JumpRO (Ragnarok Online: The Jump) v.01 The world of Rune Midgard lies in turmoil. Vicious beasts roam the wilds, terrorizing the paths and making travel perilous. The undead amass in ancient ruins, biding their time, gathering their forces, in preparation for an unsung war. Mystical creatures from legends are returning – and intent on reclaiming the land they see as theirs. Man, in his folly, has dabbled with sciences he could not control. In distant lands, the gods’ servants, the Valkyries, have begun the harvest for the souls of warriors. Soon Ragnarok will arrive – and only the strongest may survive. Jumper! You will arrive in Rune Midgard as the beacon for the human race – perhaps against your will – but your entrance into this realm will not go unnoticed, by friend and foe alike. You will have 10 years’ time, either to pacify the land and thereby ensure humanity survives the coming of Ragnarok or mediate a peace between monsters, angels, demons and all sorts of creatures. Certainly the former goal is much more achievable than the latter – there will be many belligerent obstacles along the way. There are of course…other options – but surely you want to become a Hero of the Lands! You will enter this world starting from the bottom up. Your gender shall be up to your choosing: For surely your deeds will matter more here than your gender. But before you embark on your adventure – Take this! +1000CP Backgrounds All Heroes begin as Novices…wait screw that, why would you want to be a novice? Look below, and choose your sign. Strength (100 CP) o Those who choose Strength are well – inherently stronger. Your physical attacks are punishing, but you might find your magic a bit lacking. o Instead of being a bloody Novice, you start off as a Swordsman or a Taekwon. Despite their name, swordsmen fight with all sorts of weapons whereas Taekwons…well…they primarily kick people in the face. Agility (100 CP) o Those who choose Agility are faster, and dodge attacks better. Just don’t get hit. It’ll hurt. o Running circles around novices, you start off as either a Thief or a Ninja. Thankfully there aren’t many Pirates in Rune Midgard… Dexterity (100 CP) o Those who choose Dexterity are sharpshooters by nature. Range attacks are boosted in both range and strength. o That Novice won’t know what hit him! You start off as either an Archer or a Gunslinger. Just don’t expect the Golden Gun; there are plenty of monsters who might laugh at bullets prowling about. Intelligence (100 CP) o Those who choose Intelligence…well its self-explanatory isn’t it? o Laugh at the Novice who can’t cast a heal spell! You start off as an Acolyte or a Mage, the former heals well, and the latter blows things up…well. Vitality (100 CP) o Those who choose Vitality take hits extremely well! Not meaning you’ll become the Hulk overnight, but you’ll be able to ignore the effect of attacks above a certain threshold. o You start as a Merchant and…wait! What the hell is that Novice doing here? Well. I guess if you’re a glutton for punishment you can go be a Novice. Luck (0 CP) o Leaving it up to luck IS a bit of a gamble, but Drop Ins are always up for a gamble – aren’t they? o You’ll have no apparent benefits – except for that odd streak of luck when it comes to gambling and casinos… Locations Take the dice. Roll the dice. Let the dice take you wherever it is. Should be safe. Roll 1D8 or if you hate dice, pay 100CP to choose. 1) Prontera – The Imperial Capital of Rune Midgard. Probably the safest city as it stands, except for that bug infestation outside of town. And that poring infestation. And that Novice infestation. The Priest, Knight, Crusader guilds all make camp here – making this well-fortified castle a good place to start if you’re feeling queasy. And there’s always plenty to do – like eradicating those Novices. 2) Payon – The Forest Haven If you’re into nature, Payon is basically a city established inside a deep forest. Nevermind the fact that there’s a massive tiger and a cave of undead nearby, the Taekwon Guild is established here, so Taekwons might want to start here… There aren’t many Novices either – the Tiger ate them all. 3) Geffen – The City of Mages Not everyone is into hugging trees, so if you’re magically inclined Geffen is the place to go with the Mage’s Guild right close to the Wizard’s Magic Academy. Good thing too, because the undead fortress Glast Heim is really close by. But there’s a good stock of Novice cannon fodder in case you get attacked! 