Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Sept 10, 2015 8:06:46 GMT
Unique Classes Here I'll be putting all the classes that are unique to this world that people can either learn to use via site events (this means canons can expand! YAY!) or that races of Oephus can start with.
There are two types of class, one is a battle class, a very simple thing to understand it's the class that a person uses when in combat, be that a healing class or a melee class, it doesn't matter it's all counted under the battle class section. The other class is a job class, not many people in Oephus seem to have a job class, this class is more or less how they could make gil if they moved to a different city a job working with swords or even a job that's a merchant, hunting is also considered a job and is the most common.
Just remember that your regular FF classes DO STILL APPLY to Oephus it's just these are new ones I'm adding for a little variation between classes. Some of these are of my own creation, some are inspired by a certain anime which had some cool things I thought would be nice to add for melee users that have little magical power.
Please ASK (PM Admin or Light) before making one of the classes here as I'm limiting people to 3 uncommons in total 1 rare and 1 very rare unless they buy a (separate) key to the ones that require a key to have an extra unique class. Once you reserve a position for an account that account will be added to the status area on a class. This means that they will be listed as a user of the class. Where Reserving a place is concerned you may reserve a place but you'll be required to finish an app within seven days of your reservation. If your character hasn't been approved by that time your reservation will be removed to allow other more active people the chance to have one of the unique classes and you'll no longer be able to apply for that class for a month.
Things to bear in mind:-
• Certain Classes can be used by Certain races. • Job classes are often only used by certain races. • People may only start with ONE battle class and ONE job class. • Some classes will require a character to be over 1000 years of age simply for an experience stand point. • Some classes are limited in number. • 5 uncommons in total • 4 Limiteds in total • 3 rare in total • 1 very rare (Very rare classes MUST be learned, you CANNOT start with them.) • Staff are allowed one reservation of their choosing, this is free thanks to them being the ones who keep the site running, and I myself? I'm taking TWO freebies because I'm the one that made these classes in the first place so I should be allowed a couple free imo. No crowns or extra bits are needed save for the elder items if they're making them old. It doesn't take up a space either. • Anything rare and above must be a sole class, characters can learn more later but due to these being rare and taking a lot to learn the character cannot learn something along side it in life unless specifically approved by an administrator (that means ask via skype or pm BEFORE you make your character). • A character CANNOT have two classes from this list together.
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Sept 10, 2015 8:08:18 GMT
Rainbow Mage Psiren Felit Humans Half-Drake Zayen Rainbow Mages use a variation of Magic in which the user creates magical attacks or buffs with a variety of colors, each color has a particular effect or property. For example, the user can create red colored magic which is for attacking, green magic for positive status effects and various other colors. The only problem with the Rainbow Mage is that although they have access to a wide variety of spells they rarely master everything, there are so many spells that the Rainbow Mage has at their disposal should they wish to learn that it would likely take tens of thousands of years in order to learn it all.
The Rainbow Mages tend to pick two categories/colors and stick with them, adding another color/category only once they've completed one of their current sets.
They have high magical attack potency but physical strength tends to be lacking (depending on race) and if attacked with physical attacks they're likely to end up seriously injured unless they have a second class along side this one to where they can defend themselves. Though they're a good thing to have on an expedition with you, you'll need at least one person who can defend the Rainbow Mage. The Rainbow Mage has NO HEALING spells what so ever they can however learn basic healing spells later on in their lives (if you have rainbow mage you cannot start with healing spells as well).
Because of their high magical attack and their lack of other advantages and the fact only certain races can use it, it tends not to be used as much as other classes. This makes it rather uncommon.
((Rainbow Mages start with 1 spell as a beginner, after that the character may have 1 spell per every 20 years they've been alive unless they're over 300 years old, in which case it's 2 every 100 years. Extra spells will be unlocked during events/hunts/treasure hunts etc.))
