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ARCHON CLASSES

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Name

archon classes — undertake quests as an archon to unlock special spells

Description

Once an archon has achieved archon level 100, they may seek to be imprinted with the Mark of one of the archon classes. Questmasters grant series of special quests which will, when completed, grant unique sets of skills at mastery. Those quests can be dangerous and time-consuming, but can be undertaken in steps, rather than all at once.

Only one of these quest chains can be undertaken at once, and undertaking one requires relinquishing all progress (or completion) made in the others.

  • The Chronomancers of Alyria are a notoriously iconoclastic group of
  • mages, both because of their odd personalities stemming from time travel,
  • and the immense potential power they wield. They typically use their magic
  • to manipulate events rather than interfering directly, but are able to if
  • they need it. In order to perform targeted assassinations to gain more
  • power, they can access 'prolong suffering', which will increase the
  • duration of all negative spells currently affecting the target. Should
  • they need to engage in actual combat, they can 'slipstream', which
  • permits them to cast their next spell in half the time as normal. And
  • should everything go awry, they are able to 'postpone death', which
  • will prevent them from dying for the duration of the spell, or until
  • they take too much damage for even death to ignore.
  • Mageknights are a mystery sect of adherents to maintaining order in
  • the Faerie Plane and beyond. In order to keep at bay the ethereal nasties
  • that seek to invade from the more chaotic Ethereal Plane, they use
  • 'fluid serpents'. Dealing damage with animate freshwater and poison,
  • neither other faeries nor more exotic lifeforms are safe. More persistent
  • threats can be dealt with via 'animate weapon', which temporarily
  • brings a weapon to life to magically fight before perishing. To accomplish
  • all this while mitigating damage, mageknights passively use 'battle caster'
  • during each spell cast, which raises their AR dependent on the remaining
  • cast time of the spell.
  • The Summoners were a loose-knit affiliation of many mages, before
  • they tampered with magic they didn't understand and nearly destroyed an
  • entire city. They honed their spells to prevent it from happening again,
  • and restricted access to it to prevent such a mistake from reoccurring.
  • Their skillset is largely oriented around summoning guardians and
  • protectors to keep outsiders away from them. Should outsiders approach,
  • they can be dissuaded with 'summon doldrums', which reduces their
  • extra-defense-speed, a particularly potent affect against opponents with
  • multiple defenses. Once dealt with, opponents can be isolated with
  • 'djinn captor', which prevents them from moving or fleeing until they
  • kill the djinn. Their most complex spell is 'watchful sentinel', which
  • can be ordered to protect an exit. This invulnerable guardian permits
  • anyone attempting to go through that exit to swear an oath that they will
  • not attack the guardian's master- if they break the oath, they are subject
  • to harsh penalties from djinn relics. If they refuse to swear the oath,
  • the guardian will warn its master that someone is approaching.
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