4) Izlude – The Island City A good city for sightseers, Izlude provides many naval routes that link to places such as an island beach resort, a sunken island rumoured to be home to a kraken, and recently, they even got an airship to send you to distant lands! The Swordsman Guild also makes their home here. 5) Al De Baran – The Clock Tower Al De Baran, separated from Prontera by a mountain range filled with dragons, centipedes, and apparently a maze. It is home to the Alchemist Guild however, and the city’s Clock Tower is a tourist hotspot. Rumour has it that there’s a man called Mr. Claus willing to send people to some frozen wasteland… On top of that, apparently there’s a Novice here who discovered a certain secret… 6) Morroc Outskirts (Oasis) – The Desert Wastes Well sorry, but Morroc got destroyed a short while back. So now we’re all camped out here with these Novices. At least the Oasis here provides plenty of fruit and water. There ARE these weird undead things that have been crawling out of the pyramid nearby lately. Same thing with the Sphinx in the middle of the Oasis too…wouldn’t go there if I were you. 7) Alberta – Port Town The town with the most coastal connections. Alberta has ships sailing to everywhere! Just not every ship sails back. The Merchant Guild has set up shop here – just be careful that you don’t get on the wrong boat and end up on an island with turtles! 8) Niflheim – The Land of the Dead Oh jeez, how did you end up HERE?! This is the Lord of Death’s domain. Thankfully you start at the edge, and there’s a portal nearby that will let you choose your destination from any of the above – but there IS that rumour that there’s a blacksmith who can teach certain blacksmith arts from beyond the grave here... It must be a real mess sorting out all these places isn’t it? Take this with you! +World Map Skills/Abilities/Talents Before you set off to shop, it’s time for me to interject with the following! Advanced Jobs! You didn’t think you’d stay a swordsman forever did you? All of your initial classes can, with enough experience, take up new positions. But word is that’s just the beginning… Unfortunately, I seem to have lost the part about Gunslingers, Taekwon, the Ninja and the Dropout. You weren’t expecting anything for Novices were you? Knight (100CP / Requires Swordsman) The swordsman who likes to bash things becomes a knight who bashes things harder. Now even his bare fists can shatter walls! On top of that, apparently he’s finally learned how to ride a large bird properly. They called it a Peco I think – but it just looked like an overgrown chicken to me. It did peck out that Novice’s eye though… Assassin (100CP / Requires Thief) Thieves were sneaky enough…but assassins can get sneakier. Just that they’re not after your wallet anymore. Assassins can cloak, and their weapons can be naturally enchanted with a thick coat of poison of their choosing. Hunter (100CP / Requires Archer) Archers already have a pretty massive range, but Hunters also get to play with traps, which do all sorts of fun things like blow up Novices, lock their legs, send them flying backwards, put them to sleep, and whatnot. Priest (100CP / Requires Acolyte) Acolytes heal…Priests heal better. Priests are great for parties, being able to drop defensive barriers over their allies, drop hexes to curse enemies, drop barriers that negate physical attacks for a short duration, drop hexes to silence enemies…Fun for everyone! Wizard (100CP / Requires Mage) While the mage was busy playing with elemental bolts, the wizard was busy conjuring meteor storms, squalls, blizzards and earthquakes. Needless to say there’s quite a difference between the two. Blacksmith (100CP / Requires Merchant) Blacksmiths focus on upgrading and improving all pieces of equipment. Though all of their work has a chance of failure, when they do succeed, they can imbue weapons with all sorts of elemental effects. Apparently they like to play with cards too… Crusader (100CP / Requires Swordsman) Holy warriors that carry big shields around, they are experts with shield fighting, but are not bad at all with the spear too. They also can tame Pecos like Knights, but Crusaders focus on their ability to heal others while defending them. Rogue (100CP / Requires Thief) Master thieves, they have the ability to literally copy