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CHARACTER CLASSES AND SPECIFICATIONS:
Warriors - The 'Tank' Class, Warriors can still deal a decent amount of damage, but their strong suit is absorbing damage when needed to protect their more vulnerable team mates. Warriors have the following stats.
Warriors now gain an additional ability called Ferocious Strikes. If the initial hit lands, the Warrior goes into an attack frenzy, landing 6 consecutive blows for at least 14,000 damage (more if the initial hit landed critical, then they all do). After using this, it has a 20 turn cooldown. (UoP Expansion ONLY).
Health: 7,000 HP. Stamina: 7,000.
Types of Warriors:
Slashing Warriors: Makes use of swords and deal 6,000 damage per attack, while additionally afflicting the target foe with bleeding, which adds 1,000 damage per enemy turn for the next 4 turns unless it dies. This can be 'refreshed' with each subsequent hit.
Blunt Damage Warriors: Makes use of maces and deals 6,000 damage per attack, while having a 25% chance each time to stun the enemy for the round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Axe Warriors: Makes use of axes and deals 6,500 flat damage with no special bonuses. A Pure damage dealer as it were.
Rogues - A high damage dealing, slightly less tanky class that can deal a fair bit of damage, but are a little more susceptible to being pleasured or damaged. Rogues have the following stats.
Rogues now gain an additional ability called Storm of Arrows or Storm of Daggers depending on the sub-type of Rogue. If the skill hits the initial target, it unleashes a hailstorm of Arrows (or Daggers) from her weapons, dealing 12,000 damage to ALL foes on the field of battle, regardless of if they would normally have been attackable or not. Once it hits, this can't be used again for 20 turns. Note: Will not hit foes that have not entered the battle yet. (UoP Expansion ONLY).
Health: 5,000 HP. Stamina: 5,000.
Types of Rogues:
Melee/Assassin Rogues: Makes use of daggers and close quarters combat. Deals 6,200 damage and additionally afflicts the foe with poison damage, adding in 1,000 damage per enemy turn for the next 4 turns unless it dies. This can be 'refreshed' with each subsequent hit.
Ranged/Amazon Rogues: Makes use of bow and arrow based weapons. Each attack deals 6,400 damage and has a 25% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Hybrid Rogues: Makes use of sword based weapons, with some close quarters combat and additionally uses traps. Each attack deals 6,000 damage and throws out a trap that afflicts both Poison and Bleeding Damage (2,000 combined damage per turn) for 3 turns. Additionally, it has a 25% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Druids - A tank-ish class more so than the Rogue, but less so than the Warrior, the Druid is heavily focused on damage as well having a fair bit of survivability. Certain types can also assist the pary greatly.
Druids now gain an ability that depends on if they are Elemental, or Shapeshifters. (UoP Expansion ONLY).
For Elemental Druids it is called Sandstorm. This skill deals 10,000 damage to all foes on the battlefield that normally can be targeted, and afflicts them with bleeding for 2,000 damage over the next 5 turns. Once it hits it can't be used again for 20 turns.
For Shapeshifters it is called Pulverize. This skill deals 12,000 damage to a single foe, stunning the foe and making it bleed for 2,000 damage for the next 5 turns. Once it hits, it can't be used for 20 turns. Druids have the following stats:
Health: 6,000 HP. Stamina: 6,000.
Types of Druids:
Shapeshift Druid: There are two subvariants to this type, but both make use of Melee Attacks and momentary shapeshifting powers to enhance them.
Werewolf - Deals 6,300 damage and afflicts bleeding damage, 1,000 per turn for the next 3 turns unless it dies. This can be 'refreshed' with each subsequent hit.
Werebear - Deals 6,500 damage and has a 30% chance to stun the enemy for that round, stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Elemental Druid: Makes use of the Wind Element, and has two different attacks. Primary attack is a single target Twister/Tornado that deals 7,500 damage and has a 20% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed. It's secondary attack can only be used once per battle, called Hurricane. This attack deals 5,000 damage, and hits every enemy on the field of battle. Under most circumstances, this skill can also force enemies off their victims, ending their rape attacks on the spot, though there are a few special cases where this doesn't work. It can be used even if the Druid is being raped, however as noted, it won't free them as expected with certain foes, though it can be used for a one hit damage dealing before they are helpless.
