User blog:K'eth, Undercover Agent/Testing Ground 1: The Great Battlefield

Document 1: an Testing Ground created by K'eth these 'Testing Grounds' have different varations this is one of the many different types of the Testing Ground....the Great Battlefield

Apperance:as you can tell by the name the Great Battlefield looks like well an Battlefield. Bones litter the ground,defenses thrown haphazardly around, the ground and sky is an dull and dead gray, cracks in the ground reveal bubbling lava, Corpses also are sometimes impaled on spikes or just on the ground as well

You are not alone:as you might have noticed upon entering the Great Battlefield is that some of the bones and corpses are animanting in front of your eyes...but not into Mamono these things are out for your life as they think whatever battle has passed is still going on and they see you as the opposing force and they will do whatever it takes...to 'achive victory'

Creatures:Zombies and Skeletons with strange magics rise up to end your life....see too it that they are sent back to there grave.

Skeletal Berserker: an ancient warrior rises up to the ground and charges towards you intend of chopping off your limbs with its axe

(Elite Shout) "Victory Is Mine!": The Skeletal Berserker gains 91 HP and 9 energy for each condition suffered by Target foe

(Axe Attack) Axe Rake: If this attack hits an foe suffering from a Deep Wound it strikes for an 14 extra damage and that target becomes crippled for 15 seconds (target moves 50% slower)

(Axe Attack) Axe Twist: If this attack hits an foe suffering from a Deep Wound it strikes for an 28 extra damage and that foe suffers from weakness for 20 seconds (you deal 66% less damage and...your Attributes are reduced by 1)

(Axe Attack) Cyclone Axe: the Skeletal Berserker performs a spinning axe attack striking for 15 extra damage to all adjacent opponents

(Axe Attack) Dismember: if this attack hits this will inflict Deep Wound on the Target lowering that Target's maxuim health by 20% for 26 seconds

(Melee Attack) Wild Blow: The Skeletal Berserker loses all adrenaline. If it hits, this attack will result in a critical hit and any stance being used by your target ends. This attack cannot be blocked.

Skeletal Impaler: an master trapper rises from the ground wielding an bow it's attackes easyly throw you off your attacks that you were going to do

(Trap) Barbed Trap: When Barbed Trap is triggered, all nearby foes are struck for 28 piercing damage, become Crippled, and begin Bleeding for 32 seconds. Barbed Trap ends after 90 seconds. While the Skeletal Impaler is activating this skill, it is easily interrupted.

(Bow Attack) Distracting Shot: If Distracting Shot hits, it interrupts target foe's action but deals only 21 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.

(Trap) Dust Trap: When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 10 seconds and take 30 damage. While the Skeletal Impaler is activating this skill, it is easily interrupted. Dust Trap ends after 90 seconds.

(Trap) Flame Trap: When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 25 fire damage and set on fire for 4 seconds. Flame Trap ends after 90 seconds. While the Skeletal Impaler is activating this skill, it is easily interrupted.

(Elite Trap) Spike Trap: When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 50 piercing damage, become Crippled for 32 seconds, and are knocked down. Spike Trap ends after 90 seconds. While the Skeletal Impaler is activating this skill, it is easily interrupted.

Skeletal Bond: an strange sight to see...an undead that heals other undead with holy magic....it seems to be working...don't know how

(Spell) Infuse Health: the Skeletal Bond loses half of it's health, Target other ally is healed for 150% that the Bond lost

(Enchantment Spell) Life Bond: While the Skeletal Bond maintains this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to the Bond, the damage it receives this way is reduced by 41 damage

(Enchantment Spell) Live Vicariously: while the Skeletal Bond maintains this Enchantment, whenever target ally hits an foe, the Bond gains 23 health

(Elite Enchantment Spell) Spell Breaker: for 22 seconds target ally can't be the target of enemy spells

Skeletal Ether Breaker: an powerful mind mage raises from the ground...right now this is the worst nightmare for any other mages

(Spell) Chaos Storm: Create a Chaos Storm at target foe's location that lasts for 10 seconds. Each second, foes adjacent to this location take 33 damage and lose 3 Energy.

(Spell) Cry of Frustration: If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 99 damage.

(Elite Spell) Energy Surge: Target foe loses 14 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.

(Spell) Shatter Enchantment: Remove an enchantment from target foe. If an enchantment is removed, that foe takes 134 damage.

(Enchantment Spell) Sympathetic Visage: For 12 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.

Skeletal Icehand: an powerful water and air mage raises from the ground it seems to cause the most trouble for your mages

(Hex Spell) Blurred Vision: For 12 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.

(Hex Spell) Deep Freeze: You cause a Deep Freeze at target foe's location. All foes in this area are struck for 115 cold damage, and for 10 seconds, they move 66% slower.

(Elite Glyph) Glyph of Renewal: For 15 seconds the Skeletal Icehand's next spell recharges instantly

(Spell) Lightning Touch: Target touched foe and all adjacent foes are struck for 80 lightning damage, are Blinded for 5 seconds, and have Cracked Armor for 14 seconds. This skill has 25% armor penetration. (you have -20 armor)

(Spell) Maelstrom: Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 31 cold damage each second. Maelstrom interrupts spell-casting when it hits.