skills from their enemies. They can only copy one skill at a time, but once they copy it they can use it anytime they wish (Paying the same cost). Downside is, they have to be hit in order to learn a skill. Bard / Dancer (100CP / Requires Archer) We finally decided that Male Dancers and Female Bards could work too, so the option is there. But this duo can stun entire crowds with their performances, or motivate allies with really catchy tunes. Monk (100CP / Requires Acolyte) Apparently an acolyte got tired of healing, because he’s now going around punching things apart. He’s very good at doing it, and knows how to manipulate a force called chi to make energy balls – but…still, an acolyte beating people up? Sage (100CP / Requires Mage) Whereas the Wizard decided destroying everything was satisfactory, the Sage decided that proper study was better. So they smacked creatures with books until they perfected the art. Sages have skills that increase basic spells like fire, heal, cure, but then apparently they also have a weird skill called Abracadabra… Alchemist (100CP / Requires Merchant) Blacksmiths make weapons, alchemists make potions. Potions that grow carnivorous man eating plants…Potions labeled “ACID TERROR” – not sure I want to see that one in action…Potions that can protect your armour and ordinary belongings from elemental damage and wear. Not too shabby. We now return you to your window shopping. Skills/Abilities/Talents Drop In Line Kafra Service (100, Free Drop In) These maids are strong! You get a maid of whatever appearance suits you. Not considered a companion, will not fight, but can carry up to twice times her body weight in gear. She starts off at 100lbs (45kgs). Has a bad habit of dropping explosive items if you ask her to carry them. @autoloot (200, Free Drop In) When items drop in a 5 meter radius around you, on mental command you can store it in your inventory (or send to your warehouse). Range will grow as power grows – but at an extremely slow rate. Life of a Farmer (300, Discounted Drop In) You’ve slain over a thousand monsters…just so that it could drop that horn that you needed for your “vitality” potion. You’ve mastered the art of mundane genocide – things you kill have a higher chance to drop rare items (intact weapons, armours, loot) just so that you’ll stop murdering their kin by the hundreds. @spawn (600, Discounted Drop In) Somewhere along the line of massacring monsters to save humanity, you learned a neat little trick to summon monsters you’ve killed before. If you used @spawn “rat” would spawn the last rat you killed, obedient but slightly weaker. Only one spawn can be active at a time – Mentally activated. Calling in the Cavalry! (200/400/600 – Discounted Drop In) You’re a Drop In, but you’ve still got friends right? They can pick a first tier class for free, with 100/200/300 CP to use. Swordsman Line Bash! (100, Free Swordsman, Knight, Crusader) Your normal weapon swings now carry twice the force they used to have. Endure (300, Discount Swordsman, Knight, Crusader) You take reduced damage from all attacks (minor effect) and can temporarily ignore the effect of an attack, shrugging off status effects. Fifteen second duration. Bowling Bash (600, Discount Knight) You wind up and bash an enemy. Hit him just like usual. Except instead of falling to the ground, the enemy bounces away from you like a rubber ball, and knocks obstacles out of the way until he has travelled fifteen metres. Grand Cross (600, Discount Crusader) A holy cross forms in the area around you. In addition to dealing holy damage over the area of the cross, undead are laid to rest, and other enemies are repelled from the area. Thief Line Double Steal (100, Free Thief, Assassin, Rogue) It’s not enough to just steal the guy’s shoes. You need to steal his wallet while you’re at it. When you steal something, as long as it succeeds, you steal another item from the same victim. Improve Backslide (300, Discount Thief, Assassin, Rogue) It defies the laws of physics, but your body moves backwards, regardless of its initial position, sliding out of range of an enemy attack. The poor Novice who just tried to attack you is now being pelted with stones. Grimtooth (600, Discount Assassin) The Assassin disappears, and spikes jut out from the ground underneath an enemy within ten metre range. If they’re human, it’s most likely that some family jewels are now gone. One