Sorceress' - The physically weakest class in the game, they want to try and stay out of sexual combat whenever possible as their bodies simply aren't able to last long under sexual assaults. They make up for this with an excellent blend of damage dealing abilities.
Sorceresses now gain an ability called Elemental Destruction that deals 16,000 unavoidable damage in their chosen element to a foe, also making it lose it's next turn! Once used, it can't be used again for 20 turns. (UoP Expansion ONLY). Sorceress' have the following stats:
Health: 3,000 HP. Stamina: 3,000.
Types of Sorceress':
Fire: Launches fireballs at their target, dealing 7,500 damage on impact. Additionally, the fireball has a 20% chance to ignite the target on fire, dealing an additional 2,000 damage while forcing it to miss their next turn to put itself out.
Cold: Tosses shards of ice at the target foe, dealing 7,500 damage to it on impact. Additionally, there is a 20% chance the target will become frozen, and miss it's next turn, and be open to all attacks until 1 full circle has been completed.
Lightning: Hurls bolts of lightning at the target foe, dealing 7,000 damage to it and everything else targetable on the battlefield as well. If more than 3 foes were struck in this manner, there is a 40% chance each foe hit will also become stunned for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Pure Elemental Sorceress: Able to use all three type of magic at will, the Pure Elemental Sorceress can become a one woman damage dealing army as long as she remains on her feet and not raped.
Combat Mages - Make use of either Curses or Enchanting Powers to assist herself and her friends. They are a bit more tanky than a Sorceress, but are still vulnerable to being raped..
Combat Mages now gain an extra ability based on if they are an Enchantress, or a Curse Mage. (UoP Expansion ONLY).
For Curse Mages it is called Spiteful Spirit. This skill causes the hexed for to deal damage equal to 2x the pleasure it inflicted upon a target it was raping until either it dies, or the Curse Mage is raped herself. It can only be used on one enemy at a time, and can be used on a foe already attacking someone!
For Enchantresses, it is called Finishing Blows. Once used, for the next 5 turns if anyone lands a hit on an enemy that was below 20% maximum health (10% for bosses), the hit target instantly DIES! Once used, it can't be used again for 20 turns. This enchantment buff lasts even if the Enchantress is raped! Combat Mages have the following stats:
Health: 4,000 HP. Stamina: 4,000.
Types of Combat Mages:
Curses: The mage makes use of the Binding Chains curse, which deals 7,000 damage to a single target. Additionally, if the target was not already affected by a control impairment, it will bind and immobilize the enemy until either it is killed, or the Combat Mage is raped. Only one foe can be bound at any given time.
Enchantress: The mage makes use of a passive buff that remains active so long as she isn't being raped. This buff allows 2 actions per turn for her and her allies. Her main source of damage is a Shadow Damage blast skill that deals 7,000 damage to a single target struck.
Holy Warriors - Effectively a Paladin in everything but the name, the Holy Warrior attacks using her sword and shield, with each imbued with holy magic. When she attacks, she cannot miss due to the holy enchantments, meaning this class effectively only will roll for defensive purposes. Each attack deals 5,500 damage. Additionally, the Holy Warrior has the ability to restore 25% of her target ally's health once per fight, when she herself isn't being raped. In between battles though, she will automatically regenerate 100% of the entire party's health as they move on, assisting massively early on when you might not have health potions to work with.
Holy Warriors now gain an ability called Divine Blast. This deals 12,000 unavoidable damage to ALL foes on the battlefield that can naturally be targeted. Once used, it can't be used again for 20 turns. (UoP Expansion ONLY). Holy Warriors have the following stats:
Health: 6,500. Stamina: 6,500.
UoP 2 ONLY Character Additions: (NPC Only)
Grave Witch: A Mage Class that is capable of using the physical remains of that which has died on the world she is on to summon forth minions to assist her in combat.
Skills:
1: Summon Golem - She summons a Clay Golem that can either deal 7,000 unavoidable damage, or try to free a target of her choice, while she herself retains her turn to use on another action. If she is being raped, the golem will attack the lowest HP enemy left if one is free, or will try to free her if possible. If not, it will try to free another woman. It will persist until she is raped to an orgasm, at which point her focus is shattered, and she will have to get free and re-summon it.
2: Bone Spirit - Sends out a magical orb of spirit energy from the Grave Witch, dealing 8,000 damage to her foe if it hits.
