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
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Post by Admin on Mar 5, 2016 4:07:17 GMT
Heaven Knight / Hell Knight Zayen Humans Mau Half-Drake Elves Lobo Felit Faeries
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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
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Post by Admin on Mar 5, 2016 4:08:27 GMT
Celestial Dragon Mage Dragons Half Drake Pact Drake A Celestial Dragon Mage also known as a CDM is a dragon, half drake or pact drake who have two opposing elements such as fire and water, fire and ice, Light and darkness and they are at a point that they are balanced there's a chance that the dragon, half drake or pact dragon will become a CDM.
A CDM uses celestial abilities such as meteors, comets, star dust and various other things found in what most would call space, they also use spells that call upon holy forces and dark forces though not to the same degree as a white mage or black mage, their main focus is and will be their celestial abilities over those of holy and dark. If they were previously a white mage or black mage, they will lose any spells pertaining to those classes if they choose to take on the mantle of the celestial mage.
For those who were not of light and darkness element wise one of their previous elements will switch and they will have three elements, their most powerful and then darkness and light, for those who originally start with darkness and light, they gain an increase to the effectiveness of their spells and abilities.
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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
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Post by Admin on Mar 5, 2016 4:09:03 GMT
Lunar Mage Zayen Lobo Dragons Pact Drake Half Drake Elves Nix Faeries Elementals STATUS Have 30 posts and a Lunar Crown before you reserve your place. People apping characters over 1000 years of age do not need a Lunar Crown. RARE 5 - Spaces Voltz BararaqThe Lunar Mage use a type of offensive magic that usually requires them to bask in the light of the moon, because of this users tend to often be found sleeping out in the open when there's a clear night. They store up the light given from the moon and combine it with aether using their own bodies as a way of compressing the magic of the moon. The Lunar Mage however is often more melee than magical. Though they can compress their magic they summon large floating orbs that look very much like small planets or moons and they use these (up to three, it's easier to use one so the most common form is one orb) to assault their opponents beating them in to submission. The orbs float around the user but follow the users movements, if the user actually takes on a monk like stand point the orbs will move in tandem adding more force to attacks that wouldn't otherwise be as powerful as the monk. Each Stance revolves around an orb. In order to master three orbs the user must have enough experience in using the class. This would require a long time of training and so most three orb users are around one thousand five hundred to two thousand years of age. For this reason alone, races such as the Mau don't even bother with the Lunar Mage. It is said that the Lunar Mage class was something taught by one of the Gods themselves to those they found to be worthy, so while this is extremely difficult to master and use well (most beginners fall flat on their face and give up), it's often looked at as a blessing or even something divine. Sometimes people are seen as the conduit of the Gods if they use this class though it's nothing even close to that. It's just a fast paced, quick way of fighting. • Any apps starting below the age of 500 will be allowed 3 full sets of attacks from the Lion Stance.
• If the user is starting over 500 but is below 1000 they may start with 5 sets, however these can be mixed between Lion and Griffin Stance.
• If the user is starting over 1000 but is below 1500 they may start with 10 sets (this is because they would have had to pay to get to this age range! However these can be mixed between Lion, Griffin and Behemoth Stance.
• If the user is starting over 1500 but is below 2000 they may start with 10 sets, however these can be mixed between Lion, Griffin, Behemoth and Chimera Stance.
• If the user is starting over 2000 they may start with 15 sets, however these can be mixed between all stances.
SINGLE ORB LION STANCE
• Lunar Right [Light Attack] - Single The user bounces a single orb at the enemy with a single right handed punch. [3 post cool down] • Lunar Left [Light Attack] - Single The user bounces a single orb at the enemy with a single left handed punch. [3 post cool down] - (Can be chained from Lunar Right reducing cooldown on both attacks by 1)
• Double Moon [Light Attack] - Single Flings the orb at the enemy, the orb rebounds then the user flings it once again at the enemy. [3 post cool down] - (If chained from Lunar Right increases Double Moon to a Medium Attack but increases cool down by 1 turn.) Requires the user having Lunar Right & Lunar Left.
• Lunar Blaze [Light Attack] - Single - Fire The orb is set on fire and is simply knocked at the enemies mid section. [3 post cool down] • Blaze Ball [Light Attack] - Single - Fire The orb is punched at the enemy bouncing off and floating behind the user. The user then punches the enemy from the right before bringing the burning orb back around from the left while their body is turned so the ball can hit the enemy directly. [3 post cool down] - (Can be chained from Lunar Blaze reducing cooldown on both attacks by 1)
• Burning Wheel [Light Attack] - Single - Fire The user takes the orb and performs a series of cartwheels and spins, randomly flinging the ball at their opponent for damage. [3 post cool down] - (If chained from Lunar Blaze increases Burning Wheel to a Medium Attack but increases cool down by 1 turn.) Requires the user having Lunar Blaze & Blaze Ball.
• Thunder Orb [Light Attack] - Single - Lightning The orb is charged with lightning and the user rapidly flings it at the enemy multiple times. [3 post cool down] • Flash Dance [Light Attack] - Single - Lightning The user seemingly dances with their orb, spliting it apart and rejoining it together before they flick it towards their target, as it rebounds they change it in to smaller orbs and pepper the enemy with those too. [3 post cool down] - (Can be chained from Thunder Orb reducing cooldown on both attacks by 1.)