RED SPELLS - Single Target Offensive LIGHT ATTACKS
• Flame Vortex [Light Attack] - Single A spiraling blast of flame (Fire element) is launched at a target, however it can only target a single enemy at a time. [2 post cool down]
• Thunder Sword [Light Attack] - Single The user forms a sword made of red lightning (Lightning element) they then slash at their opponent and leave the sword behind which discharges an electrical blast. [2 post cool down]
• Red Arrow [Light Attack] - Single A bright red colored arrow shaped bolt of moving air (Wind element) is used to strike a single enemy. [2 post cool down]
• Titans Roar [Light Attack] - Single The user shapes red Aether in to the shape of a small Titan (Earth element) which promptly smashes in to a single target. [2 post cool down]
• Water Okita [Light Attack] - Single The user gathers water magic (Water element) in their hands and then launches a torrent of red water towards their target. [2 post cool down]
• Ice Claws [Light Attack] - Single The user covers their feet with ice (Ice element) and proceeds to kick at the air sending shards of ice at their enemy. [2 post cool down]
• Aura Spark [Light Attack] - Single The flings two orbs of light (Light element) at an enemy then a beam of light blasts the enemy from above. [2 post cool down]
• Shadow Shredder [Light Attack] - Single The caster sends three jets of darkness (Dark element) across the ground at their chosen enemy causing damage to their opponent. [2 post cool down]
MEDIUM ATTACKS
• Mystic Blaze [Medium Attack] - Single Two spiraling blasts of flame (Fire element) are launched at a target knocking the enemy up in to the air and causing fall damage, however it can only target a single enemy at a time. [2 post cool down] Requires the user having Flame Vortex
• Battery Beam [Medium Attack] - Single The user blasts their enemy with a single beam of Electrical energy. [2 post cool down] Requires the user having Thunder Sword
• Howling Dart [Medium Attack] - Single The user blasts their enemy with three magical arrows one after the other rapidly, the arrows are wind augmented. [2 post cool down] Requires the user having Red Arrow
• Blasting Earthquake [Medium Attack] - Single The user casts a blast of earth below their target, three blasts knock the enemy upwards before the rocks fall back down on top of the enemy for added punishment. [2 post cool down] Requires the user having Titans Roar
• Bubble Blaster [Medium Attack] - Single The user blasts the enemy with three orbs of water that look like bubbles, however the balls are more like water balloons that are sent at high speed at the enemy causing some serious pain. [2 post cool down] Requires the user having Water Okita
• Frozen Razor [Medium Attack] - Single The user simply blasts the enemy with a single large chunk of ice, the ice falls apart as it reaches the target turning in to lots of tiny razor sharp ice blades that cut the enemy. [2 post cool down] Requires the user having Ice Claws
• Holy Beam [Medium Attack] - Single Multiple beams of light follow the enemy and blast up from beneath them or down from above them making them difficult to avoid. [2 post cool down] Requires the user having Aura Spark
• Stabbing shadows [Medium Attack] - Single Black claws protrude out of the ground quickly before they claw at the enemy within their reach. [2 post cool down] Requires the user having Shadow Shredder
ORANGE SPELLS - Area Target Offensive LIGHT ATTACKS
• Fire Rain [Light Attack] - Area When the user casts this a Magic Seal appears, from which a number of fierce, red flames (Fire element) in the form of elongated circles are fired at the enemy in a scattered formation, targeting a mildly wide area. [1 post to cast, 2 post cool down]
• Bullet Dance [Light Attack] - Area The user fires a small volley of bullets which are made of lightning (Lightning element) from the end of their weapon. These bullets spiral out of control and then seek out enemy targets. [1 post to cast, 2 post cool down]
• Orange Wind Disks [Light Attack] - Area The User forms dozens of disks only visible by the orange energy they give off (wind element) that they then launch in an area, they home in on targets making them difficult to dodge. [1 post to cast, 2 post cool down]
• Strata Ravager [Light Attack] - Area Causes the ground underneath enemies to shake and knock enemies in to one another before the ground splinters upwards causing damage. [1 post to cast, 2 post cool down]
• Aquafortis [Light Attack] - Area Causes sigils beneath the enemies to light up and hit enemies from below with a sharp blast of water. [1 post to cast, 2 post cool down]
• Icicle Drop [Light Attack] - Area A bunch of icicles that are formed in the air drop from above enemies slamming in to them. [1 post to cast, 2 post cool down]
• Bright Uzi [Light Attack] - Area Fire off a bunch of small tiny bullet shaped orbs of light in an area ahead of you. [1 post to cast, 2 post cool down]
• Void [Light Attack] - Area Tendrils of darkness jam up from the ground and whip at enemies. [1 post to cast, 2 post cool down]
MEDIUM ATTACKS
• Pinwheel [Medium Attack] - Area The user casts a large pinwheel ahead of themselves which fires off fireworks in various colors at enemies. [1 post to cast, 2 post cool down] Must have used 3 fire spells to gain enough charge.