3: Death Stare - An unavoidable skill that deals 15,000 damage to a single target, ripping the life from it and distributing it as an HP heal AND Stamina heal to the Grave Witch and her entire party! Depending on how many were in your party at the time will determine the amount. The formula is as such, if you were in a 2 woman party, it would be 15,000 divided by 2, coming out to 7,500. That is then divided by 2, coming out to each woman being healed for 3,750 HP and Stamina. If the target was full or goes beyond maximum, they gain a barrier that absorbs any damage done their health and/or stamina pools before they would be drained again, so this can be very useful, especially in smaller parties. Once used, it can't be used again for 20 turns.
Health: 3,500. Stamina: 3,500.
Spiritmancer: A Mage Class that makes use of spiritual energy to summon spirit allies to assist her in battle, and they can deal a ton of damage!
Skills:
1: Summon Spirit - She summons a spiritual construct that is able to act independently of her, as well as in tandem. It deals 7,000 unavoidable damage when attacking, and can be 'ordered' to try and free someone the mage chooses, while allowing the mage her own turn. If she is being raped, the Spirit will either attack the lowest HP enemy left, try to free the mage if possible, or try to free another girl if possible. The spirit remains on the battlefield until the Spiritmancer is raped to an orgasm, at which point her control is shattered and she'll have to get free to summon a new one.
2: Spirit Strike - A magical energy strike that deals 8,000 damage to a target of her choosing, and can hit foes that are raping women as the energy hits the very 'essence' of the target, and nothing else.
3: Spirit Rift - An unavoidable attack that hits a single target for 16,000 damage and then radiates outward, hitting all other foes for 9,000 damage, even if they were actively raping someone! It has a 20 turn cooldown.
Health: 4,500. Stamina: 4,500.
Lust Controlling Mage: A Mage class that deals damage based upon turning the enemy and it's lust back upon them and converting it into damage with magic. She is also able to keep allies in the fight longer with a most useful spell.
Skills:
1: Brilliant Protection - This useful healing spell allows the mage to endlessly heal her allies for HP and restore their Stamina, to the amount of 1,000 each per cast of this skill. It has a 2 turn cool down, and can be used every three turns. This does not consume her action, and can be paired with an attack skill.
2: Enegy Blast - A lust fueled blast of magical energy that if it hits, deals 9,000 damage to the target foe.
3: Storm of Vengeance - This lust powered skill deals 15,000 damage to a single target and causes it to be stunned and miss it's next turn. Once used, it can't be used again for 20 turns.
Health: 5,500. Stamina: 5,500.
PLAYABLE RACES:
Races (Note these are BASELINE Stats and do not include character specific kinks/interactions):
Humans - They have no real true strengths or weaknesses when it comes to sexual combat.
Elves - Elves are quite vulnerable to any attack from a Spider Creature or a Plant based creature, taking an additional 100 pleasure when raped by one of these foes.
Norn - Norn are quite sturdy when it comes to being raped, taking only half the normal KP from rape that other races would, however, they take an additional 100 pleasure when raped by any enemy that can outright fully restrain them and make them helpless, as it's both a rare thing, and quite the hot little kink for them.
Mathosian - Mathosian women are basically more evolved humans, stronger, faster, and quite a bit more fertile than humans. Like the Norn, they have a hot little kink for being helplessly restrained, and will take an additional 100 pleasure when raped by any enemy that can outright restrain them and make them helpless.
Atlantean - Atlantean women are some of the most incredible fucks a demon can get, or any other living being for that matter. They are incredibly advanced, and are among the most vulnerable to their pleasure. They have only one major weakeness, and that unfortunately for them, is a vulnerability to being taken inside a tight pussy. This is due to the fact that until recently, despite their technological advancements and incredible hologram technology, no Atlantean had ever thought it possible for a woman to be made to have a dick and then have it pleasured. As such, they have very little defense against being taken by a pussy, taking an extra 100 pleasure when one is used against them.
Hybrid Races - There are hybrids, combinations of the two playable species as they have been interbreeding for some time now. They are as follows, with the following stats:
Human+Elf Hybrid: The result of a Human and an Elf mating and having a child. They, like other hybrids, blend elements of both species into their genetic makeup, as well as their racial stats. For them, if they are raped by a Spider or Plant based creature, they will take an extra 50 pleasure.
Norn+Human Hybrid: A Norn and a Human had a kid. They take 25% less KP from sexual attacks. If they are fully restrained, they take an extra 50 pleasure.
