Delphiniums Rise
Delphiniums Rise - A Fantasy Based, Full Loot MMORPG set in a world of wonder, magic and adventure. Experience this bold graphicly impacting MMORPG alone or with others, but be on your toes, as you can and will drop everything in your bags, and destroy your armor upon falling in Delphiniums Rise. The lands of Delphiniums Rise are adventurous yes, but also dangerous, leaving the Main City Gates of Castle Delphinium remove all safeties and you are an open target at all times for others in World PvP, but Delphiniums Rise main focus isn't PvP, rather the goal is to provide a compelling PvE adventure too in relation to Raids, and over time Cinematics within future expansions!
Start your journey with the Main Story, and set forth your adventure, grow in prowess, knowledge and expertise using all of your Skills. Delphiniums Rise is unique in the fact you will be able to be any class, at anytime. During your adventure you will find the economy and gear are player driven, in such players are required to build the foundation for the equipment, weapons, potions and beyond. Your Gathering skills and Crafting skills are available at entry, and advised to level up to ensure players are always prepared, even when players may not think they need to be.
Features:
Delphiniums Rise is putting a spin on what is considered the standards, with a massive merge of some of the favorited aspects over the years, as such, Delphiniums Rise combat is unique in a way. There is no Tab Target, in order to select your target as a player you must click, however, upon clicking players are met with a wide array of possible spells, most of which are Not stop-to-cast, to provide the most fluid PvE/PvP combat experience possible.
Mobility/Melee Classes:
Knight
Subclasses
Holy Knight - Holy Knight's are tanky individuals which provide great direct healing, but low resource pool.
Dread Knight - Dread Knight's are warriors cursed to walk the lands for 500 years, providing mortal guard to all beings in the lands of Delphinium, Very High Healing, Very High Health, Very High Defense, Very Low Damage, Low Mobility.
Vicious Knight - Vicious Knight's are warriors who have given up their need for one hand weapons entirely, gaining mobility and attack prowess. Very High Damage, Moderate Health, Moderate Mobility, Low Defense.
Rogue
Subclasses
Dread Rogue - Dread Rogue's are extremely dangerous dagger wielding foe, with high mobility, and high health, along with their physical arsenal. High Health, Mobility, High Damage, Moderate CC.
Brawler Rogue - Brawler Rogue's are skilled at battle, they are also able to equip Plate Armor, using Maces Brawler Rogue's can control the battlefield parrying and stunning all in their path. High Damage, High Defense, Moderate Mobility, Low Health, High CC.
Caster Classes:
Magus
Subclasses
Infernal Magus - Infernal Magus's reach temperatures unseen, producing red, and sometimes blue flames, Infernal Magus are able to scorch the battlefield with ease. High Damage, Low Mobility, Low Health, Low Defense.
Frost Magus - Frost Magus's can control the battlefield, freezing their foes in place while also dealing tremendous damage to those also around their primary target. High Damage, Low Mobility, Low Health, Low Defense, High CC.
Priest
Subclasses
Nature Priest - Nature Priest's are able to tap into the elements and use their essence to roll out series of powerful healing spells while also providing advantageous boons to their self, or allies. High Healing, High Health, Low Defense, Low Mobility, Low Damage, Moderate CC.
Wisdom Priest - Wisdom Priest's have practiced their ways for years before being able to step out into the open world, as such they've gain great mastery over their faith and methods of practice. High Healing, Moderate Health, Low Defense, Low Damage, High CC.
Battle Priest - Battle Priest's are battle harden healers, extremely tanky, and very crafty individuals. High Damage, Moderate Healing, Moderate Health, Moderate Defense, Low Mobility, Moderate CC
Skill level caps are set to a standardized 99, which will not be further raised.
New skills may be added, but old skills level cap will always remain the same.
Skill Line-up:
Knight - Allows users to equip higher grade Plate Equipment as per level requirements
Rogue - Allows users to equip higher grade Leather Equipment as per level requirements
Magus/Priest- Allows users to equip higher grade Cloth Equipment as per level requirements
Strength - Increases Knight Based Ability Damage/Healing
Agility - Increases Rogue Based Ability Damage/Healing
Intellect - Increases Magus & Priest Based Ability Damage/Healing
Woodcutting- Gathering
Lumber Milling - Crafting
Mining- Gathering
Smelting - Crafting
Blacksmithing - Crafting
Fiber - Gathering
Cloth Spinning - Crafting
Tailoring - Crafting
Skinning - Gathering
Leather Tanning - Crafting
Leatherworking - Crafting
Herbalism - Gathering
Herb Grinding - Crafting
Potion Brewing - Crafting
Enchanting - Gathering / Crafting
Delphiniums Rise experience rewards are unique as the Main Story questline will award experience points directly towards all of the Primary Class Skills equally, while combat experience from Mobs will earn players experience points to the primary Class Skills as well as your Mastery Combat Skills, such as Strength, Agility and Intellect.
