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About Azusa RP Online

Azusa RP Online is an online roleplaying game set in a world inspired by mythology, where players shape the story through their characters and interactions. You can take on roles ranging from a baker or engineer to a hunter who becomes a Guardian of Olympo. Characters grow old and die, and you can continue through their next generations; other players can become villains and change the course of the story, including by destroying a city.

Characters and roles

You can customize your appearance with different combinations of hair and clothing, choose from five races—Humans, Angels, Demons, Kappas and Lemurians—and develop your character’s talents and status. Training methods and masters also shape your character’s strength and abilities as you play.

Azusa has three main classes:

  • Civilian: learn all civil traits, including building, medicine, tailoring and barbering. Civilians can build homes and furniture and create stores, and they can also become powerful Guardians.
  • Master: train other players to increase their status gains and develop fighting styles that improve their chances of critical attacks, counters and consecutive-hit combos.
  • Fighter: gain status more quickly through class traits, with your playstyle determining how strong you become.

Classes depend on one another, and players can use in-game money to trade and seek help. Each class can also learn one random civil trait, so a Fighter, for example, might learn medicine.

Guardians and combat

Hades has sought since mythological times to turn Earth into his realm by killing every creature. Young heroes called Olympian Guardians risk their lives to fight him, wearing legendary Olympian armors and drawing support from the gods Zeus, Poseidon and Athena in Olympo. Their battles help determine Earth’s fate.

Ordinary Guardian armors are based on creatures and represent roles in protecting creation. Golden armors, crafted by the gods, are divided into four groups: Elites serve Zeus, Marines protect Poseidon and the ocean, Zodiac guards Athena’s Temple, and Princes maintain order in the underworld. Each armor has its own playstyle and skills, combining strategy with real-time action. Guardians are chosen by “destiny” as they fight in Elemental Arenas around the world; children commonly train in dangerous areas in the hope of earning an armor. With cosmo energy, they can manipulate the armor’s elements and develop techniques and builds of their own.

Training and ranks

You can grow stronger through roleplay and more than 28 training methods, many of which you learn from other players, especially those with Ranks. Ranks are characters with important positions in the world, such as a city’s king, a god, a golden Guardian or a hermit in a forest. Players who take on these roles are expected to lead the story responsibly; rank holders also teach and train future Guardians.

Training methods fall into three broad styles: active training, half-AFK training, and action training such as punching a sandbag or sparring with friends or masters. Active training requires concentration and following arrow directions; greater concentration brings greater gains. Half-AFK methods let your character train without your constant attention. Active methods include Meditation, Cosmo Charge and Shadow Sparing, with both local and normal training. Local training is tied to particular places—for example, reversing a waterfall’s flow requires a waterfall—and increases Elemental Control, which can affect the damage of elemental techniques according to your cosmos element. Training in different places, including deserts and Asgard, develops your character in different ways.

The Underworld

When your character dies, they descend to Yomotsu Mountain near Hell’s Gate and enter the Underworld, which Hades has shaped as a place of suffering and punishment. Suffering can strip the goodness from the souls of the dead and turn them into Reapers, who wear the Armor of the Underworld and seek to spread death and chaos across Earth. A former friend can return as a villain, fighting to destroy what they once loved.

The Underworld’s sections include prisons, and information there explains their roles. In the first prison’s first valley, souls wait endlessly along the Acheron River, unable to cross without the Raft of Souls. To summon it, you must leave all your money on the shore and give up your past life; the raft then carries you to Hell’s Court. There, the Book of Judgments records the dead and their main sins. Reading it brings judgment and sends you to one of the 16 valleys across the Underworld’s eight prisons.

You cannot move freely through the prisons as an ordinary soul. You remain there until you become a Reaper or are rescued. Each prison has its own suffering, which also serves as a distinct form of training. After mastering these trials and entering the world of nightmares, you can try to end your agony by killing your good side. Winning turns you into a Reaper, who can roam freely through the Underworld’s prisons.

World and exploration

The world contains multiple biomes, each with its own architecture, local training opportunities and materials, and many are protected by different gods. You can travel between regions to trade resources, learn architectural styles, and fight for a region’s protection or destruction.

Administrators can create custom dungeons filled with challenges, traps, puzzles and distinctive enemies guarding secrets or treasures. Some dungeons are part of the established world, while others appear as the shared story develops. Relics found in dungeons are objects imbued with cosmo energy that grant powers or techniques. Some provide utility, while others add power; their effects include burning or poisoning enemies, absorbing blasts or deflecting them. Thieves and mythological creatures often collect and guard relics, while experienced Lemurians can make custom ones. Some relics can overpower Guardian armors.

Story-changing systems

Time travel lets players visit events in the world’s history, encounter canonical heroes or meet characters once played by other people. Travelers can influence events, though some journeys serve to take part in established events without changing the universe—for example, joining the moment Hades first rebelled against Zeus. Time travel is rare and can have far-reaching effects. Administrators generally manage it, and drastic changes can prompt a global story review and a “Time Skip” of 80 years, moving players in the present into their next generation and applying the changes.

The Custom Gods system lets new gods enter the story, whether revived, discovered or created by players, potentially changing the main plot. Administrators can also shape trials by setting choices, tests and effects to fit the story. A clue found in a book, for instance, might lead a group to a dungeon and into challenges involving traps and enemies; outcomes depend on dice rolls, roleplaying and the players’ choices. Trials can support Guardian training, teach methods or awaken the Sixth Sense, and can also open new areas, ranks or gods. They are usually completed only once and can have lasting consequences for the world’s history. Administrators can then create further adventures that respond to those outcomes.

Frequently asked questions

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