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Egganon

Hexxss

Jul 15th, 2019
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  1. Hexxss was a notorious Pixie PK'er that made teamwork between guilds very dangerous in YGGDRASIL, using his abilities to trick other players and tempt them into betraying one another, or make them believe they were being betrayed- truly, his enjoyment of the game wasn't beating Raids or Instances, not even PVP, but rather it was winning unwinnable fights easily by taking advantage of everything available to him, especially other players. An expert squasher, Hexxss even managed to form squashing trains, and his personal record is squashing five guilds at the same time in a Dungeon by tricking four into squashing the guild in front of them.
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  3. Hexxss hadn't always been like this, but after dealing for so long with getting PK'd at no consequence for the PK'er simply due to being a Hemihuman, Hexxss embraced this aspect of the game. After all, if ganging up on players is fine, then he might as well make an art out of it. Best part was, if he used NPC's to finish enemies off, he'd get no negative karma from it either. In fact, over the years his karma score remained relatively positive for one of the more prolific PK'er.
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  5. This all went great, until players became high enough level that even stragglers became dangerous opponents for this trickery based buildm especially if the healers survived. But it was at this time that Hexxss met what would possibly be his oldest partner in crime: Siegfried, a particulaly devious Flesh Golem that could reverse positive and negative energies.. basically completely countering healing- together, heavy healer compositions were easy to utterly break, and hiding Siegfried with illusion magic worked amazingly as well. Locking the exists with real illusions and changing rooms at his leisure, Hexxss would lead unknowing players into an ambush right after dealing with mobs in the healing area of all places. Healers that attempted to mass heal were punished heavily.
  6.  
  7. Together, the two then met the highly charismatic Von Dumphrey, and so the core for a new PK guild was born; The Heralds of Sockmeister, where Hexxss acted as the forever smug baiter for other guilds.
  8.  
  9. After arriving in the new world, while not losing his emotions like many other Hemihumans, Hexxss instead got massively increased surges of emotion, and a constant itch to be stimulated by something fun. As such, he cannot sit still and is always busy with plans and plots, whether they be incredibly minor or important, or even necessary.
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  11.  
  12. Str: 10 (becomes 5 due to pixie), just on the 'unplayable' specs, no armor, but I'll try and levitate my things all I can. Won't be able to use equipment that isn't enchanted to be light, or can fly with me, but I would be a fake fairy if I didn't push myself all the way.
  13. Dex 17, not really necessary on a caster but I might need some speed to keep up with my mind
  14. Con 11, squishy. Especially with that +100% damage taken from sonic, I might need a solution for that...
  15. Wis 11, accuracy isn't amazing, but that's fine because I focus more on illusions and spells that don't really “miss” being mind effects.
  16. Int 21, think fast, cast spells quick while moving. Having strong spells but not getting them off is a problem.
  17. Cha 40, the maximum you can have. Protects from mind control, such that I only truly fear world items, and can make my debuffs stick.
  18.  
  19. Martial skill pool: 331
  20.  
  21. Athletics: 50, not great stamina, but hopefully enough to get to the point where I can trick my opponent with illusions and rest up
  22. Balance 50, while the ability to stay balanced is useful, this also determines movement speed making me go somewhat fast.
  23. Climb 21, preventing falls is useless for me since that is done with flight. And I won't be climbing when I can fly.
  24. Flight 50, I can fly, and decently well.
  25. Jump 10, no need for jumping when I can fly
  26. Ride 30, I won't be riding things, or will use my mind control to have them focus on carriying me, so it'd depend on their skill to carry others rather then mine to hold on, but this might help fetching rides comfortably.
  27. Swim 20, swimming is just flying underwater. Different density, but the principle is essentially the same. Guess I'm just putting points for the density or something.
  28. Tumble 50, for jokers who will spam aoe's when they can't find me.
  29. Stealth 50, maximum stealth to work well with my illusions. Being hard to find is the name of the game, just need to prevent spells from finding me.. Well, 50 isn't the best but it's the best I can do right now.
  30.  
  31.  
  32. Martial skill cap: 50
  33.  
  34. Intelligence skill pool 530
  35.  
  36. Crafting: Sculpting 84, sculpts as a hobby and loves sculpting illusions as well. Loves making illusory copies of opponents before they die, and then making it into a real sculpture to savor it over the years. Basket-weaving 84, leveled to 84 expecting to get an easter egg. Did not. Hates baskets now. Clothweaving 84, while leveling, noticed that there wasn't much attire for Fairies, so decided to make its own high quality clothes, as well as tapistry.
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  39. Knowledge: Nobility (Guilds) 84, knows a lot about other guilds and their modus operandi, really enjoyed tricking annoying guilds in particular and bait them into attacking each other. Nature 84, connection with nature helps. Local (Players) 26, gained this knowledge purely by annoying guilds and eventually remembering familiar faces.
  40.  
  41. Investigation: 84 Maximum investigation, being able to quickly deduct things is a necessity for illusionists.
  42.  
  43. Intelligence skill cap 84
  44.  
  45. Wisdom skill pool 280
  46.  