• Lunar Blitz [Light Attack] - Single - Lightning The user forces their orb to shatter in to tiny pieces that litter the area around a single target, they then cast lightning between those orb pieces effectively electrocuting their enemy. [3 post cool down] - (If chained from Thunder Orb increases Lunar Blitz to a Medium Attack but increases cool down by 1 turn.) Requires the user having Thunder Orb and Flash Dance.
• Celestial Bash [Light Attack] - Single - Light The user knocks the orb upwards where it takes in light, momentarily shining to blind an enemy if they're watching, then the user jumps up and punches it knocking the orb down at their enemy. [3 post cool down] • Holy Hammer [Light Attack] - Single - Light The user flings a light element charged orb from over head down at the enemy which hits hard enough that the aftermath leaves the enemy open to another attack. [3 post cool down] - (Can be chained from Celestial Bash reducing cooldown on both attacks by 1. If not chained the attack momentarily stuns the enemy allowing the next party member to attack before it.)
• Around the World [Light Attack] - Single - Light The user spins like a top three times flinging the orb at their enemy at random. [3 post cool down] - (If chained from Celestial Bash increases Around the World to a Medium Attack but increases cool down by 1 turn.) Requires the user having Celestial Bash & Holy Hammer.
• Dark Eclipse [Light Attack] - Single - Darkness The user knocks their orb upwards. The Orb will then block out the sun making it difficult for enemies to see. With this the user dashes towards their chosen target and assaults them (detail of assault is up to you) then kicks off them to gain some distance as the orb gently floats down. [3 post cool down] • Shadows [Light Attack] - Single - Darkness The orb hovers in mid air, it's usual white middle slowly becoming black. Then the user knocks the orb downwards, the orb vanishes like a shadow along the ground moving at the same speed as the user, once the user gets half way to their enemy they'll stop and prepare themselves as the orb pops up behind the enemy and knock them forwards in to an assault from the user (detail of assault is up to you). [3 post cool down] - (Can be chained from Dark Eclipse reducing cooldown on both attacks by 1.)
• Rapid Attack [Light Attack] - Single - Darkness The user spins the orb in one hand as it turns black, it then splits off in to smaller marble shaped orbs and the user with quick precise movements with their weapon or hand to hand combat flings the hard marbles at their enemy repeatedly as they make their way across the battle field only to perform a single strike at the end. [3 post cool down] - (If chained from Dark Eclipse increases Rapid Attack to a Medium Attack but increases cool down by 1 turn.) Requires the user having Dark Eclipse and Shadows.
DUAL ORB GRIFFIN STANCE - 500 years of age
• Yin Yang [Medium Attack] - Single The user spins the orbs around one another before firing the orbs at an enemy one at a time twice in a row, they don't even really need to move and so this can make their attack unpredictable [4 post cool down] Requires the user having Lunar Right.• Harlequin [Medium Attack] - Single The user gives a small performance while they juggle the orbs, once their performance is over however (it's short detail it how you like) the user flings the orbs at their enemies face aiming to crush. [4 post cool down] - (Can be chained from Yin Yang reducing cooldown on both attacks by 1)
• Griffin Wing [Medium Attack] - Single Flings the orbs at the enemy one after the other in a sort of wing like or yo-yo-esque type movement, the orbs rebound then the user flings them once again at the enemy. [4 post cool down] - (If chained from Yin Yang reduces cooldown on both attacks by 1, if chained to Harlequin this ability is boosted to Heavy Damage.) Requires the user having Yin Yang & Harlequin.
• Molten Kick [Medium Attack] - Single - Fire The user conjures fire on the orbs though the orbs themselves are burning like molten rock, the user then kicks the orbs one after the other with a series of fast kicks at the enemy before they rush in and kick at the spots the orbs touched. [4 post cool down] • Pyro Spark [Medium Attack] - Single - Fire The user launches both orbs at the enemy as the orbs get closer they burn so bright that it causes pain in the eyes of the enemy. This momentary blind gives the user the chance to rush in and perform a short fast chain of kicks before flipping off the enemy to a safe distance. [4 post cool down] - (Can be chained from Molten Kick reducing cooldown on both attacks by 1)
• Pyro Tap [Medium Attack] - Single - Fire The user rushes in and engages in a series of kicks and blocks with their opponent however the orbs smash in to the enemy from the sides when they're least expecting it. [4 post cool down] - (If chained from Molten Kick increases Pyro Tap to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Molten Kick & Pyro Spark.
• Lightning Barrage [Medium Attack] - Single - Lightning The orbs are charged with lightning and the user rapidly flings them one after the other at the enemy by punching them as they come back to increase damage. [4 post cool down] • Thunder Kick [Medium Attack] - Single - Lightning The user first back hands each orb at the enemy to shock them then they jump upwards as one orb returns kicking it towards the enemy then they do a front flip to kick the second orb at the enemy. [4 post cool down] - (Can be chained from Lightning Barrage reducing cooldown on both attacks by 1.)