• Orange Discharge [Medium Attack] - Area The user once they have a lightning charge (Lightning element), discharge it in the midst of a group of enemies causing lighting to hit the area around them which damages enemies. [1 post to cast, 2 post cool down] Must have used 3 lightning spells to gain enough charge.
• Arrow Rain [Medium Attack] - Area The user casts a single arrow up in the air, the arrow then splits in to many and rains down on enemies before a blast of wind encircles all arrows knocking enemies upwards repeatedly. [1 post to cast, 2 post cool down] Must have used 3 wind spells to gain enough charge.
• Landslide [Medium Attack] - Area (Line) Raise your stave/weapon above your head behind you to cast, then you bring it straight over smashing the ground in a straight line with enough earth energy to knock any enemies caught in the line to be knocked back and away from you and your party. [1 post to cast, 4 post cool down] Must have used 3 earth spells to gain enough charge. Has added knockback which will throw any enemies caught in a the line off and interrupt casting.
• Torrent [Medium Attack] - Area (Cone) Aim your stave/weapon ahead of you and blast anything within range with a high powered jet of water that will knock them back. [1 post to cast, 4 post cool down] Must have used 3 water spells to gain enough charge. Has added knockback which will throw any enemies caught in a the line off and interrupt casting.
• Carpet of Ice [Medium Attack] - Area Cast a large sheet of ice that covers the entire battle field, once the field is full ice will suddenly jut out of the ground in sharp spikes beneath enemies regardless of where they are before vanishing. [1 posts to cast, 2 post cool down] Must have used 4 ice spells to gain enough charge.
• Holy blade [Medium Attack] - Area Fire three bolts of white light in to the air, these then split off from one another before turning in to silver swords. The swords will then rain down on the enemy before.... Exploding and dealing light based damage. [1 posts to cast, 2 post cool down] Must have used 3 light spells to gain enough charge.
• Phantom Pain [Medium Attack] - Area Cast four phantom swordsmen around the area in a cross shape. After the cast is over they zip across the area they were placed tearing through anything in their path one after the other. [1 posts to cast, 2 post cool down] Must have used 3 dark spells to gain enough charge.
YELLOW SPELLS - Single Target Offensive + Status Effects LIGHT ATTACKS
• Flame Punch [Light Attack] - Single The user charges their entire body with aether, they then allow the aether to discharge while they just stay where they are, the spell in the shape of a burning fist hits a target. [1 post to cast, 3 post cool down, chance of burning their target, burn lasts for 3 turns and deals half the initial damage of the attack.] Requires having learned Flame Vortex.
• Plectra Bullet [Light Attack] - Single The user fires a small but destructive Yellow colored bullet of lightning which engulfs a target upon contact. [1 post to cast, 4 post cool down, chance of paralysing their target for 2 turns.] Requires having learned Thunder Sword.
• Cyclone [Light Attack] - Single Causes a loud cyclone around a single target that damages them over three turns/posts. [1 post to cast, 3 post cool down, chance of Silencing their target for 3 turns (enemy cannot cast magic).] Requires having learned Red Arrow.
• Mountain Hammer [Light Attack] - Single Causes light damage by dropping a heavy block of earth on a single target. [1 post to cast, 3 post cool down, chance of stopping an enemy from using any physical attacks, magic can still be cast. Lasts for 2 turns before the enemy is released.] Requires having learned Titans Roar.
• Geyser [Light Attack] - Single Unleashes a blast of water from beneath an enemy, enemies gear is soaked and causes movement to be slow. [1 post to cast, 3 post cool down, chance of slowing an enemy for 3 turns allowing all party members to attack before it.] Requires having learned Water Okita.