Human+Mathosian: A Mathosian and a Human had some fun and produced a child. If fully restrained, they will take an extra 50 Pleasure from each sex attack while so.
Human+Atlantean: A Human and an Atlantean finally went and did it, having fun and getting one or the other (or maybe both!) pregnant. They take an extra 50 pleasure if they are raped inside a tight pussy.
Elf+Norn: An Elf got taken to paradise by a Norn, and the two probably really enjoyed it (especially if it was a Norn dick inside a tight little Elf pussy!). If they are fully restrained, OR taken by a Plant or Spider based enemy, they'll take an extra 100 Pleasure from each sex attack. If what fully restrained them also was a Plant or Spider based enemy, they'll take 200 extra pleasure instead! They take 25% less KP.
Elf+Mathosian: An Elf and Mathosian had at least one good night of fun and someone got impregnated! If they are fully restrained, OR taken by a Plant or Spider based enemy, they'll take an extra 100 pleasure from each sex attack. If what fully restrained them also was a Plant or Spider based enemy, they'll take 200 extra pleasure instead!
Elf+Atlantean: An Elf and an Atlantean had a bit too much unprotected fun and someone ended up pregnant from it (who are we kidding, they probably loved doing it!). They take an extra 100 Pleasure when raped by anything Spider or Plant based (or if taken inside a tight pussy!). If they get taken inside a tight pussy AND it's a Spider or Plant based foe, they'll take 200 Pleasure.
Norn+Mathosian: A Norn and a Mathosian played the game of sexual pleasure, probably taking turns trying to dominate the other, and one or both got pregnant. If they are fully restrained by anything, they'll take an extra 200 Pleasure. They take 25% less KP.
Norn+Atlantean: A Norn and a sexy Atlantean got it on and had at least one kid from that kinky sexy fun time. If fully restrained OR taken inside of a tight pussy, they will take an extra 100 Pleasure. If both happened at the same time, they'll take +200 Pleasure. They take 25% less KP.
Mathosian+Atlantean: A Mathosian and an Atlantean had lots of sex and had kids. If fully restrained OR taken inside of a tight pussy, they will take an extra 100 Pleasure. If both happened at the same time, they'll take an extra 200 Pleasure.
Warriors - The 'Tank' Class, Warriors can still deal a decent amount of damage, but their strong suit is absorbing damage when needed to protect their more vulnerable team mates. Warriors have the following stats.
Warriors now gain an additional ability called Ferocious Strikes. If the initial hit lands, the Warrior goes into an attack frenzy, landing 6 consecutive blows for at least 14,000 damage (more if the initial hit landed critical, then they all do). After using this, it has a 20 turn cooldown. (UoP Expansion ONLY).
Health: 7,000 HP. Stamina: 7,000.
Types of Warriors:
Slashing Warriors: Makes use of swords and deal 6,000 damage per attack, while additionally afflicting the target foe with bleeding, which adds 1,000 damage per enemy turn for the next 4 turns unless it dies. This can be 'refreshed' with each subsequent hit.
Blunt Damage Warriors: Makes use of maces and deals 6,000 damage per attack, while having a 25% chance each time to stun the enemy for the round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Axe Warriors: Makes use of axes and deals 6,500 flat damage with no special bonuses. A Pure damage dealer as it were.
Rogues - A high damage dealing, slightly less tanky class that can deal a fair bit of damage, but are a little more susceptible to being pleasured or damaged. Rogues have the following stats.
Rogues now gain an additional ability called Storm of Arrows or Storm of Daggers depending on the sub-type of Rogue. If the skill hits the initial target, it unleashes a hailstorm of Arrows (or Daggers) from her weapons, dealing 12,000 damage to ALL foes on the field of battle, regardless of if they would normally have been attackable or not. Once it hits, this can't be used again for 20 turns. Note: Will not hit foes that have not entered the battle yet. (UoP Expansion ONLY).
Health: 5,000 HP. Stamina: 5,000.
Types of Rogues:
Melee/Assassin Rogues: Makes use of daggers and close quarters combat. Deals 6,200 damage and additionally afflicts the foe with poison damage, adding in 1,000 damage per enemy turn for the next 4 turns unless it dies. This can be 'refreshed' with each subsequent hit.