round of spikes is sustained every five seconds until the Assassin is discovered. Must remain within ten metre range of target. Close Confine (600, Discount Rogue) When people try to get away from you, a pair of handcuffs does the trick. Magical cuffs immobilize your enemy, who cannot move away from you in any direction. Lasts for fifteen seconds. Archer Line Arrow Crafting (100, Free Archer, Hunter, Bard/Dancer) You can fletch arrows using unorthodox materials. A ruby may craft fire arrows for example. Object is limited to things that are inanimate – so don’t try to fletch people into arrows. Their bones would work though. Arrow Repulsion (300, Discount Archer, Hunter, Bard/Dancer) Physics says that an arrow should not carry enough force to send a man flying six feet away. Your say otherwise. Naturally scales with physical strength. The Birds (600, Discount Hunter) Try whistling, and you’ll find that birds naturally come to answer your call. Try attacking someone, and you’ll find that the birds start trying to re-enact a certain movie from a different reality. DANCE OFF! (600, Discount Dancer) You’ve become the master of unorthodox foot movement – and you’re able to inspire a bad case of tap dancing in enemies. The duration of the effect is dependent on the strength of the enemy relative to your own. (Stronger than you, they’ll naturally resist it) LISTEN TO MY VOICE! (600, Discount Bard) You shout out loud at an enemy to get his attention. Instead of just getting his attention you also managed to disrupt his sense of balance – and everybody within twenty five meters of him. Acolyte Line Warp Portal (100, Free Acolyte,Priest,Monk) It seems everybody values you only because you can set portals between two locations within a hundred metres of each other. Well it’s sure useful for robbing a bank – wait…acolytes don’t rob banks do they? Pneuma (300, Discount Acolyte, Priest, Monk) If that wasn’t enough, now people are asking you to stand as their arrow shield – your pneuma does exactly that, deflects projectiles as long as you are capable to witnessing their flight. Res Pls! (600, Discount Priest) You thought becoming a priest meant people mooching off of you was over. Think again. You can resurrect a fallen ally within an hour of his unfortunate demise. After that you better find a miracle worker. Asura Fist (600, Discount Monk) You’d suppose after being mooched nearly their whole career that the Monk would get rather angry. Proportional to their emotional imbalance, the Monk delivers a strike that can shatter a Valkyrie. Provided he doesn’t want to use it on the people mooching off of him first. Mage Line Energy Coat (100, Free Mage, Wizard, Sage) They said that mages were squishy. So you made a coat out of elemental energy to prove them wrong. Not only does it look flashy, but it also harms the enemy when they try to hit you physically and lets you absorb an element. Learning (300, Discount Mage, Wizard, Sage) The sage taught the mage, who then taught the wizard, so with this whole sentiment of “Sharing is Caring” – learning spells and perfecting skills goes quicker than it normally would. Works when more mages (of any kind) are together. Magic Fusion (600, Discount Wizard) Isn’t it boring just to spam a single spell? You can chain spells/skills together to have their hybrid effect. The overall potency is dropped a little bit though. Abracadabra (600, Discount Sage) There’s no clue what you’re going to get! Take your full list of skills/abilities, merge three at random to deliver the final skill. If you have less than three skills total, Abracadabra creates a magical bunny that stomps on your enemies. Merchant Line Pushcart (100, Free Merchant, Blacksmith, Alchemist) A magical pushcart appears! Linked with your warehouse, it can act as a gateway when static – but its use comes into effect when it is moving, which you can ride it like a wagon, complete with oxen towing it. Vending (300, Discount Acolyte, Priest, Monk) You can set up shop anywhere. In the middle of an active volcano, under the ocean, in a blizzard, while being attacked, while attacking something… The moment you set up a shop it materializes into the realm, rendering you and the “customer” temporarily invincible until it is set up. Advanced Smithing (600, Discount Blacksmith) It’s not just about creating the sharpest blade anymore. Your items now have “affixes” on them based on