• Ice Cube [Light Attack] - Single Drops multiple blocks of ice on top of an enemy. [1 post to cast, 3 post cool down, chance to cause confusion, the enemy will attack both enemies and allies indiscriminately and uncontrollably for 3 turns.] Requires having learned Ice Claws.
• Luminous Innocence [Light Attack] - Single Blasts a single enemy with a beam of light which will bend and warp things around the enemy. [1 post to cast, 3 post cool down, chance to cause Reverse, this switches the effects of healing into damage and vice versa for 3 turns.] Requires having learned Aura Spark.
• Eclipse Cannon [Light Attack] - Single Fires multiple needles made of darkness at an enemy aiming primarily for the head. [1 post to cast, 3 post cool down, chance to cause Blind, this causes the sufferer's physical attacks and magical attacks to miss most of the time for 3 turns.] Requires having learned Shadow Shredder.
MEDIUM ATTACKS
• Lava [Medium Attack] - Single Casts a vast amount of lava to fall on a target, this will continue to burn the target even after the initial attack. [1 post to cast, 3 post cool down, Burns a target, burn lasts for 4 turns and deals half the initial damage of the attack.] Requires having learned Mystic Blaze.
• Surge [Medium Attack] - Single Electrocutes a single target, static will remain afterwards stopping them from moving till the static fades. [1 post to cast, 4 post cool down, Paralyses the target for 2 turns.] Requires having learned Battery Beam.
• Zephyr [Medium Attack] - Single Casts a vortex on the target at first damaging them before it simply hangs around the target stopping them from speaking because of how loud it is. [1 post to cast, 3 post cool down, Silences their target for 5 turns (enemy cannot cast magic).] Requires having learned Howling Dart.
• Gaian Fury [Medium Attack] - Single The caster causes thick rods of earth to jam upwards so hard that it actually knocks a single enemy out of the fight completely. [1 post to cast, can only be used twice in a thread has a 4 post cooldown between uses, immediately ejects a single enemy from battle. Does not work on bosses.] Requires having learned Blasting Earthquake.
• Hydropump [Medium Attack] - Single Many blasts of water come up from under a target making sure to douse the enemy in plenty of cold water (or hot depending on how you want it to go!). [1 post to cast, 3 post cool down, slows an enemy for 5 turns allowing all party members to attack before it.] Requires having learned Bubble Blaster.
• Dreams of Ice [Medium Attack] - Single Freezes an enemy for a moment so they cannot escape, then blasts them with a blizzard so cold it causes them to be disorientated. [1 post to cast, 3 post cool down, causes confusion, the enemy will attack both enemies and allies indiscriminately and uncontrollably for 5 turns.] Requires having learned Frozen Razor.
• Prism [Medium Attack] - Single Blasts a single enemy with a beam of light which will bend and warp things around the enemy. [1 post to cast, 3 post cool down, causes Reverse, this switches the effects of healing into damage and vice versa for 5 turns.] Requires having learned Holy Beam.
• Blinding Veil [Light Attack] - Single Blasts an enemy with darkness that clings to their face! [1 post to cast, 3 post cool down, causes Blind, this causes the sufferer's physical attacks and magical attacks to miss most of the time for 5 turns.] Requires having learned Stabbing Shadows.
GREEN SPELLS - Self Buffs NOVICE
• Emerald Shield - [Buff] - Self The user forms a shield of green crystal to protect themselves from incoming physical attacks. It will only block attacks for one turn before shattering. [Lasts 1 turn, 5 post cool down]
• Scurry - [Buff] - Self Allows the user to use an extra physical attack in one turn. [Lasts 3 turns, 5 post cool down, allows one extra physical ability in a turn/post.]
• Fast Cast - [Buff] - Self Allows the user to cast an extra spell in one turn. [Lasts 3 turns, 5 post cool down, allows one extra spell in a turn/post.]