Ranged/Amazon Rogues: Makes use of bow and arrow based weapons. Each attack deals 6,400 damage and has a 25% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Hybrid Rogues: Makes use of sword based weapons, with some close quarters combat and additionally uses traps. Each attack deals 6,000 damage and throws out a trap that afflicts both Poison and Bleeding Damage (2,000 combined damage per turn) for 3 turns. Additionally, it has a 25% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Druids - A tank-ish class more so than the Rogue, but less so than the Warrior, the Druid is heavily focused on damage as well having a fair bit of survivability. Certain types can also assist the pary greatly.
Druids now gain an ability that depends on if they are Elemental, or Shapeshifters. (UoP Expansion ONLY).
For Elemental Druids it is called Sandstorm. This skill deals 10,000 damage to all foes on the battlefield that normally can be targeted, and afflicts them with bleeding for 2,000 damage over the next 5 turns. Once it hits it can't be used again for 20 turns.
For Shapeshifters it is called Pulverize. This skill deals 12,000 damage to a single foe, stunning the foe and making it bleed for 2,000 damage for the next 5 turns. Once it hits, it can't be used for 20 turns. Druids have the following stats:
Health: 6,000 HP. Stamina: 6,000.
Types of Druids:
Shapeshift Druid: There are two subvariants to this type, but both make use of Melee Attacks and momentary shapeshifting powers to enhance them.
Werewolf - Deals 6,300 damage and afflicts bleeding damage, 1,000 per turn for the next 3 turns unless it dies. This can be 'refreshed' with each subsequent hit.
Werebear - Deals 6,500 damage and has a 30% chance to stun the enemy for that round, stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Elemental Druid: Makes use of the Wind Element, and has two different attacks. Primary attack is a single target Twister/Tornado that deals 7,500 damage and has a 20% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed. It's secondary attack can only be used once per battle, called Hurricane. This attack deals 5,000 damage, and hits every enemy on the field of battle. Under most circumstances, this skill can also force enemies off their victims, ending their rape attacks on the spot, though there are a few special cases where this doesn't work. It can be used even if the Druid is being raped, however as noted, it won't free them as expected with certain foes, though it can be used for a one hit damage dealing before they are helpless.
Sorceress' - The physically weakest class in the game, they want to try and stay out of sexual combat whenever possible as their bodies simply aren't able to last long under sexual assaults. They make up for this with an excellent blend of damage dealing abilities.
Sorceresses now gain an ability called Elemental Destruction that deals 16,000 unavoidable damage in their chosen element to a foe, also making it lose it's next turn! Once used, it can't be used again for 20 turns. (UoP Expansion ONLY). Sorceress' have the following stats:
Health: 3,000 HP. Stamina: 3,000.
Types of Sorceress':
Fire: Launches fireballs at their target, dealing 7,500 damage on impact. Additionally, the fireball has a 20% chance to ignite the target on fire, dealing an additional 2,000 damage while forcing it to miss their next turn to put itself out.
Cold: Tosses shards of ice at the target foe, dealing 7,500 damage to it on impact. Additionally, there is a 20% chance the target will become frozen, and miss it's next turn, and be open to all attacks until 1 full circle has been completed.
Lightning: Hurls bolts of lightning at the target foe, dealing 7,000 damage to it and everything else targetable on the battlefield as well. If more than 3 foes were struck in this manner, there is a 40% chance each foe hit will also become stunned for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.
Pure Elemental Sorceress: Able to use all three type of magic at will, the Pure Elemental Sorceress can become a one woman damage dealing army as long as she remains on her feet and not raped.
Combat Mages - Make use of either Curses or Enchanting Powers to assist herself and her friends. They are a bit more tanky than a Sorceress, but are still vulnerable to being raped..
Combat Mages now gain an extra ability based on if they are an Enchantress, or a Curse Mage. (UoP Expansion ONLY).
For Curse Mages it is called Spiteful Spirit. This skill causes the hexed for to deal damage equal to 2x the pleasure it inflicted upon a target it was raping until either it dies, or the Curse Mage is raped herself. It can only be used on one enemy at a time, and can be used on a foe already attacking someone!
For Enchantresses, it is called Finishing Blows. Once used, for the next 5 turns if anyone lands a hit on an enemy that was below 20% maximum health (10% for bosses), the hit target instantly DIES! Once used, it can't be used again for 20 turns. This enchantment buff lasts even if the Enchantress is raped! Combat Mages have the following stats:
Health: 4,000 HP. Stamina: 4,000.