(Enchantment Spell) Windborne Speed: For 16 seconds target ally moves 33% faster

Dragon Lich: an undead dragon raises from the ground...not at all an Mamono, it lets out an deafening roar as it fully comes out from the ground

(Spell) Chilblains: the Dragon Lich becomes poisoned for 10 seconds. Foes in the area of its target are struck for 58 cold damage and lose 2 Enchantments

(Skill) Plague Touch: Transfer 4 negative conditions and their remaning durations from itself to target touched foe

(Spell) Unholy Feast: Steal up to 87 health from 5 foes in the area

(Skill) Deafening Roar: all Nearby foes become dazed for 20 seconds (while dazed you take twice as long to cast spells and they are easily interrupted)

(Monster ability) Stun Immunity: the Dragon Lich can not be stunned (or knocked down)

Grasping Ghoul: corpses suddenly shift and rise...though weak there numbers make up for that fact

(Elite Shout) "Coward!": If target foe is moving that foe is knocked down

(Melee Attack) Wild Blow: The Grasping Ghoul loses all adrenaline. If it hits, this attack will result in a critical hit and any stance being used by your target ends. This attack cannot be blocked.

(Monster Skill) Crippling Attack: if it hits, Target is Crippled for 15 seconds

(Monster Skill) Nibble: the Grasping Ghoul gains 20 Health if it uses this skill near a corpse

Zombiefied Executioner: an giant lumbering zombie rises from the ground carrying an hammer its very strikes shake the earth

(Hammer Attack) Crude Swing:Attack all adjacent foes. Each foe the Executioner hit is struck for 28 damage.

(Hammer Attack) Crushing Blow: If this attack hits, the Executioner strikes for 28 damage. If it hits a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 26 seconds.

(Elite Hammer Attack) Earth Shaker: Target foe and all adjacent foes are knocked down.

(Skill) Endure Pain: For 22 seconds the Executioner has additional 384 health

(Hammer Attack) Mighty Blow: If this Attack hits, the Executioner strikes for 52 damage

Skeletal Hound: undead attack dogs come out of the ground charging you

(Skill) Endure Pain: For 22 seconds the Hound has Additional 384 health

(Stance) Enraging Charge: for 19 seconds, the Hound moves 25% faster, Enraging Charge ends if the Hound successfully strikes a target, at which point it gains 4 strikes of adrenaline if it hit with a melee attack.

(Sword Attack) Gash:. If this attack hits a Bleeding foe, the Hound strikes for 26 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 26 seconds.

(Sword Attack) Hamstring: If this attack hits, the Hounds target is Crippled for 20 seconds, slowing his movement.

(Sword Attack) Sever Artery: If this attack hits, the opponent begins Bleeding for 33 seconds, losing Health over time.

(Elite Melee Attack) Skull Crack: If it hits, this attack interrupts the target's current action. If that foe was casting a spell, that foe is Dazed for 10 seconds.

Zombiefied Necromancer: an unholy undead mage rises from the ground causing conditions to run rampant

(Enchantment Spell) Death Nova:For 30 seconds, if target ally dies, all adjacent foes take 130 damage and are Poisoned for 15 seconds.

(Spell) Putrid Explosion:the corpse nearest the Necromancer's target explodes, sending out a shockwave that deals 158 damage to nearby foes

(Signet) Signet of Lost Souls: If target foe is below 50% health, the Nercomancer gains 136 health and 14 energy

(Hex Spell) Vile Miasma: Target foe is struck for 87 cold damage. If suffering from a condition, that foe is hexed with Vile Miasma and suffers -7 Health degeneration for 10 seconds.

(Elite Spell) Virulence: If target foe was already suffering from a condition, that foe suffers from Disease, Poison, and Weakness for 20 seconds.

(Enchantment Spell) Withering Aura: For 26 seconds, target ally's melee attacks cause Weakness for 26 seconds.

Bosses: Special Generals roam these parts killing them might set back the on coming hordes for a little while....a little while

The Lost:(a Skeletal Hound with a yellow arua around it) Currently the only Great Battlefield undead to be out from it's confinement, currently living with a group of Amazonians.

(Skill) Troll Unguent: For 13 seconds the Lost has +12 Health Regeneration.

(Preparation) Apply Poison: for 24 seconds Targets struck by the Lost's Physical attacks become poisoned for 19 seconds

(Skill) Throw Dirt: Target Touched Foe and Targets adjacent to the Lost's target becomes blinded for 19 seconds

(Stance) Lighting Reflexes: for 13 seconds the Lost has a 75% chance to block melee and projectile attacks and attacks 33% faster

(Elite Stance) Bull's Charge: For 13 seconds, the Lost moves 33% faster and if it strikes a moving Target that, Target is knocked down. Bull's Charge ends if the Lost uses another /skill

(Elite Melee Attack) Magehunter Strike: if this attack hits target is dealt a extra 26 damage, if the target is under the effect of a Enchantment this attack is unblockable.

(Elite Stance) Steady Stance: For 10 seconds, the next time the Lost would be knocked down it gains 4 strikes of Adrenaline and 9 energy instead

(Elite Melee Attack) Magehunter's Drain: if this attack hits it deals a extra 30 damage, if the Target is under the effect of Enchantment/s this attack becomes unblockable, the Target also loses all Enchantments currently on him/her and takes a extra 15 damage for each Enchantment lost

(Passive) ???: this ability is always activated and cannot be removed, the Lost has a consent +2 health regeneration until death

Relations: K'eth and the rest of his buddys are fine from the dangers of the Great Battlefield and the undead here more or less protect them while in here

The Protected: the undead react almost immediately to her presence going over to protect her from any dangers that might have followed her also if anybody is with her that is an friend or does not want to harm her the undead will then more or less ignore them

Misc:the Great Battlefield when looked at from an distance looks like an place that it belongs to (town,plains, demon realm you get the point) but when you get into it the illusion is revealed and then it looks very off.

Thought I should mention this, yes, the denziens of the Battlefield are immune to Demonic Energy.