Mastery Combat Skills and Why They Matter:
Strength, Agility and Intellect go in hand with the Primary Class Skills in the sense they amplify them, and the Mastery Combat Skills are only gained from actual combat, in addition to this, the combat experience is awarded through a loot-able Essence Drop as a token of victory which other players can defeat you for, and instead gain the experience if you were to fall before attaining the loot. These Essence Drops are a prize possession in Delphiniums Rise as the amplification from the Mastery Combat Skills is great as it tiers forward towards cap level.
Crafting Tiers:
Currently Delphiniums Rise is set for 5 different Tiers of crafting, all with their own pre-requisites to master. Each combat type receives their own versions of their respective tiers with their own unique enhancements to provide players with a scaling experience to grow into both in PvE and PvP.
Open World Sandbox:
From the moment you enter Delphiniums Rise you are in the Sandbox, start the Main Story, or don't, it is up to you. If you wish to directly adventure into the world you may, but be warned, foes as you progress forward are often more tough than they appear, especially for those who have not gained their combat prowess within Delphiniums Rise yet. Delphiniums Rise is a game for friends, family, trust, and adventure into the mystics, and was built with beauty in mind, as such it was created using Unreal Engine 5's Lumen and Nanite Features to ensure the highest possible graphical viability for our gamers, and over time creating a compelling and immersive experience akin to no other.
Unique Feature PvP - Get' a Cape:
PvP is a blast, but often times the health bar hits 0 when it is just getting good. While developing Delphiniums Rise it was decided that there needs to be a feature that fuels longer engagements within the world, especially considering when a player falls, they lose their inventory.. So for our Crafters out there that level Tailoring we are introducing a "consume-able cape" which provides a boon to players.
Cape Boon
Based on a players preferences at 80% or 50% HP, the player will heal to Full Health, placing the Capes Boon on a 30 second Cooldown.
This Boon encourages more Open World PvP, while adding the fun factor back into the game, but keeping the Risk vs. Reward model operational to ensure the player driven economy doesn't get out of hand.
Start your journey with the Main Story, and set forth your adventure, grow in prowess, knowledge and expertise using all of your Skills. Delphiniums Rise is unique in the fact you will be able to be any class, at anytime. During your adventure you will find the economy and gear are player driven, in such players are required to build the foundation for the equipment, weapons, potions and beyond. Your Gathering skills and Crafting skills are available at entry, and advised to level up to ensure players are always prepared, even when players may not think they need to be.
Features:
Delphiniums Rise is putting a spin on what is considered the standards, with a massive merge of some of the favorited aspects over the years, as such, Delphiniums Rise combat is unique in a way. There is no Tab Target, in order to select your target as a player you must click, however, upon clicking players are met with a wide array of possible spells, most of which are Not stop-to-cast, to provide the most fluid PvE/PvP combat experience possible.
Mobility/Melee Classes:
Knight
Subclasses
Holy Knight - Holy Knight's are tanky individuals which provide great direct healing, but low resource pool.
Dread Knight - Dread Knight's are warriors cursed to walk the lands for 500 years, providing mortal guard to all beings in the lands of Delphinium, Very High Healing, Very High Health, Very High Defense, Very Low Damage, Low Mobility.
Vicious Knight - Vicious Knight's are warriors who have given up their need for one hand weapons entirely, gaining mobility and attack prowess. Very High Damage, Moderate Health, Moderate Mobility, Low Defense.
Rogue
Subclasses
Dread Rogue - Dread Rogue's are extremely dangerous dagger wielding foe, with high mobility, and high health, along with their physical arsenal. High Health, Mobility, High Damage, Moderate CC.
Brawler Rogue - Brawler Rogue's are skilled at battle, they are also able to equip Plate Armor, using Maces Brawler Rogue's can control the battlefield parrying and stunning all in their path. High Damage, High Defense, Moderate Mobility, Low Health, High CC.