Types of Combat Mages:
Curses: The mage makes use of the Binding Chains curse, which deals 7,000 damage to a single target. Additionally, if the target was not already affected by a control impairment, it will bind and immobilize the enemy until either it is killed, or the Combat Mage is raped. Only one foe can be bound at any given time.
Enchantress: The mage makes use of a passive buff that remains active so long as she isn't being raped. This buff allows 2 actions per turn for her and her allies. Her main source of damage is a Shadow Damage blast skill that deals 7,000 damage to a single target struck.
Holy Warriors - Effectively a Paladin in everything but the name, the Holy Warrior attacks using her sword and shield, with each imbued with holy magic. When she attacks, she cannot miss due to the holy enchantments, meaning this class effectively only will roll for defensive purposes. Each attack deals 5,500 damage. Additionally, the Holy Warrior has the ability to restore 25% of her target ally's health once per fight, when she herself isn't being raped. In between battles though, she will automatically regenerate 100% of the entire party's health as they move on, assisting massively early on when you might not have health potions to work with.
Holy Warriors now gain an ability called Divine Blast. This deals 12,000 unavoidable damage to ALL foes on the battlefield that can naturally be targeted. Once used, it can't be used again for 20 turns. (UoP Expansion ONLY). Holy Warriors have the following stats:
Health: 6,500. Stamina: 6,500.
UoP 2 ONLY Character Additions: (NPC Only)
Grave Witch: A Mage Class that is capable of using the physical remains of that which has died on the world she is on to summon forth minions to assist her in combat.
Skills:
1: Summon Golem - She summons a Clay Golem that can either deal 7,000 unavoidable damage, or try to free a target of her choice, while she herself retains her turn to use on another action. If she is being raped, the golem will attack the lowest HP enemy left if one is free, or will try to free her if possible. If not, it will try to free another woman. It will persist until she is raped to an orgasm, at which point her focus is shattered, and she will have to get free and re-summon it.
2: Bone Spirit - Sends out a magical orb of spirit energy from the Grave Witch, dealing 8,000 damage to her foe if it hits.
3: Death Stare - An unavoidable skill that deals 15,000 damage to a single target, ripping the life from it and distributing it as an HP heal AND Stamina heal to the Grave Witch and her entire party! Depending on how many were in your party at the time will determine the amount. The formula is as such, if you were in a 2 woman party, it would be 15,000 divided by 2, coming out to 7,500. That is then divided by 2, coming out to each woman being healed for 3,750 HP and Stamina. If the target was full or goes beyond maximum, they gain a barrier that absorbs any damage done their health and/or stamina pools before they would be drained again, so this can be very useful, especially in smaller parties. Once used, it can't be used again for 20 turns.
Health: 3,500. Stamina: 3,500.
Spiritmancer: A Mage Class that makes use of spiritual energy to summon spirit allies to assist her in battle, and they can deal a ton of damage!
Skills:
1: Summon Spirit - She summons a spiritual construct that is able to act independently of her, as well as in tandem. It deals 7,000 unavoidable damage when attacking, and can be 'ordered' to try and free someone the mage chooses, while allowing the mage her own turn. If she is being raped, the Spirit will either attack the lowest HP enemy left, try to free the mage if possible, or try to free another girl if possible. The spirit remains on the battlefield until the Spiritmancer is raped to an orgasm, at which point her control is shattered and she'll have to get free to summon a new one.
2: Spirit Strike - A magical energy strike that deals 8,000 damage to a target of her choosing, and can hit foes that are raping women as the energy hits the very 'essence' of the target, and nothing else.
3: Spirit Rift - An unavoidable attack that hits a single target for 16,000 damage and then radiates outward, hitting all other foes for 9,000 damage, even if they were actively raping someone! It has a 20 turn cooldown.
Health: 4,500. Stamina: 4,500.
Lust Controlling Mage: A Mage class that deals damage based upon turning the enemy and it's lust back upon them and converting it into damage with magic. She is also able to keep allies in the fight longer with a most useful spell.
Skills:
1: Brilliant Protection - This useful healing spell allows the mage to endlessly heal her allies for HP and restore their Stamina, to the amount of 1,000 each per cast of this skill. It has a 2 turn cool down, and can be used every three turns. This does not consume her action, and can be paired with an attack skill.
2: Enegy Blast - A lust fueled blast of magical energy that if it hits, deals 9,000 damage to the target foe.
