Referred to as the city of the arts even within Elf kingdom, it is renowned for its elaborate beauty. Constructed based on an aesthetic blueprint from the inception, the city’s buildings and garden arrangement are equally exquisite. Regen was the original Elf capital, but with monsters seizing it in the wake of assaults, the Elves migrated to the second capital of Vena. The original capital has since been turned into a wasteland and its basement a dungeon.


Morrisen/Kai'non







Region – Morrisen

Morissen, located in southeastern Rohan Continent, was forged by Half Elves conceived by Humans and Elves, having relocated and deprived of a sense of belonging.

Sirka Observatory, once the Halflling astronomy Mecca but currently a monster stronghold, and Tempest Watchout, erected to offer protection from Humans and monsters in the radius. And Bergendy Brewery, celebrated for the exceptional brewing talent of Half Elves, was formerly located in Tranquil Forest, but they have all become off-limit zones due to monster assault. Spiritual Haven, where the first Half Elf and their spiritual leader’s remains were cremated, has been abandoned and become a monster habitat.

Half Elf Town – Kai’Non








Located in southeastern Rohan Continent, Kai’non was built by Half Elves conceived between Elves, who migrated from the mainland, and Humans.

Half Elves, unable to feel a sense of belonging in either group, and having failed at assimilation in the city erected by Humans, assembled in the south of the continent and formed an independent settlement. Upon settling, all Half Elves strewn throughout the continent gradually began to converge upon Kai’non, and with population steadily growing, it grew to a size comparable to that of cities of other races. Due to the nomadic disposition of Half Elves, no city walls or notable architecture were constructed. Being firm individualists, they do not welcome external aid, and without a fixation on settling in a single site, they pitch tent-like shelters.


East Bahran/Par'talucca







Region – East Bahran Island

Previous dethroned King, Kraute Del Lagos, and his close friend and unequivocal supporter Haillok, along with their supporters, left Rohan Continent and settled in eastern Bahran Island.

They named themselves Dhans, to distinguish themselves from Humans, and erected Par’Talucca. The old-fashioned Dhan capital is circled by mountains where residents practice isolationism. At the center of a nearby river, stands Temple of Ohn, built to worship the main god, and at the river’s upstream, a rock resembling mother goddess Edoneh can be found. To the south of the river is Haillok Memorial, founded to honor the great prophet Haillok, and Hermit’s Hideout, created to perform Dhan rituals of sect wielding and power

Dhan Town – Par’Talucca








Taking the throne after contending with the 2nd Human king Ferrikhan Del Lagos, Kraute Del Lagos is deposed by Ferrikhan’s wife Queen Caronia and factions and the military endorsing sovereign orthodoxy.

With an entourage of his endorsers, he leaves Human capital Einhoren and arrives on Bahran Island in the far northeast. The ousted sovereign then builds the current Dhan capital of Par’Talucca upon discovering a basin surrounded by mountains, and creates a canal in the outskirts of the city for defense. While the underlying appearance of the city is redolent of Human architecture, Par’Taluccan architecture is far more calm and graceful employing primarily wooden materials.


Armenes/Rev'decca







Region – Armenes

Armenes, the last dragon fleeing from divine assault in the north, is ultimately destroyed, but after creating Dekans, its descendents, with its last remaining strength. Dekans settled in western Bahran Island and named their state Armenes and their capital Rev’Deca.

Dekans had to ward off assault from Dhans and unidentifiable monsters nearby, and threat posed by Humans, Elves and Half Elves from a distance. Originally the Altar of Armenes built to memorialize their origins and a vast forest, the area is now riddled with vestiges of fierce warfare waged against Dhans from Ashen Battlefield to Dragon’s Sacred Grounds, formerly strewn with remains of dragons slain in the battle against the gods.

Dekan Town – Rev’Decca








Upon being spawned from Armenes, the Dekans, widely scattered, tried to acclimate themselves to the strange environment.

Assembled under charismatic Ferdinante Don Endriago, Dekans began converging upon Armenes in preparation for self-protection. Rev’Deca is the capital they collectively built. Constructed on water’s surface, the royal palace of the current king Ferdinante Don Endriago is located deep in the city, and shops and major facilities are built circling with the massive central fountain. A single gate serving as the sole passage to the outside and the city walls erected in the city outskirts plainly reflect their isolationist tendencies. Stone statues and adornments in the shape of dragons can be found readily on the streets.


Ignis/Montt







Region – Ignis
Pervaded by volcanoes, this region’s mountains are high and treacherous. The only active volcanoes issuing lava are Flox’s charcoal burner and the Dark Elf capital of Montt.

Most mountains are inactive with merely smoke billowing from the summits. For this reason, Scorching Canyon and Birthplace of Purity are devoid of vegetation, and the earth is black due to volcano ash. But massive forests fill the remaining regions. Most trees in Ignis are broad-leafed due to the tropical climate.