• Magic Boost - [Buff] - Self A lime green aura of light surrounds the user or a target of their choice increasing their magic damage. [Lasts 3 turns, 5 post cool down]
• Physical Boost - [Buff] - Self A dark green aura of light surrounds the user or a target of their choice increasing their physical damage. [Lasts 3 turns, 5 post cool down]
• Fend - [Buff] - Self Increased physical Defense, or half physical damage. [Lasts 3 turns, 5 post cool down]
• Mirror - [Buff] - Self Reflects most magic used against them at caster or to the opposing battle party. [Lasts 3 turns, 5 post cool down]
BLUE SPELLS - Ally Buffs NOVICE
• Sapphire Shield - [Buff] - Allied Target The user forms a shield of blue crystal to protect a single ally from incoming Physical attacks. It will only block attacks for one turn before shattering. [Lasts 1 turn, 5 post cool down]
• Bustle - [Buff] - Allied Target Allows a single allied target to use an extra physical attack in one turn. [Lasts 3 turns, 5 post cool down, allows one extra physical ability in a turn/post.]
• Extra Cast - [Buff] - Allied Target Allows a single allied target to cast an extra spell in one turn. [Lasts 3 turns, 5 post cool down, allows one extra spell in a turn/post.]
• Faith - [Buff] - Allied Target A light blue aura of light surrounds an allied target increasing their magic damage. [Lasts 3 turns, 5 post cool down]
• Bravery - [Buff] - Allied Target A dark blue aura of light surrounds an allied target increasing their physical damage. [Lasts 3 turns, 5 post cool down]
• Protect - [Buff] - Allied Target Increased physical Defense, or half physical damage taken for the target. [Lasts 3 turns, 5 post cool down]
• Reflect - [Buff] - Allied Target Reflects most magic used against the target at caster or to the opposing battle party. [Lasts 3 turns, 5 post cool down]
• NulBlaze - [Buff] - Allied Target Makes the target immune to fire based attacks. [Lasts 3 turns, 5 post cool down]
• NulShock - [Buff] - Allied Target Makes the target immune to lightning based attacks. [Lasts 3 turns, 5 post cool down]
• NulGale - [Buff] - Allied Target Makes the target immune to wind based attacks. [Lasts 3 turns, 5 post cool down]
• NulVale - [Buff] - Allied Target Makes the target immune to earth based attacks. [Lasts 3 turns, 5 post cool down]
• NulTide - [Buff] - Allied Target Makes the target immune to water based attacks. [Lasts 3 turns, 5 post cool down]
• NulFrost - [Buff] - Allied Target Makes the target immune to ice based attacks. [Lasts 3 turns, 5 post cool down]
• NulHoly - [Buff] - Allied Target Makes the target immune to light based attacks. [Lasts 3 turns, 5 post cool down]
• NulDark - [Buff] - Allied Target Makes the target immune to dark based attacks. [Lasts 3 turns, 5 post cool down]
INDIGO SPELLS - Single Target Weakening Spells NOVICE
• Blind - [Weakening] - Single Target Reduces Accuracy, causing the sufferer's physical and magical attacks to miss most of the time. [Lasts 3 turns, 5 post cool down]
• Confuse - [Weakening] - Single Target Enemy attacks both enemies and allies indiscriminately and uncontrollably. [Lasts 3 turns, 5 post cool down]
• Disease - [Weakening] - Single Target Healing spells won't work on the target unless it's Esuna or something that cures Disease. [Lasts 3 turns, 5 post cool down]
• Disable - [Weakening] - Single Target Unit cannot attack, but can still move and avoid incoming attacks. [Lasts 3 turns, 5 post cool down]
• Gradual Petrify - [Weakening] - Single Target Similar to Doom, victim turns to Stone after a certain amount of time. [Takes 10 turns for the enemy to turn to stone, can be used once in a battle. Doesn't work on boss monsters.]