how many times you’ve improved them. Each level will be tougher than the next to improve and require more energy/mana/souls, but your smithing ability now has no cap. Homunculus (600, Discount Alchemist) You tampered with the science of life, and thankfully, you came out with the same number of appendages and organs. Not sure your brain is still the same though. It’s ok though, because you’ve got a new minion! Split between the choice of a little flower girl, a sheep, an owl, and a pile of jelly – each homunculus has its own strengths and weaknesses. “Others” Line Soul Linker (800, Discount Taekwon) Instead of kicking people, your abilities now lean towards joining their spirits together. While joined, you can pool your skills/attributes/powers with them – and vice versa. Both parties have to be willing: and they have to be physically touching for this to work. In time you might be able to have a deep enough connection to do this remotely, but not right now. Spirit Mode (800, Discount Taekwon) You establish an alternate form based on the current astral phenomenon. You embody the astral body present at the time of usage, be it sun, moon, asteroid, and others (with the exception of the planet you are currently on). Effective only until the astral body moves out of sight. Hopefully the clouds don’t get in the way… Desperado Revolvers (800, Discount Gunslinger) It seems like you’ve been left in the dust! In light of not having an advanced job of any sort, I found this gun for you from a storage cabinet. It might look normal, but it only requires a single round to fire off six! How’s that for desperate? You might be wondering – well, how do I reload it then. Thing is, you don’t. It reloads itself once a minute. Have fun! Cicada Skin Shedding (800, Discount Ninja) Getting stabbed sucks doesn’t it? Well thankfully they just stabbed a doll right? You instinctively evade a physical attack before it can land and put a replacement in your place. It doesn’t handle a large barrage of attacks from all directions in multiple waves very well. Super Novice (800, Discount Novice) Wait what? Even the Novice gets something? Apparently since you’ve survived this far as a novice, they decided to award you with a consolation prize. As a Super Novice, you can take every single skill free/discounted for the lowest tier classes as if you were those classes. In addition, you get a discount on certain things. Jeez, we must be generous to give out door prizes to Novices. “General Skills” Card Drop (400) Enemies you defeat have a chance to drop a card. When you use that card on a weapon or armour, it adds an effect onto the item based on the trait of the enemy. The chance of a card dropping is extremely low, equivalent to once every 10 years or so, but you can determine when you want it to drop once per jump. Transcendence (300, Only for Advanced Jobs) So there is one more tier after all! Transcendence effectively opens the entire skill tree for all the advanced jobs. The notable changes are as follows: Knight to Lord Knight: Bowling Bash now makes enemies go berserk when it finishes. (Berserk) Crusader to Paladin: Grand Cross now also drops massive crosses of light on enemies in sight (Pressure) Assassin to Assassin Cross: Grimtooth’s spikes now explode in a wide radius and poisons (Meteor Assault) Hunter to Sniper: The Birds now summon birds that can drop claymore mines. (Falcon Assault) Priest to High Priest: While healing a person, the High Priest generates a healing field (Sanctuary) Wizard to High Wizard: Magic fusion no longer necessarily uses mana (or your magic equivalent) but can use a different energy source. (Mystical Amplification) Blacksmith to Mastersmith: The Mastersmith learns Card Drop naturally. Rogue to Stalker: The Stalker strips their opponent of all armour and weapons during close confine. (Full Divest) Bard to Minstrel: The Minstrel can block attacks with a wall of sound. (Sheltering Bliss) Dancer to Gypsy: The Gypsy can control their enemy if they start dancing in sync (Marionette Control) Monk to Champion: The Champion can pass his energy from himself to another (Spiritual Transfer) Sage to Scholar: Abracadabra now merges 5 skills or abilities – or it summons a horde of rabbits to trample the enemy flat. Alchemist to Biochemist: The Biochemist`s can evolve the homunculus into a clone of himself.
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