Re:Birth, A MMO Story

[x] G. Sensational Guild (JoaT Major Perk) - More than anything else, your guild is good at public relations, and everyone knows about them and their good deeds, even if they don't know the people within it personally. Doubles all Guild Fame gained, current and future.

I can't remember Fluffy and LH agreeing on anything, and yeah it'd give guild members better quests etc.

Not sure what to do with the undead forest. We should lower it down of course, but can we deal with an ambush after fighting in a Death pocket?

Going to the Graveyard seems like a bad idea, unless we're bringing all combat guild members. I suppose in that case we could camp there and kill them as they respawn... yikes that felt horrible to write.

For the construction voucher I'm tempted to take a Defense upgrade to stack up attributes. That'll offset some of that Death aura debuff, and help with whatever is happening in the other directions later on.
 
[x] G. Sensational Guild (JoaT Major Perk) - More than anything else, your guild is good at public relations, and everyone knows about them and their good deeds, even if they don't know the people within it personally. Doubles all Guild Fame gained, current and future.
 
[x] G. Sensational Guild (JoaT Major Perk) - More than anything else, your guild is good at public relations, and everyone knows about them and their good deeds, even if they don't know the people within it personally. Doubles all Guild Fame gained, current and future.]

This is just feels right, it feels like a defining feature of us, as a character and as a guild.

2. Head back out into the Western Woods immediately, and try to hunt down the Undeath Players, for revenge, rewards, and to lower the Death Aura.

Not too sure about this.
 
[x] F. Multi-Mastery Dabbling (JoaT Major Perk) - When learning a skill from outside their class skillset, guild members ignore the 50% skill growth penalty. However, their highest out-of class skill is still capped by the level of their highest in-class skill.

It will help the noncombatants level up crafting and research skills, which will help us in their own way.

[X] 2. Head back out into the Western Woods immediately, and try to hunt down the Undeath Players, for revenge, rewards, and to lower the Death Aura.

They won't expect this
 
Hmm
Kill undead, seal pockets of deathly energy, or find hidden pieces to weaken the hold of death on the forest and graveyard.

Kill 10 Zombies within Asahi Graveyard to lower Death Aura strength by 1%.
Kill 100 undead outside of Asahi Graveyard to lower the strength by 1%
Seal death energy pockets within Asahi Western Forest to lower the strength by 5%.

Death Aura strengthens by 1% each day.
Death Aura strengthens by 1% whenever a living Awoken dies within the Western Asahi Forest.
Death Aura Strengthens by 5% whenever a living Awoken dies within the Asahi Graveyard.
Double these totals when killing a non-Awoken non-Monster in these areas.

We could kill zombies outside the Graveyard as well, that'd get the counter down. Less risk and less reward though, light be better to level at the slime boss.

That'd let the Guild get more experience at fighting together, so that we can eventually fight the ones at the Graveyard.
 
@KittyEmpress how long dos it tack for guild upgrades to give their effects? Like if we used the coupon on upgrading defense would it be ready by the time we go out to kill undead?

And is this a valid write in?

7. use the coupon to upgrade defense, see if you can get the anti-undeath blessing from the dragon temple and go hunt more death pockets with the understanding that you'll be ambushed afterwards so should convers some resources. and ask For a healer volunteer from the guild to go with us (should be decent leveled, so no level 1-5 healers and the like).


My thought here is as such, we are stronger then the undead players but unfortunately they hold the incitive because they can choose when to confront us and with their higher numbers its dicey to fight them if we cant get their healer first. And hunting them down would be a major time sink that doesn't seem like it would give much results.

But there are a few thing going to our favor's first with the death Aura wakening the undead become weaker so the undead players should also become weaker and with the extra stats we gain form an increased defense and the anti-death buff (which should be relatively large) the equation turns in our favor.

The only things that remain is finding them outside of the graveyard where they have an army of undead at their back.

And that's where hunting death pockets come in, it's something they can't ignore and it's the best place to ambush us after we expend a lot of our resources.

But with our the buff and the weakening of the undead where before we completely expended all of our mana and such this time we won't. And if we complete a single death pocket the undead would become weaker again, and if they ambush us as they did well, they aren't the only one who learned form this fight and they wouldn't expect our new buffs so we have a good chance of winning.
 
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Can't we bring the rest of our guildmates to clear the deathpockets?
Have our average guildies either clear the pockets so we can ambush the undead players or the other way around?
 
Can't we bring the rest of our guildmates to clear the deathpockets?
Have our average guildies either clear the pockets so we can ambush the undead players or the other way around?
We could, but other then the fact that I'm pretty sure the pockets would adjust their difficulty to the number of people that enter. We want them to ambush us and thye wont if they see a bunch more players.