Dark Elf Town – Montt
With Ignis teeming with volcanoes, Dark Elves constructed Montt likening a massive fortress, as if to withstand its sweltering heat, and upon the assembling of numerous families hitherto dispersed, a collective parliament was convened, and a new king elected to fashion Montt as we know it. Montt’s high city walls are built with special heat-resistant material, accurately reflecting distinct Dark Elf architectural traits and pride. The current king Kanos Lyonan’s residential palace is perpetually under airtight security with warps surrounding it to deter foreigners. Dark Elves have employed exclusive black magic for convenience in transport and daily life.

Rohan Ph Character Classes

Humans

Unique Features:
- Humans have the highest defense and can use melee attacks. Classes consist of Knight (level 1-50), Guardian (Attacking Knight-Class Change), and Defender (Defending Knight-Class Change).
- Weapons Used: Dagger, One-Handed Sword, One-Handed Mace, One-Handed Axe
- Important Stats: Strength, Agility

Human Classes

Defender
Class specialized in using maces and has strengthened defense. When playing in a party, they are perfect to take on the role of tanker. They should take on the role of increasing the party’s EXP instead of using aura skills to increase vitality, mana recovery, or defense or aura skills to increase physical, ranged, or magic attacks. They also possess the ability to cast ranged Stun spells as well as have enhanced skills for ranged attacks.

Guardian
Class consists of enhanced knights specialized in the use of daggers and one-handed sword with the unique feature of having enhanced attack skills. Guardians have the ability to attack the target even when the target has protection and possess the skill to increase the amount of damage with each attack. They can quickly gain control of their opponents that are in close-proximity by using skills to lower their opponent’s defense or attack rate. Not only does their own defense allow them to resist stun and root spells for an allotted time, but they are also capable of using their skills to resist physical attacks in melee battles. They are welcomed in party plays because they can use aura to raise the party members’ chances for critical attacks.

Informative Tip:
Beginners should use one-handed swords, one-handed maces, or one-handed axes along with a dagger, rather than a shield or other defenses, when hunting in dual weapon mode. The protection and block rate from shields are insufficient; therefore it will be more beneficial to increase your attack and try to attack quickly and efficiently.

When you reach level 50 and change your class to Guardian, use a one-handed axe and a dagger in dual weapon mode. If you chose to be a Defender, use a one-handed mace and shield. A one-handed axe with higher attack should be used instead of one-handed sword or one-handed mace in dual weapon mode, because in dual weapon mode, axes have the same attack rate as other one-handed weapons.

When the dagger is held in the left-hand in dual weapon mode, the weapon attack and option is only at 20%, but it is better to have a variety of options than to have a high level of one option. The reason is because all options even at 1 of 20% will be increased by 1; hence options attached to the dagger will have a +1 effect whether it is at 1 or at 5. Consequently, it is better to have many options attached to the dagger that can be increased rather than to have only one.

For example: when strength +1, vitality +1, dexterity +1 melee attack +1%, attack speed +2%, mobility speed +2%, and critical chances +1%, they will be increased to strength +1, vitality +1, dexterity +1, melee attack +1%, attack speed +1%, mobility speed +1%, and critical chances +1%, and when strength +12, vitality +8, melee attack +5%, and critical chances +6%, they will be increased to strength +2, vitality +1, melee attack +1%, and critical chances +1%. You can see the differences when comparing the two.

However, in dual weapon mode, the use of skills related to shields (charge, shield push, shield burden, shield mastery, whirlwind) is prohibited. You have the choice of carrying a shield of your choice instead of dual weapon mode and when you have raised agility for critical attacks, it is common to carry a dagger with higher critical options.


Elves

- Unique Features: Has high magic defense and resistance and is also in charge of ranged-attacks using magic attacks and the role of healer. Classes consist of Healer (level 1-50), Priest (healing-class change), and Templar (attacking-class change).

- Weapons Used: Dagger, One-Handed Sword, One-Handed Mace, Wand, Staff

- Important Stats: Intelligence, Psyche

- Class:

(a) Priest

Priest class is considered important in parties because of their specialty in healing and protection using magic spells. Priests take on the role of using their skills to assist in the party members’ recovery, defense and also increase their vitality. They use staffs for magic attacks and have ability to prevent opponent’s movement and attacks.

(b) Templar

Templars belong to a class that is capable of melee physical attacks using mace. They have strong magic attacks, in addition to acting as a supporting healer. Just like Priests, they possess the ability to erase the opponent’s buff and debuffs and have exceptional capabilities in attack and defense by reflecting harmful skills (debuff and stun).