3: Storm of Vengeance - This lust powered skill deals 15,000 damage to a single target and causes it to be stunned and miss it's next turn. Once used, it can't be used again for 20 turns.
Health: 5,500. Stamina: 5,500.
PLAYABLE RACES:
Races (Note these are BASELINE Stats and do not include character specific kinks/interactions):
Humans - They have no real true strengths or weaknesses when it comes to sexual combat.
Elves - Elves are quite vulnerable to any attack from a Spider Creature or a Plant based creature, taking an additional 100 pleasure when raped by one of these foes.
Norn - Norn are quite sturdy when it comes to being raped, taking only half the normal KP from rape that other races would, however, they take an additional 100 pleasure when raped by any enemy that can outright fully restrain them and make them helpless, as it's both a rare thing, and quite the hot little kink for them.
Mathosian - Mathosian women are basically more evolved humans, stronger, faster, and quite a bit more fertile than humans. Like the Norn, they have a hot little kink for being helplessly restrained, and will take an additional 100 pleasure when raped by any enemy that can outright restrain them and make them helpless.
Atlantean - Atlantean women are some of the most incredible fucks a demon can get, or any other living being for that matter. They are incredibly advanced, and are among the most vulnerable to their pleasure. They have only one major weakeness, and that unfortunately for them, is a vulnerability to being taken inside a tight pussy. This is due to the fact that until recently, despite their technological advancements and incredible hologram technology, no Atlantean had ever thought it possible for a woman to be made to have a dick and then have it pleasured. As such, they have very little defense against being taken by a pussy, taking an extra 100 pleasure when one is used against them.
Hybrid Races - There are hybrids, combinations of the two playable species as they have been interbreeding for some time now. They are as follows, with the following stats:
Human+Elf Hybrid: The result of a Human and an Elf mating and having a child. They, like other hybrids, blend elements of both species into their genetic makeup, as well as their racial stats. For them, if they are raped by a Spider or Plant based creature, they will take an extra 50 pleasure.
Norn+Human Hybrid: A Norn and a Human had a kid. They take 25% less KP from sexual attacks. If they are fully restrained, they take an extra 50 pleasure.
Human+Mathosian: A Mathosian and a Human had some fun and produced a child. If fully restrained, they will take an extra 50 Pleasure from each sex attack while so.
Human+Atlantean: A Human and an Atlantean finally went and did it, having fun and getting one or the other (or maybe both!) pregnant. They take an extra 50 pleasure if they are raped inside a tight pussy.
Elf+Norn: An Elf got taken to paradise by a Norn, and the two probably really enjoyed it (especially if it was a Norn dick inside a tight little Elf pussy!). If they are fully restrained, OR taken by a Plant or Spider based enemy, they'll take an extra 100 Pleasure from each sex attack. If what fully restrained them also was a Plant or Spider based enemy, they'll take 200 extra pleasure instead! They take 25% less KP.
Elf+Mathosian: An Elf and Mathosian had at least one good night of fun and someone got impregnated! If they are fully restrained, OR taken by a Plant or Spider based enemy, they'll take an extra 100 pleasure from each sex attack. If what fully restrained them also was a Plant or Spider based enemy, they'll take 200 extra pleasure instead!
Elf+Atlantean: An Elf and an Atlantean had a bit too much unprotected fun and someone ended up pregnant from it (who are we kidding, they probably loved doing it!). They take an extra 100 Pleasure when raped by anything Spider or Plant based (or if taken inside a tight pussy!). If they get taken inside a tight pussy AND it's a Spider or Plant based foe, they'll take 200 Pleasure.
Norn+Mathosian: A Norn and a Mathosian played the game of sexual pleasure, probably taking turns trying to dominate the other, and one or both got pregnant. If they are fully restrained by anything, they'll take an extra 200 Pleasure. They take 25% less KP.
Norn+Atlantean: A Norn and a sexy Atlantean got it on and had at least one kid from that kinky sexy fun time. If fully restrained OR taken inside of a tight pussy, they will take an extra 100 Pleasure. If both happened at the same time, they'll take +200 Pleasure. They take 25% less KP.
Mathosian+Atlantean: A Mathosian and an Atlantean had lots of sex and had kids. If fully restrained OR taken inside of a tight pussy, they will take an extra 100 Pleasure. If both happened at the same time, they'll take an extra 200 Pleasure.
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