• Immobilize - [Weakening] - Single Target Unit cannot move (dodge attacks), but can still attack. [Lasts 3 turns, 3 post cool down]
• Poison - [Weakening] - Single Target Takes damage every turn for 3 turns. [Lasts 3 turns, 3 post cool down]
• Reverse - [Weakening] - Single Target Switches the effects of healing into damage and vice versa. [Lasts 3 turns, 5 post cool down]
• Silence - [Weakening] - Single Target Unable to cast magic or sing. [Lasts 3 turns, 5 post cool down]
• Sleep - [Weakening] - Single Target Unable to take turn until woken up by an attack or on their own. [Lasts 3 turns, 5 post cool down]
VIOLET SPELLS - Area Target Weakening Spells NOVICE
• Blind All - [Weakening] - Area Reduces Accuracy, causing the sufferer's physical and magical attacks to miss most of the time. [Lasts 3 turns, 5 post cool down] Requires the user having Blind
• Confuse All - [Weakening] - Single Target Enemy attacks both enemies and allies indiscriminately and uncontrollably. [Lasts 3 turns, 5 post cool down] Requires the user having Confuse
• Disease All - [Weakening] - Single Target Healing spells won't work on the target unless it's Esuna or something that cures Disease. [Lasts 3 turns, 5 post cool down] Requires the user having Disease
• Disable All - [Weakening] - Single Target Unit cannot attack, but can still move and avoid incoming attacks. [Lasts 3 turns, 5 post cool down] Requires the user having Disable
• Immobilize All - [Weakening] - Single Target Unit cannot move (dodge attacks), but can still attack. [Lasts 3 turns, 3 post cool down] Requires the user having Immobilize
• Poison All - [Weakening] - Single Target Takes damage every turn for 3 turns. [Lasts 3 turns, 3 post cool down] Requires the user having Poison
• Reverse All - [Weakening] - Single Target Switches the effects of healing into damage and vice versa. [Lasts 3 turns, 5 post cool down] Requires the user having Reverse
• Silence All - [Weakening] - Single Target Unable to cast magic or sing. [Lasts 3 turns, 5 post cool down] Requires the user having Silence
• Sleep All - [Weakening] - Single Target Unable to take turn until woken up by an attack or on their own. [Lasts 3 turns, 5 post cool down] Requires the user having Sleep
|
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Sept 10, 2015 8:12:35 GMT
Magus Regalia The Magus Regalia tend to focus on melee over magic, in fact the only magic they use? Are enchanted weapons and armors that provide them with buffs or have magic spells on them already. These spells and buffs however require the use of their energy supply similar to mp, in this case it's their own Aether. Once their Aether is depleted the users armor and/or weapons will vanish back to storage. What the users do is they store these weapons in a sort of 'pocket dimension' similar to the inventories that people have in final fantasy but much larger to store all the extra weaponry and armor. Because it's in this pocket dimension that's specific to a person they can easily pull the armor and/or weapons and equip them for battle. They can even switch mid battle which gives them a huge level of flexibility in combat, it makes them extremely versatile when facing enemies but higher level armors and weapons (ones with more than a single buff or even massive damage output boosts) require more aether to use. Unless a person is experienced enough they'd be at a high risk of using too much aether and going in to aether withdrawal, this withdrawal causes the user to be absolutely useless and just sit in a comatose state. There is a limit to how much the pocket dimension can store, usually around 30 different armors. Because of this the Magus Regalia (Magus Regali for a singular one) can use their magic to store many different outfits this includes non-combat ones. It's like having a wardrobe at all times. It's highly advised that people who're beginners wear underwear underneath their armors since they won't be able to switch out armor was fast as someone who's got experience. • Age:- 0 - 500 = 2 armors and weapons in total +1 sub-skill from each. • Age:- 500 - 1000 = 4 armors and weapons in total +1 sub-skill from each. • Age:- 1001 - 2000 = 8 armors and weapons in total +2 sub-skills from each. • Age:- 2001 - 3000 = 16 armors and weapons in total +2 sub-skills from each. • Do not cater for anything over 3000 years old, if you want to waste your gil to get a super expensive character go ahead.
ARMORS
WEAPONS
|
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Sept 10, 2015 8:14:10 GMT
Alter Humans Half-Drake Pact-Drake Elves Psiren Mau Felit Status UNCOMMON 5 - Spaces (Glare) 4 - Spaces (Mark Of) leifAlters are people who've taken on the unique ability to transform in to something else. There's a set amount of transformations an Alter can have but the reason they're called Alters is because they alter their appearance through magic, so much so that they're augmenting their body to be more powerful in different aspects. Each form an Alter takes has various skill sets.