- Informative Tip: Beginners with low defense should use a wand and shield to increase defense. If defense is some-what high, it is more beneficial to use a staff to increase mana and hunt. Since a wand is not available after level 50, if you become a Priest, you can either use a staff, low level wand, or daggers or maces with level options, as shields are still allowed. If you become a Templar, you will also become specialized in using mace; this can be seen as the Paladin form. However, if you wish to play a particular priest character, use a staff for ranged attacks and use the control to switch to a mace.


Half Elves

- Unique Features: Has low defense, but enhanced ranged-attacks. Classes consist of Archer (level 1-50), Ranger (enhanced Archer-class change), and Scout (more agile Archer-class change).

- Weapons Used: Dagger, One-Handed Sword, Bow, Crossbow

- Important Stat: Dexterity

- Class:

(a) Scout

Scouts are specialized in the use of bows and are capable of firing on multiple targets at once. They show proficiency in using bows for ranged attacks and can use dagger for melee battles.

(b) Ranger

Rangers are specialized in the use of crossbows that have enhanced skill attacks. Buffs increase damage according to the weapon rank or type (rare or unique) and kill count-related attack can be enhanced by skills as well as increased attack speed.

- Informative Tip: Capable of ranged-attacks and has high attack levels. However, compared to other races, defense is low and melee attacks should be avoided. To attack swiftly and gain control of the opponent, Rangers should use a crossbow that causes significant damage during 1:1 battles. Scouts that possess many skills should use bows as the main weapon to hunt and be able to attack many others at once. Scouts have buff skills to increase melee weapon attack and have the ability to melee using a dagger.


Dhans

- Unique Features: Controls target by its exceptional ability to evade. Classes consist of Assassin (level 1-50), Avenger (invisible assassin-class change), and Predator (multi-assassin-class change).

- Weapons Used: Dagger, One-Handed Sword, Two-Handed Katar.

- Important Stat: Dexterity

- Class:

(a) Avenger

This class has strong attacks and has the ability to take control by decreasing the opponent’s stats. Avengers make the battle more favorable by decreasing the opponent’s stats and increasing their own stats. Avengers also have the skill to switch mana and vitality to have advantage in the battle.

(b) Predator

Class that is capable of using a trap to decrease opponent’s EXP and a trap to cause damage. Predators make the battle more favorable by using trap related skills to recover party members’ vitalities as well as their own vitality. Predators have the skill to show where treasure chests are on the mini map and increase another’s level to allow them to equip items that require higher levels. Predators also possess the ability to make party members invisible, opening up more possible strategies.

- Informative Tip: Dhan weapons consist mostly of daggers and katars. The type that battles with critical damage and usually equips a dagger attached to high critical chances. Dhans with higher strengths favor high attack katars. Dhans with higher agility can also equip high attack katars and cause a set amount of damage. Compared to swords, katars cause more damage, but they can be chosen according to preference.


Dekans

- Unique Features: Uses ranged-attacks better than melee attacks to control target. Classes consist of Dragon Knight and Dragon Sage that show incredible power in battles

- Weapons Used: Dagger, One-Handed Sword, Zhen

- Important Stats: Strength, Vitality, Intelligence

- Class:

(a) Dragon Knight

Dekans’ specialty is the ability to transform in Evolve Mode. In the case of Dragon Knights, they have increased stats and regeneration in Evolve Mode. In addition, they are capable of stun attacks even when the target has protection, and can absorb their opponent’s vitality and mana in battles.

(b) Dragon Sage

Class specialized in hunting and has the ability to divide stats and use a variety of skills. Dragon Sages are capable of hunting large numbers by attacking areas. They can also transform in Evolve Mode like Dragon Knights.

- Informative Tip: When a Zhen (only used by Dekans) is equipped in both hands, the attacks are more enhanced than any other weapon. Zhens can be divided up to increase attack speed, however the attack and defense will decrease slightly. The attacks will be enhanced either way. Therefore, the use of a Zhen as the main weapon is recommended. Enhanced attacks are possible by changing into a class with the capability of transforming in Evolve Mode.


Dark Elf Mage

- Unique Features: Attack Mage that employs strong magic damage, variety of debuffs and area transport magic. Classes consist of Mage (level 1-50), Warlock (Dark Magic-Class Change), and Wizard (Area Arcane Magic-Class Change).

- Weapons Used: Dagger, Staff, Wand

- Important Stats: Intelligence, Psyche

- Class:

(a) Warlock

Warlocks’ specialty is group battles. They gain advantage by causing dot damage and decreasing opponent’s EXP by debuffing before battles. Also, they are capable of protecting themselves from debuffs such as Stun and Root spells casted by an opponent.

(b) Wizard

Expert hunters, Wizards can use powerful area damage skills and various area spells to fight off multiple monsters at once.

- Informative Tip:

Dark Elves are a mage that possess enhanced magic attack, but have a low physical defense. Armor with a physical defense option should be chosen and it would be beneficial to equip vitality-related accessories to store HP and defense.