I suppose we can bring 1-2 more but at that point we should ask ourselves is the extra power is worth the drop in coordination hmmm…. Myby we just bring another healer? Shouldn't drop our coordination too much wouldn't make the death pockets to much stronger, help keep everyone alive by sharing the burdens of healing and shouldn't scare the undead players from trying to ambush us.
 
Yeah we just got 5% after bringing down one, even if we got the whole group inside dealing with the Death Pocket.

Might just be better to get one group inside and have the other guard, so that the PK'ers can't ambush.

Or just get the guild into the Graveyard. If the others focus on the mobs while the main group targets the PK'ers there shouldn't be a coordination issue.
 
Might just be better to get one group inside and have the other guard, so that the PK'ers can't ambush.
We want them to ambush us because with all the buffs we'll have a fight they should be able to win would be very much in our favor and having all the guild there would mean they wouldn't attack.

Or just get the guild into the Graveyard. If the others focus on the mobs while the main group targets the PK'ers there shouldn't be a coordination issue.
we aren't ready, they were at least dozens of undead if not hundreds there and that was just the opening room with the death aura so high, we'll be walking into a slaughter.
 
[x] E. Well Rounded Training (JoaT Major Perk) - Mastery in just one skill is not your path, as you seek to grow all of what you know. All guild members gain double skill experience gain in their lowest level skill, and are twice as likely to gain stats in their lowest stat when training, crafting, or studying with Guild facilities.
 
[x] F. Multi-Mastery Dabbling (JoaT Major Perk) - When learning a skill from outside their class skillset, guild members ignore the 50% skill growth penalty. However, their highest out-of class skill is still capped by the level of their highest in-class skill.
 
We want them to ambush us because with all the buffs we'll have a fight they should be able to win would be very much in our favor and having all the guild there would mean they wouldn't attack.
Dunno, you'd have LH and Darkblade who would be near exhaustion after the fight.

But yeah if there are hundreds of zombies in the Graveyard, we shouldn't go. I'm gonna go for getting experience as a Guild then, so that they can tackle the danger. They can't deal with it as they are right now.

[x] G. Sensational Guild (JoaT Major Perk) - More than anything else, your guild is good at public relations, and everyone knows about them and their good deeds, even if they don't know the people within it personally. Doubles all Guild Fame gained, current and future.

[X] 4. You've taken the Western Woods out of immediate danger, head to go kill the Slaimyo for experience and gold, with your guild.
 
[X] 2. Head back out into the Western Woods immediately, and try to hunt down the Undeath Players, for revenge, rewards, and to lower the Death Aura.
 
Dunno, you'd have LH and Darkblade who would be near exhaustion after the fight.
Ah but they wouldn't, not really the boost from the upgraded defense would give them at least a few levels worth of stats for every state so they would both have more of their resource's pools (and regenerate more) and need to use less to achieve the same effect.

Combine that with the fact that the undead are weaker than they were before and the anti-undead bonus (which seems to be the mirror effect of the thing the undead players got and so should be fairly major) and all of that makes what has been a hard fight that pushed everyone to the bone into a regular encounter.

Of course, our enemies won't know about that and so should hopefully still attack us, where we kill them again an further reduce the death affinity further tipping the scale towards us.

After a single pocket the death affinity would lower to under 80 passing another threshold and weakening the undead players further, kill them afterwards and it would be sub 70 and pass another threshold.

The more we lower that death affinity the more things shift into our direction, and we need to do this while we got the momentum before it can more and undo our progress.

But yeah if there are hundreds of zombies in the Graveyard, we shouldn't go. I'm gonna go for getting experience as a Guild then, so that they can tackle the danger. They can't deal with it as they are right now.
The problem isn't the guild, even if they were double the level, I would hesitate to attack the graveyard because the death aura makes every undead like 2-3 times as strong.

We need to lower it and we need to lower it now, giving time for our enemies to react and plan and grow is a mistake.

With the bonus we can get the conflict is firmly in our favor so we should shift it further that way before they can try and plan something.

The guild would be there when we need them and our presence won't make their grinding go any faster.

We need to hammer on this problem until it isn't one, when the death aura would reach it's lower 30'-40's we can attempt storming the graveyard to put an end to it but we need to put on the pressure and keep it on.
 
Ah but they wouldn't, not really the boost from the upgraded defense would give them at least a few levels worth of stats for every state so they would both have more of their resource's pools (and regenerate more) and need to use less to achieve the same effect.

Combine that with the fact that the undead are weaker than they were before and the anti-undead bonus (which seems to be the mirror effect of the thing the undead players got and so should be fairly major) and all of that makes what has been a hard fight that pushed everyone to the bone into a regular encounter.

Of course, our enemies won't know about that and so should hopefully still attack us, where we kill them again an further reduce the death affinity further tipping the scale towards us.