• Electric Beam [Medium Attack] - Single - Lightning A single blast of electricity across the battle ground using the orbs to fire said electricity. [4 post cool down] - (If chained from Lightning Barrage increases Electric Beam to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Lightning Barrage & Thunder Kick.
• Photon [Medium Attack] - Single - Light The user has the orbs float around them while they rush in to the enemy and punch at them. These orbs will then blast the enemy with beams of energy. [4 post cool down] • Photon Hammer [Medium Attack] - Single - Light The user flings the orbs upwards in to the air and the orbs merge together to form a hammer, the user then grabs the hammer and launches a single long blast of light at the enemy. [4 post cool down] - (Can be chained from Photon reducing cooldown on both attacks by 1. If not chained the attack momentarily stuns the enemy allowing the next party member to attack before it.)
• Trick Star [Medium Attack] - Single - Light The user flings light charged orbs at the enemy though they also throw in illusions that don't hit to throw their enemy off and make it harder to block attacks. [4 post cool down] - (If chained from Photon increases Trick Star to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Photon & Photon Hammer.
• Infernal Orbit [Medium Attack] - Single - Darkness The user launches in to an assault upon their enemy but they have the orbs rotate around them and the enemy blocking anyone from entering the area. This assault then leaves the status effect 'Infernal' on the enemy which is very similar to berserk where they will ONLY attack and won't use ANY spells. [4 post cool down] • Roto Curse [Medium Attack] - Single - Darkness The user spins and launches dark orbs at the enemy as they draw closer and closer, when they do get close they use the built up momentum to deliver a single punch. [4 post cool down] - (Can be chained from Infernal Orbit reducing cooldown on both attacks by 1.)
• Wicked Cyclone [Medium Attack] - Single - Darkness The user just has their orbs rush the enemy and smack in to them knocking them upwards before they spin rapidly below and cause a dark cyclone beneath the enemy knocking them further up in to the air for fall damage. [4 post cool down] - (If chained from Infernal Orbit increases Wicked Cyclone to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Infernal Orbit & Roto Curse.
TRIPLE ORB BEHEMOTH STANCE - 1000 Years of age
• Air Raid Volley [Heavy Attack] - Single Knock one orb up in to the air then a second one along side it, then jump upwards and knock the last orb downwards at the orbs you already threw upwards. The two orbs will go downwards, the first bouncing up off the ground to hit the enemy from below and knock them upwards, the second raining down on them from above to knock them back to the floor. [5 post cool down] • Orb Swarm [Heavy Attack] - Single The user has their orbs circle around them while they move, as the user gets close the orbs disperse to distract the enemy leaving them open to a frontal assault before the user uses an upper cut to knock them off there feet and a small cyclone caused by the orbs knocks the enemy off their feet. [5 post cool down] - (Can be chained from Air Raid Volley reducing cooldown on both attacks by 1)
• Behemoth Blast [Heavy Attack] - Single The orbs shatter and reform to take a weapons shape glowing bright with Aether, the weapon being a long pole arm before user attacks the target with three strikes, then they flick the enemy up in to the air and stand beneath them. The user then spins the pole arm so fast it shatters but spews a thick beam of energy upwards with a chance of ejecting the enemy from battle. [5 post cool down] - (If chained from Air Raid Volley reduces cooldown on both attacks by 1, if chained to Orb Swarm this ability is boosted to Heavy Damage. If used alone has a 1/10 chance of ejecting an enemy from battle.) Requires the user having Air Raid Volley & Orb Swarm.
• Flaming Rondo [Heavy Attack] - Single - Fire Launch the three orbs forwards to bash the enemy then recall them as they turn in to flaming shoes and you strike with a sommersault kick. [5 post cool down] • Flaming Rage [Heavy Attack] - Single - Fire Attack with a single powerful upwards kick charged by flame energy before releasing that energy and propelling your enemy away from you as you launch away your orbs will all rain fire from above on to the target. [5 post cool down] - (Can be chained from Flaming Rondo reducing cooldown on both attacks by 1)
• Tri-Fire [Heavy Attack] - Single Give your enemy three spinning kicks to the chest with orbs hitting between and then a high sidewards kick before following with another kick aimed low lastly finish with an fire charged high spinning kick to send your enemy spiralling away from you. [5 post cool down] - (If chained from Flaming Ronbo increases Tri-Fire to a Very Heavy Attack but increases cool down by 2 turns.) Requires the user having Flaming Rondo & Flaming Rage.
• Electric Bite [Heavy Attack] - Single - Lightning Lash out twice at your enemy with your hands before kicking at them, after this rapidly bounce your electrically charged orbs off your enemy before you finish with an uppercut to send them upwards in to the air. [5 post cool down] • Corkscrew [Heavy Attack] - Single - Lightning Stand infront of your opponent. Then balance your weight out on your hands and swing your legs around in a swinging circular spiral attack to hit your enemy your orbs take up the space between your open legs and deal extra damage. [5 post cool down] - (Can be chained from Electric Bite reducing cooldown on both attacks by 1.)