  47. Insight 44: Doesn't like getting pranked, ironically. Isn't the best at insight however.
  48. Medicine 44: To maximize healing spell efficiency.
  49. Perception: 44 Mostly relies on scrying magic, but eventually caved and leveled the perception skill because guildmembers kept ominously warning that “one day you won't see them coming with your spells”. Wasn't afraid or anything o-ok? Just wanted to make sure nobody would worry anymore.
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  51. Profession: Trapper 44, quite good at laying traps and intuitively predicting movements. Uses it for pranks. Gardener 44, can't truly make the rarest plants in the game grow, but is still good at keeping important herbs stocked. Midwife 44, during the basket-weaving fiasco there were plenty of quests involving being a Midwife, so he expected them to be related somehow for a super easter egg. Again lead to nothing. Herbalist 8: Somewhat average herbalist, but again thinks himself as the pinnacle of everything nature by virtue of being a pixie.
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  53. Survival 8, despite being somewhat of an expert in nature, is actually below average at weather prediction and such. Knows what things mean, but doesn't filter out well what could or couldn't be the case. Despite low prediction, still considers himself an expert in this.
  54.  
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  56. Wisdom skill cap 44
  57.  
  58. Skill pool 1005
  59.  
  60. Deception: 100, really hard to label as an enemy.
  61. Intimidation: 5, is not intimidating whatsoever physically.
  62. Leadership: 100, strong buffs for allies
  63. Mana control: 100, the big one, really important for casting spells.
  64. Performance: 100, important to improve the following skills:
  65. Act: 100, useful to trick opponents and hide information and so on. Also feigning innocence along with deception.
  66. Comedy: 70, great at delivering punchlines, not the greatest sense of humor though.
  67. Dance: 100, really elegant fluttering to mesmerize spectators.
  68. Instruments: 30, not that much of an instrument player- the small size makes it hard to hold it effectively as well so its hard to practice.
  69. Oratory: 100, makes up stories all the time.
  70. Sing: 100, sings incredibly well and can hit really high notes. Even talks rhythmically.
  71. Persuasion: 100, can tell an npc to do something, and they'll do it! Very useful for tricking players, as npcs are even easier to trick with illusions.
  72.  
  73. Skill cap 100
  74.  
  75. Base classes:
  76.  
  77. Sorceror for charisma based spellcasting, also further reduces illusion spells in half (literally spells I got from my bloodline). Special ability: Distorts “Time” in an illusory hemisphere that has the appearance of a grove, causing each second in the hemigrove to pass 5 to 10 times faster then in the outside world. People inside won't notice anything, but will realize time has passed once leaving the grove. Hexxss used it to cause other players to get late for work and grief them in real life, causing him to be extremely hated. Sockmeister sometimes suffered the wrath of these angry players.
  78.  
  79. Theurge: CL isn't halved for CHA arcane and CHA nature spells, and I get twice as many spells since whenever I learn a spell from either list, I get another one free. Hexxss, being the munchkin he is, went for Theurge as soon as possible, at level 30, allowing him to learn 437 spells total.
  80.  
  81. Illusionist (Spec from pixie): The meat of this build. Illusions are amazing, mess up with targeting and help trick opponents in many ways.
  82.  
  83. Incantator: gives me divination specialization, let's me perform spells with others (with arcana and nature spell-lists there are plenty of eligible spells) and halves divination spell cost.
  84.  
  85. Scryer (spec from incantator): Can share results of divination spells, and reflect divination spells of enemies- which are just about the best way to deal with illusions or natural stealth. This allows me to completely counter it or end up in a ping pong war with a fellow divination specialist.
  86.  
  87. Special classes: Shadow Realist req. Ultimate illusionist, 90% of spells cast in game time have to have been illusion spells.
  88. Gives illusion the [Shadow] subtype, giving them attributes related to shadow illusions and allowing to cast and learn shadow illusion spells.
  89.  
  90. Special classes: Mind warper, can mess with a targets mind to increase their paranoia and insert an illusion in the back of their mind. Bypasses mental status immunity. Does phantom effects (such as damage of the appropriate type, or healing) which disappear when the illusion disbelieves the illusion.
  91.  
  92. Enchanter (Mind warper mental status): performs an action to inflict a target with confusion, infatuation or despair, and perform an action to briefly edit a targets combat data.
  93.  
  94. ML: 5
  95. CL: 15, 10, 20, 50, 15 = 110
  96.  
  97. 125 total mana
  98.  
  99.  
  100. Divine Armor - Djinn's Handkerchief:
  101. [6] Veil
  102. [5] Passwall
  103. [4] Spell Immunity
  104.  
  105. Divine Jewelry - Court Crown:
  106. [9] Time Stop
  107. [4] Death Immunity
  108. [2] Status
  109.  
  110. Divine Jewelry - Freedom
  111. [4] Freedom of Movement
  112. [5] True Seeing
  113. [6] Mislead
  114.  
  115. Divine Jewelry - Nontewisser
  116. [6] Dispel magic (Greater)
  117. [9] Project image
  118.  
  119. Guild Jewelry - Arcane ward (1), Telepathy with guild members (5), Teleport back to guild (5).
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