After a single pocket the death affinity would lower to under 80 passing another threshold and weakening the undead players further, kill them afterwards and it would be sub 70 and pass another threshold.

The more we lower that death affinity the more things shift into our direction, and we need to do this while we got the momentum before it can more and undo our progress.


The problem isn't the guild, even if they were double the level, I would hesitate to attack the graveyard because the death aura makes every undead like 2-3 times as strong.

We need to lower it and we need to lower it now, giving time for our enemies to react and plan and grow is a mistake.

With the bonus we can get the conflict is firmly in our favor so we should shift it further that way before they can try and plan something.

The guild would be there when we need them and our presence won't make their grinding go any faster.

We need to hammer on this problem until it isn't one, when the death aura would reach it's lower 30'-40's we can attempt storming the graveyard to put an end to it but we need to put on the pressure and keep it on.

Hmm allright
Death Aura strength: 73%
Current Effects
Undead Monsters health doubled.
Undead Monsters respawn speed doubled.
Death Pockets: +1 wave.]
We're at 82% now, so there should be less waves in the Death Pockets. We should probably limit the amount of time we go for a Death Pocket though, since the group would be tired and more prone to getting ambushed after several ones.

[x] G. Sensational Guild (JoaT Major Perk) - More than anything else, your guild is good at public relations, and everyone knows about them and their good deeds, even if they don't know the people within it personally. Doubles all Guild Fame gained, current and future.
[X] 1.Head back out into the Western Woods immediately, and hunt more Death Pockets, knowing you might be ambushed after a success.

I think option 2 is a bust since the enemy players can just camp in the Graveyard with hundreds of zombies.
 
[x] A. Room For All Trades (JoaT Major Perk) - A guild that wants to do it all needs room to do it all. Permanently doubles the amount of special feature slots your guildhall has. (From 3 to 6 currently)
[X] 1.Head back out into the Western Woods immediately, and hunt more Death Pockets, knowing you might be ambushed after a success.

While A won't immediately be useful I think it'll help us get more people and have a more diverse guild in the long run. We could have teams for everything and make our guild open to everyone.

People to gather resources, craft equipment, cook food, focus on combat, ect. There's definitely benefits to having players with high stats making food and gear. It'll also give people who don't want to fight a place and have them help us at the same time.

Edit: We should make a point to thank Lighting for knowingly making a move that'd sacrifice herself. I don't think she and Dark got xp since they died?
 
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[x] A. Room For All Trades (JoaT Major Perk) - A guild that wants to do it all needs room to do it all. Permanently doubles the amount of special feature slots your guildhall has. (From 3 to 6 currently)

[x] 1. Head back out into the Western Woods immediately, and hunt more Death Pockets, knowing you might be ambushed after a success.

Fame doesn't just increase quest quality, it's also the item drop rate. Also a high enough fame might get streamers from further out to come here.

Edit: I just double checked. Decor raises both Fame and Drop Rate, Fame doesn't raise Drop Rate on its own.

I would bet their home base has inherent defenses, like high level allied undead that spawn and death wave traps. This is a pvp event, and spawn camping should be mechanically discouraged. They would have to fight the town guards to spawn camp us, and we need to fight the graveyard to spawn camp them.

Assaulting their home base is what we do when the death aura is low enough that the defenses go down.
 
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[x] 1. Head back out into the Western Woods immediately, and hunt more Death Pockets, knowing you might be ambushed after a success.

I'm personally torn between this and 6, and I'm not voting for a major perk because I flat don't care what wins there, they're all good.

Also, well played by Lightning Hoof.
 
I would bet their home base has inherent defenses, like high level allied undead that spawn and death wave traps. This is a pvp event, and spawn camping should be mechanically discouraged. They would have to fight the town guards to spawn camp us, and we need to fight the graveyard to spawn camp them.
Yupp they've got hundreds of zombies there:

And you felt a lot less secure as you looked through it. Hundreds of zombies were inside of the wooden fortress that made up the graveyard.
 
Assaulting their home base is what we do when the death aura is low enough that the defenses go down.
I don't think anyone actually seriously proposed to attack their home base.

BTW I think that just going around closing pockets without changing anything (getting the anti-undeath buff or upgraded defense and preferably both) is risky.

Without killing their healer before the battle even starts that battle itself would look very different and while we might win we also might not and if we lose our position gets so much worse as we drop equipment.

Its better to get the buff to be assured of our success.
 
[x] G. Sensational Guild (JoaT Major Perk) - More than anything else, your guild is good at public relations, and everyone knows about them and their good deeds, even if they don't know the people within it personally. Doubles all Guild Fame gained, current and future.
This is playing to the MC's personal strengths as a Charisma character.

[x] 1. Head back out into the Western Woods immediately, and hunt more Death Pockets, knowing you might be ambushed after a success.
I want to stay on the grind.
 
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