• Thunder Punch [Heavy Attack] - Single - Lightning Leap upwards and use a powerful kick and a blast of electricity from your orbs to propel yourself towards your enemy with a fist outstretched effectively supermanning your enemy in the chest before you kick off them in to a back flip where you put your hands on the ground, lock your legs around their neck and launch them over you. Your orbs then help support you as you right yourself. [5 post cool down] - (If chained from Electric B ite increases Thunder Punch to a Very Heavy Attack but increases cool down by 2 turns.) Requires the user having Electric Bite & Corckscrew.
• Cosmo Blast [Heavy Attack] - Single - Light Run in close to your target before you punch them a couple of times, leap upwards and then whilst in mid-air punch at the enemy wildly before quickly charging a blast with your orbs in a triangle formation and blast the enemy. [5 post cool down] • Shining Execution [Heavy Attack] - Single - Light Rush the opponent and jump upwards bringing your knees down on their shoulders either side of their head then use your weight to fall backwards, when falling fling the enemy upwards so that your orbs can blast them in mid-aid with a vicious blast of light. [5 post cool down] - (Can be chained from Cosmo Blast reducing cooldown on both attacks by 1.)
• Star Blast [Heavy Attack] - Single - Light The orbs form gauntlets around your hands, then you step forward to strike your opponent with a quick elbow strike, then you rear back and follow it with a punch that sends out a blast of energy in the shape of a star. [5 post cool down] - (If chained from Cosmo Blast increases Star Blast to a Very Heavy Attack but increases cool down by 2 turns.) Requires the user having Cosmo Blast & Shining Execution.
• Tyrant Palm [Heavy Attack] - Single - Darkness Start with two powerful swings of your orbs before you perform a spin to build momentum and punch with one hand whilst grabbing an orb and charging dark energy with the other, after the punch has finished you open the hand that was charging energy slamming your palm towards the enemy blasting them with the energy that was charged. [5 post cool down] • Umbral Daggers [Heavy Attack] - Single - Darkness Unleash six blows that consist of both punching and dragging your orbs which have formed in to daggers through the enemies upper torso then make two X shaped lacerations upon the enemies chest marked in darkness before that darkness explodes once you're at a distance. [5 post cool down] - (Can be chained from Tyrant Palm reducing cooldown on both attacks by 1.)
• Ebony Boomerang [Heavy Attack] - Single - Darkness Toss your orbs (or blades if chained from umbral daggers) at your enemy boomerang style five times always aiming for the upper torso and head area whilst keeping your distance, each strike blasts the enemy with dark energy. [5 post cool down] - (If chained from Tyrant Palm increases Wicked Cyclone to a Heavy Attack but increases cool down by 2 turns. If chained from Umbral Daggers lowers cooldown by 1.) Requires the user having Tyrant Palm & Umbral Daggers.
QUADRA ORB CHIMERA STANCE - 1500 Years of age
• Sword Form [Orb Shift] - Self Three of the orbs come together to form a sword similar to >>An Oriental<< sword, with tassle. [2 post cool down] - Used for skills labelled [sword] • Cresent Moon [Medium Attack] - Single - [sword] Attack your enemy with two quick horizontal arcs before flicking the blade upwards in a cresent moon shape, [4 post cool down] • Apex Siege [Medium Attack] - Single - [sword] Hit the enemy with a combination of 5 spinning slashes and overhead side ways roundhouse kicks, your remaining orb joining the fray for extra damage as you proceed forwards without stopping. [4 post cool down] - (Can be chained from Cresent Moon reducing cooldown on both attacks by 1)
• Blade Assault [Medium Attack] - Single - [sword] Lash out with two quick slashes that send a blast of energy in the shape of an X at your enemy. Once this is over your remaining orb blasts the enemy (or area if chained) with energy damaging everything in range. [4 post cool down] - (If chained from Apex Siege this attack becomes an area attack.) Requires the user having Cresent Moon & Apex Siege.
• Flamberge [Medium Attack] - Single - Fire - [sword] The orb that remains propels the user forwards, while the user moves their blade is set ablaze, with the boost of speed the user jabs at their foe furiously in rapid succession before kicking off the enemy and landing a safe distance away. Each jab leaves a trail of red flecks of flame that slowly disintegrate. [4 post cool down] • Flame Hail [Medium Attack] - Single - Fire - [sword] The user tosses their sword upwards, it splits apart in to many burning swords accompanied by small flaming orbs as the single remaining orb splits apart as well. Then they rain down from above from all angles converging upon the target. [4 post cool down] - (Can be chained from Flamberge reducing cooldown on both attacks by 1)
• Flame Arch [Medium Attack] - Single - Fire - [sword] The user rushes in close to their enemy, then swings their burning sword horizontally after which they use the orb to hit the enemy knocking them in to the air and finish by using their sword to knock their target back down towards the ground at an angle that sends them skidding away. [4 post cool down] - ((If chained from Flame Hail this attack becomes an area attack.) Requires the user having Flamgerge & Flame Hail.
• Thunder Blade [Medium Attack] - Single - Lightning - [sword] Generate an electric charge in your blade, then twirl it in your hand and slash at the opponent with a spinning sword. The orb comes in after your strike to deal a second blow. [4 post cool down] • Lightning Strike [Medium Attack] - Single - Lightning - [sword] The user quickly strikes their enemy and then their orb strikes the enemy with lightning. [4 post cool down] - (Can be chained from Thunder Blade reducing cooldown on both attacks by 1.)