Caster Classes:
Magus
Subclasses
Infernal Magus - Infernal Magus's reach temperatures unseen, producing red, and sometimes blue flames, Infernal Magus are able to scorch the battlefield with ease. High Damage, Low Mobility, Low Health, Low Defense.
Frost Magus - Frost Magus's can control the battlefield, freezing their foes in place while also dealing tremendous damage to those also around their primary target. High Damage, Low Mobility, Low Health, Low Defense, High CC.
Priest
Subclasses
Nature Priest - Nature Priest's are able to tap into the elements and use their essence to roll out series of powerful healing spells while also providing advantageous boons to their self, or allies. High Healing, High Health, Low Defense, Low Mobility, Low Damage, Moderate CC.
Wisdom Priest - Wisdom Priest's have practiced their ways for years before being able to step out into the open world, as such they've gain great mastery over their faith and methods of practice. High Healing, Moderate Health, Low Defense, Low Damage, High CC.
Battle Priest - Battle Priest's are battle harden healers, extremely tanky, and very crafty individuals. High Damage, Moderate Healing, Moderate Health, Moderate Defense, Low Mobility, Moderate CC
Skill level caps are set to a standardized 99, which will not be further raised.
New skills may be added, but old skills level cap will always remain the same.
Skill Line-up:
Knight - Allows users to equip higher grade Plate Equipment as per level requirements
Rogue - Allows users to equip higher grade Leather Equipment as per level requirements
Magus/Priest- Allows users to equip higher grade Cloth Equipment as per level requirements
Strength - Increases Knight Based Ability Damage/Healing
Agility - Increases Rogue Based Ability Damage/Healing
Intellect - Increases Magus & Priest Based Ability Damage/Healing
Woodcutting- Gathering
Lumber Milling - Crafting
Mining- Gathering
Smelting - Crafting
Blacksmithing - Crafting
Fiber - Gathering
Cloth Spinning - Crafting
Tailoring - Crafting
Skinning - Gathering
Leather Tanning - Crafting
Leatherworking - Crafting
Herbalism - Gathering
Herb Grinding - Crafting
Potion Brewing - Crafting
Enchanting - Gathering / Crafting
Delphiniums Rise experience rewards are unique as the Main Story questline will award experience points directly towards all of the Primary Class Skills equally, while combat experience from Mobs will earn players experience points to the primary Class Skills as well as your Mastery Combat Skills, such as Strength, Agility and Intellect.
Mastery Combat Skills and Why They Matter:
Strength, Agility and Intellect go in hand with the Primary Class Skills in the sense they amplify them, and the Mastery Combat Skills are only gained from actual combat, in addition to this, the combat experience is awarded through a loot-able Essence Drop as a token of victory which other players can defeat you for, and instead gain the experience if you were to fall before attaining the loot. These Essence Drops are a prize possession in Delphiniums Rise as the amplification from the Mastery Combat Skills is great as it tiers forward towards cap level.
Crafting Tiers:
Currently Delphiniums Rise is set for 5 different Tiers of crafting, all with their own pre-requisites to master. Each combat type receives their own versions of their respective tiers with their own unique enhancements to provide players with a scaling experience to grow into both in PvE and PvP.
Open World Sandbox:
From the moment you enter Delphiniums Rise you are in the Sandbox, start the Main Story, or don't, it is up to you. If you wish to directly adventure into the world you may, but be warned, foes as you progress forward are often more tough than they appear, especially for those who have not gained their combat prowess within Delphiniums Rise yet. Delphiniums Rise is a game for friends, family, trust, and adventure into the mystics, and was built with beauty in mind, as such it was created using Unreal Engine 5's Lumen and Nanite Features to ensure the highest possible graphical viability for our gamers, and over time creating a compelling and immersive experience akin to no other.
Unique Feature PvP - Get' a Cape:
PvP is a blast, but often times the health bar hits 0 when it is just getting good. While developing Delphiniums Rise it was decided that there needs to be a feature that fuels longer engagements within the world, especially considering when a player falls, they lose their inventory.. So for our Crafters out there that level Tailoring we are introducing a "consume-able cape" which provides a boon to players.
Cape Boon
Based on a players preferences at 80% or 50% HP, the player will heal to Full Health, placing the Capes Boon on a 30 second Cooldown.
This Boon encourages more Open World PvP, while adding the fun factor back into the game, but keeping the Risk vs. Reward model operational to ensure the player driven economy doesn't get out of hand.
Available on devices:
- Windows