Every Alter user will have a unique appearance for their first change, this First Alter tends to increase certain attributes of the user so that they can melee a little more efficiently (usually a single buff to themselves). Each form is different to one another, they have different activation names depending on if it's a 'glare' or a 'mark of' the Alter form in question. Glare sets are different to Mark of sets and Alters pick one set of forms to learn. They can't use both sets.
Users tend to have a trigger to activate their Alter Magic. A trigger seal is embedded in the eyes or as a tattoo on the Alter user upon their first successful Alter. Whenever they trigger their Alter Magic from that point on there'll be a shimmer of light in their eyes or their pupils will turn to slits upon activation of the trigger then the users body changes to that of the alter they're using.
Glare Triggers - Glare Alters tend to get more seals as they gather more forms, however the more seals they have the more their sight diminishes. This is why it's said Glare users must ONLY gather up to ten maximum forms or they'll lose their sight completely.
Mark Of Triggers - Mark Of Alters gain new tattoos with each new form they gather, but like the Glare users they can only gain ten different forms in total. The reason for this is they only have so much room on their body and markings usually take up a lot of space.
This type of ability can be learned but users start learning young unless it's something that's hereditary, in which case they'll have an easier time learning. Eventually however the forms will take a toll on the users body, as forms are used they generate an aether charge, this excess aether MUST be expelled either by casting spells at random or by siphoning their energy to someone who might need it more. If the excess isn't expelled the user will be in some intense physical pain when they end up with a higher charge and eventually they'll be driven in to a frenzy. In this frenzy they'll lose control and lash out at those around them like nothing more than a beast, sadly in this situation the only people who can help are those who the user recognizes as friends or loved ones.
|
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Mar 5, 2016 3:38:30 GMT
Aegis Elementar Elves Dragons Zayen Humans Lobo Status Uncommon 6 - Spaces EveThe Aegis Elementar are equipped with a shield and then one of the following weapons, spear, sword, mace, hammer or an axe, they usually have two sub weapons, which can be short dagger like weapons, small hand axes, a bow and arrow, a whip, knuckle dusters, katar or kusurigama.
While their main primary weapon focuses all of their primary choice in element, their sub weapon channels their secondary element and their shield channels healing and buffing. They can only harness two elements to their fullest, others are completely locked out and they cannot ever learn how to be a black mage, red mage or even blue mage, however because of this they actually gain the ability to use healing and buffing spells, but cannot use any negative status effect magic.
The Aegis Elementars are most commonly found in Serutia and the colder places of the world as these are the places that it even originated from.
All Aegis elementar start with 1 ability per every 10 years if they're human, if they're long lived they can start with 1 full set of elemental spells for their main weapon (primary element), three spells/abilities for their sub-weapon and three spells (abilities) for their shield.
|
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Mar 5, 2016 3:58:31 GMT
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Mar 5, 2016 4:00:48 GMT
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Mar 5, 2016 4:05:17 GMT
Acrobat All races apart from dragons
|
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Mar 5, 2016 4:05:58 GMT
Weapon Master Weapon Master requires a large sum of aether within the user to actually be able to use this type of class. It's mostly a physical melee class however it does have skills that rely on huge amounts of aether to deal as much damage as possible or to sustain and hold certain buffs. Casters are usually able to use swords at a very high level of skill but with this class they can use almost any weapon. Regardless of the shape and/or size of the weapon a person using the Weapons Master class will be able to pick up a sword and use it just as easily as they could pick up a trident or even a fire arm and use that. So long as the item is actually a weapon the user can use it.
Sadly users of this class have to train extremely hard to master it completely it takes a long time to master and it takes around ten years just to get a grasp on a single weapon in this class.
For characters under 500 years of age, you may have up to 10 skills. For characters between 500 and 1000 years of age, you may have up to 20 skills. For characters 1001 years old to 2000 years old, you may have up to 30 skills. For characters 2001 years old to 3000 years old, you may have up to 40 skills.
|
|
|
Administrator
This is all just testing text to see how it looks on the mini-profile, mostly so that others see.
Gil
Posts 193 posts
|
Post by Admin on Mar 5, 2016 4:06:45 GMT
Shaman/Dryad Dragons (MUST HAVE EARTH AS AN ELEMENT!) Elementals (Must be Earth related) Zayen Humans Psiren
|
|
|