• Lightning Raid [Medium Attack] - Single - Lightning - [sword] The orb charges with lightning as does your sword and you rush in discharging the lightning on the enemy before you strike them down with your blade. [4 post cool down] - (If chained from Lightning Strike increases Lightning Raid to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Thunder Blade & Lightning Strike.
• Hallowed Blade [Medium Attack] - Single - Light - [sword] Charge your sword with light energy, then aim to cleave your opponent in half with a powerful slash enhanced by that holy energy. Your orb helps by blasting the enemy with a small beam of light. [4 post cool down] • Righteous Slash [Medium Attack] - Single - Light - [sword] Again charge your blade with holy/light energy and then slash twice with your weapon, your orb then rains down light energy from above. [4 post cool down] - (Can be chained from Hallowed Blade reducing cooldown on both attacks by 1.)
• Shield Bash [Medium Attack] - Single - Light - [sword] Use your remaining orb as a shield and bash your enemy with it twice knocking the enemy backwards. Then with your third charged strike stab your enemy and let a blast of light erupt from your sword. [4 post cool down] - (If chained from Righteous Slash increases Shield Bash to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Hallowed Blade & Righteous Slash.
• Dark World [Medium Attack] - Single - Dark - [sword] Use your sword as a baseball bat and smack your orb that's now full of dark energy at your enemy when it connects to the enemy it erupts and deals dark damage to the enemy. [4 post cool down] • Abyssal Embrace [Medium Attack] - Single - Dark - [sword] Your orb momentarily disassembles and each orb forms a band which wrap around the target and squeeze so hard they crush the enemy a little before vanishing and reforming as your blade and orb. [4 post cool down] - (Can be chained from Dark World reducing cooldown on both attacks by 1.)
• Gloomy Day [Medium Attack] - Single - Dark - [sword] Your orb and blade are charged with dark energy before you blast the enemy in the face with that energy, it may have a chance of blinding the enemy. [4 post cool down] - (If chained from Abyssal Embrace increases Gloomy Day to a Heavy Attack and has a 1/10 chance to blind the enemy but increases cool down by 2 turns.) Requires the user having Dark World & Abyssal Embrace.
• Bow Form [Orb Shift] - Self One of the orbs forms a >>Bow with glow<< (glow relating to element used), one orb forms a quiver and the other two orbs form four arrows each totalling eight arrows. [2 post cool down] - Used for skills labelled [bow] • Single Shot [Medium Attack] - Single - [bow] Fire a single arrow at your enemy. Arrows shatter and reform in your quiver. [4 post cool down] • Double Shot [Medium Attack] - Single - [bow] Fire two arrows one after the other quickly at the enemy. Arrows shatter and reform in your quiver. [4 post cool down] - (Can be chained from Single Shot reducing cooldown on both attacks by 1)
• Triple Shot [Medium Attack] - Single - [bow] Fire three arrows at your enemy in rapid succession. Arrows shatter and reform in your quiver. [4 post cool down] - (Can be chained from Double Shot increasing damage to Heavy Attack but also increasing cool down by 1 post.) Requires the user having Single Shot & Double Shot.
• Fire Sphere [Medium Attack] - Single - Fire - [bow] Charge up fire energy at the tip of a single arrow pointing it upwards before firing it in to the air, that arrow then drops down on your enemy from above. [4 post cool down] • Piercing Burner [Medium Attack] - Single - Fire - [bow] Quickly fire off fire charged shots, resulting in around four arrows being fired in a short amount of time. [4 post cool down] - (Can be chained from Fire Sphere reducing cooldown on both attacks by 1)
• All In [Medium Attack] - Single - Fire - [bow] Fire all eight arrows in quick sucession after charging them with fire energy. This isn't very accurate but it's perfect for distraction especially since the arrows shatter from explosions and reform in your quiver. [4 post cool down] - (Can be chained from Triple Shot increasing damage to Heavy Attack but also increasing cool down by 1 post.) Requires the user having Fire Sphere & Piercing Burner.
• Lightning Arrow [Medium Attack] - Single - Lightning - [bow] Charge up electricity at the tip of a single arrow pointing it upwards before firing it in to the air, that arrow then drops down on your enemy from above and discharges electricity. [4 post cool down] • Electric Rain [Medium Attack] - Single - Lightning - [bow] Fire three arrows upwards after charging them with electricity, they then split in to many arrows before raining down upon the enemy. [4 post cool down] - (Can be chained from Lightning Arrow reducing cooldown on both attacks by 1.)
• OverCharge [Medium Attack] - Single - Lightning - [bow] Fire two arrows charged with electricity and then another set of two arrows that are overcharged to deal more damage. [4 post cool down] - (If chained from Electric Rain increases OverCharge to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Lightning Arrow & Electric Rain.
• Healing Arrow [Low Heal] - Single (Allied unit)- Light (Healing) - [bow] Fire a light energy charged arrow at an ally to heal them for a small amount of HP. [2 post cool down] • Esuna Bolt [Support] - Single (Allied unit)- Light (Healing) - [bow] Fire a single holy charged arrow at an ally to cure them of most status effects. [2 post cool down] Requires the user having Rebirth Missile.
• Rebirth Missile [Revive] - Single (Allied unit)- Light (Healing) - [bow] Revives a target with low HP. [4 post cool down] Requires the user having Rebirth Missile & Esuna Bolt.
• Poison Dart [Status Effect (Damage over time)] - Single - Dark - [bow] Inflicts Poison upon the target for medium damage over a period of five turns. [4 post cool down] • Blinding Confusion [Status Effect] - Single - Dark - [bow] Inflicts both Blind and Confuse on a target. [5 post cool down]
• Diseased Arrow [Status Effect] - Single - Dark - [bow] Inflicts Disease upon a target this means healing spells won't work on the target unless it's Esuna or something that cures Disease. Requires the user having Poison Dart & Blinding Confusion.
PENTA ORB HYDRA STANCE - 2000 Years of age
• Spear Form [Orb Shift] - Self All five of the orbs come together to form a Spear similar to >>An Oriental<< style spear, with tassle. [2 post cool down] - Used for skills labelled [spear/lance] • Joust Raid [Medium Attack] - Single - [spear/lance] Get in close to your enemy before spinning your lance as you turn 360 degrees and then thrust your lance upwards sending your enemy airbourne. [4 post cool down] • Hydra Heaven [Heavy Attack] - Single - [spear/lance] Close the gap between yourself and your enemy before you twirl with your weapon in a sweeping motion, and then try to stab them three times before flicking them up towards the heavens. [5 post cool down] - (Can be chained from Joust Raid reducing cooldown on both attacks by 1)
• Sweeping Assault [Medium Attack] - Area - [spear/lance] Rush your enemy while spinning your lance to distract them, then simply sweep your lance across the ground in a large circle to knock all enemies down. [4 post cool down] - (If chained from Hydra Heaven this attack becomes a heavy attack.) Requires the user having Joust Raid & Hydra Heaven.
• Crimson Hydra [Medium Attack] - Single - Fire - [spear/lance] Your Lance sets ablaze with fire as you rush forwards and stab your enemy, then you jab at the enemy repeatedly finally finishing by smashing the enemy on the head by spinning your weapon and hitting them with the butt of the lance. [4 post cool down] • Burning Gyser [Heavy Attack] - Single - Fire - [spear/lance] Leap upwards to bring your weapon down upon your enemy, as fire blasts the enemy upwards towards your descending Lance. [5 post cool down] - (Can be chained from Crimson Hydra reducing cooldown on both attacks by 1)
• Hydra Rage [Heavy Attack] - Single - Fire - [spear/lance] Smash the butt of your weapon in to your enemies chest, then spin to hit your enemy(or enemies if an area attack) upside the head on one side after which you spin the opposite way to hit them again, then you jab at them three times, one for each head of the Hydra before finally you go in to a rage and spin with the lance spewing fire from the end of it like a flame thrower. [4 post cool down] - ((If chained from Burning Gyser this attack becomes an area attack but increases cool down by 1 turn.)) Requires the user having Crimson Hydra and Burning Gyser.
• Thunder Thrust [Medium Attack] - Single - Lightning - [spear/lance] Throw your lance forwards so that it runs through your enemy and then lets off an electric charge electrocuting them before you jump towards the enemy and kick them in the chest as you pull out the spear. [4 post cool down] • Lightning Jump [Heavy Attack] - Single - Lightning - [spear/lance] Jump into the air and slam your weapon down upon the ground to release a massive burst of lightning infront of your enemy. [5 post cool down] - (Can be chained from Thunder Thrust reducing cooldown on both attacks by 1.)
• Lightning Impetus [Medium Attack] - Area - Lightning - [spear/lance] Smash your weapon in to your enemies chest before lifting it and spinning it in the air to hit all enemies nearby. [4 post cool down] - (If chained from Lightning Strike increases Lightning Raid to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Thunder Thrust & Lightning Jump.
• Heavenly Spear [Medium Attack] - Single - Light - [spear/lance] Jump towards the enemy and kick them in the chest as you stab them with the spear and pull it out only to perform an over head slash at the enemy and then spin your weapon so the shaft hits the opponent. As you stand there light erupts from below the enemy tossing them upwards. [4 post cool down] • Holy Blast [Heavy Attack] - Single - Light - [spear/lance] Jump into the air and slam your weapon down upon the ground to release a massive burst of light energy. [5 post cool down] - (Can be chained from Heavenly Spear reducing cooldown on both attacks by 1.)
• Triple Heaven [Medium Attack] - Area - Light - [spear/lance] The lance glows with light energy before you spin it across the ground once to knock your enemies off their feet, then a second time to hit them all in the chest with the light fuelling the momentum and sweep them all up before you then knock all of them in to the air and turn your spear up towards them releasing the charge as a single powerful blast hitting everything in your path. [4 post cool down] - (If chained from Holy Blast increases Triple Heaven to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Heavenly Spear & Holy Blast.
• Shade Ripper [Medium Attack] - Single - Dark - [spear/lance] Use shadows to warp from place to place knocking your enemy around three time. [4 post cool down] • Shadow Frenzy [Heavy Attack] - Single - Dark - [spear/lance] Slice at your enemy three times leaving dark lines behind that act like a prison, as you step away the lines contract tightening around your target and then... Explode in a torrent of darkness. [5 post cool down] - (Can be chained from Shade Ripper reducing cooldown on both attacks by 1.)
• Ebony Edge [Medium Attack] - Area - Dark - [spear/lance] Use the spear as a pole to vault forwards towards your enemies, then you smash the tip into the ground on your descent, form three different hand seals and blast the entire area with dark energy. [4 post cool down] - (If chained from Shadow Frenzy increases Ebony Edge to a Heavy Attack but increases cool down by 1 turn.) Requires the user having Shade Ripper & Shadow Frenzy.
• Scythe Form [Orb Shift] - Self Four of the orbs come together to form a >>Scythe<< (that resonates with a glow relating to element used), the spare orb floats around the user. [2 post cool down] - Used for skills labelled [scythe] • Single Strike [Medium Attack] - Single - [Scythe] Rush forwards towards your enemy and unleash a single upwards sweeping blow upon them. [4 post cool down] • Sweep Strike [Medium Attack] - Single - [Scythe] Bring your scythe down in a sweeping diagonal motion knocking your enemy upwards then spin and hit them with the shaft of your weapon. [4 post cool down] - (Can be chained from Single Strike reducing cooldown on both attacks by 1)
• Wicked Strike [Medium Attack] - Single - [Scythe] Sweep the scythe across in a horizontal movement from left to right knocking your enemy to one side only to hook the blade around them and fling them from right to left. [4 post cool down] - (Can be chained from Sweep Strike increasing range to an AREA Attack but also increasing cool down by 1 post.) Requires the user having Single Strike & Sweep Strike.
• Flame Wheel [Medium Attack] - Single - Fire - [scythe] Attack an enemy by spinning your scythe and using the momentum fling the scythe at your enemy while it's ablaze, then recall the scythe using your orb as a teather. [4 post cool down] • Bonfire Salvo [Medium Attack] - Single - Fire - [scythe] Set the orb on fire, then use your scythe elegantly to flick the orb towards your enemy bouncing it repeatedly off them five times before flicking the orb up un the air where it loses it's flame and returns to swirling about the user. [4 post cool down] - (Can be chained from Flame Wheel reducing cooldown on both attacks by 1)
• Crimson Lotus [Medium Attack] - Single - Fire - [Scythe] The orb sets on fire and you knock it up in the air towards your opponent and you rush towards the opponent at the same time spinning your scythe from side to side as it starts to burn, you slice so quickly in several directions before the orb hits them. When it does a burst of flame upwards is seen in the shape of a lotus which fizzles away. [4 post cool down] - (Can be chained from Bonfire Salvo increasing damage to Heavy Attack but also increases cool down by 1 post.) Requires the user having Flame Wheel & Bonfire Salvo.
• Lightning Cutter [Medium Attack] - Single - Lightning - [Scythe] Charge your scythe with electricity before flinging two short and quick arcs of electricity at your enemy. [4 post cool down] • Electro Cyclone [Medium Attack] - Single - Lightning - [Scythe] Charge the scythe with electricity, then start to spin, faster and faster flinging the orb that's also electrically charged out at your enemy or enemies if chained. [4 post cool down] - (Can be chained from Lightning Cutter turning this in to an area attack but increases cooldown by 1.)
• Electric Six [Medium Attack] - Single - Lightning - [Scythe] Split the scythe apart back to it's original form of orbs, the orbs then merge to one only to split apart forming six sickle like weapons, these weapons dance around the user with an electric charge running over them, then one at a time they [4 post cool down] - (If chained from Electro Cyclone increases Electric Six to a Heavy Attack but increases cool down by 1 turn. If used alone when executed on an enemy that is in the red/danger zone, this is an instant kill -except for in pvp-.) Requires the user having Lightning Cutter & Electro Cyclone.
• Prism [Heavy Attack] - Area - Light/Darkness [No weapon preference] The pinaccle of the Lunar mage, all orbs make a ring around the enemies before them (up to 3) and a sixth one appears above the enemies. Shades of light and darkness rain down upon the enemies immediately taking half their max health away. [7 post cool down, can be used twice in one thread] - ( Must be chained from another skill. Can be chained from any attack, requires having all scythe skills and one set from each stance.) |
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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
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Post by Admin on Mar 5, 2016 4:09:41 GMT
Corenist Each grade will require either an age or a race requirement (some races are better at magic). These will be noted on the Grades as will spaces remaining. Have a Corenist Crown before you reserve your place. The Corenists seem to be a mixture of mage classes. They cannot learn other magics like the Blue mage nor can they use melee weapons like the Red mage (unless they make the weapons themselves) but they can use parts of black magic, white magic, some status effects and what seems to be some variant of summmoning. Most Corenists get the nickname of sorcerer or sorceress, but the ability to use such a high class magical ability is something that isn't common at all. Corenists must form pacts at shrines across the continents in order to use their summons. Conduits for summoning vary from cards and books to staves or even something that's of sentimental value. When an Corenist is pushed to breaking point they are able to for a short time summon multiple beings (up to three). This doesn't last long and drains the Corenist heavily often leaving them useless for a time afterwards. However when in danger of death it often happens regardless of if they want it too or not as a last resort to try and keep them alive. Their bonds with their summons MUST be strong for this to occur and they must treat their summons with respect and kindness. If they have then the summons will think of them as a friend and will protect their Corenist when they sense the life force of the Corenist being in danger of being extinguished. Summoned beings fight on behalf of the Corenist, while the summon is out a Corenist cannot use any status effects and their aether will be drained gradually over time with each attack the summon performs, however if the summon is doing nothing, no aether will be drained. The Corenists have an ability that allows them to drain aether from a target for themselves thus giving them a large aether supply. There are multiple summons of any one element or type so the user does not require anything special just their pact to perform a summoning which sets them apart from other summoners whom have to fight to get a summon. Of course this means that while those summons stick with their user and don't question them, these summons DO question their Corenist, they all tend to adhere same sort of personality traits (per element or type) but while one fire summon could be called John another might be female and be called Serenity or something else. Each one is different for a user, which means each summoned being is bound to their Corenist until such a time as the Corenist dies or the Corenist gives away their summon to a student. When a Corenist dies, their summons will be found hovering around their place of death. Protecting it out of respect until another Corenist comes along to form a pact. Often the first summon the Corenist ever got or the one they had the biggest bond with, will always remain at that point, staying with their master until the summons aether eventually fades away, apparently sometimes when a Coronist dies without any hopes of being revived, if the bond was strong enough, the summon will give up its aether after a period of waiting around at the Corenists grave and fade away by choice. This act can revive a Corenist and though that summon will be forever gone the Corenist then lives on, this gives them a second life so to speak though the gaps between could be hundreds or even thousands of years unless the bond between Corenist and summon was very strong. However once this second life occurs, there's no third or fourth as they won't get the same sort of bond as they had with that summon. It is seen as an honor among Corenists, when an experienced user gives more than a single summon to a student and even MORE of an honor if the teacher gives their student their most valued summon. Teachers will give a single summon to help their student get started, often a trusted one. Due to being linked with summons and having learned to use more aether than your average person (life energy!), Corenists who naturally have a shorter life span will find that their lives are increased by almost a thousand years regardless of grade. This is simply due to having a large amount of life energy to spend thanks to increasing their life energy pool and being linked to beings who are in a sense made of pure aether, this alone will keep the user in a sort of bodily stasis (Usually starts at around 20 but there have been corenists who've started lower than that the lowest being 16, you generally don't see any children who're in stasis as their smaller not fully grown bodies are unable to contain the aether required for it in a stable manner.) until the user is killed, for this reason alone you don't see many old looking Corenists. With their second life they could well live on to be over two thousand years of age. Lastly summons can talk... Perhaps not to normal people but to Corenists they can speak, when they talk and the Corenist understands, normal people will simply hear the being speaking jibberish or noises. Summons understand spoken dialects though so they can easily understand a conversation between two people. • Any apps starting below the age of 500 will be allowed 6 abilities from Grade 1.
• If the user is starting over 500 but is below 1000 they may start with 12 abilities, however these can be mixed between Grade 1 and 2. (Must have at least one spell from Grade 1.)
• If the user is starting over 1000 but is below 1500 they may start with 22 abilities (this is because they would have had to pay to get to this age range!) However these can be mixed between Grade 1, 2 & 3. (Must have at least one spell from each grade before Grade 3.)
• If the user is starting over 1500 but is below 2000 they may start with 22 abilities, however these can be mixed between Grade 1, 2, 3 & 4. (Must have at least one spell from each grade before Grade 4.)
• If the user is starting over 2000 they may start with 30 abilities, however these can be mixed between all grades. (Must have at least one spell from each grade before Grade 5.)
SUMMONS - Pacts must be made. Grade 1 - Start with up to 1 summon (sub-skills take up ability slots). Grade 2 - Start with up to 2 summons (sub-skills take up ability slots). Grade 3 - Start with up to 3 summons (sub-skills take up ability slots). Grade 4 - Start with up to 4 summons (sub-skills take up ability slots). Grade 5 - Start with up to 5 summons (sub-skills take up ability slots).Kareen - Pact location Ikaros >>Image<< Summon a Kareen, can only be summoned once in a thread. Sub-Skills • Heal - Single
Heals a single target for a low amount of HP [2 post cool down] • Heal All - Area
Heals all party members for a low amount HP -Must have Heal- [4 post cool down] • Hp Regen - Single
A single targets HP Replenishes over time. (Regen lasts 5 turns) [2 post cool down] • Revive - Single
Revives an ally from KO with half HP. [2 post cool down] • Resurrect - Single
Revives an ally from DEATH with half HP. [2 post cool down] Pyralis - Pact location Se Dunes >>Image<< Summon a Pyralis, a fire summon, can only be summoned once in a thread. Sub-Skills • Molten Blaze [Light Attack] - Single Blasts the enemy with a geyser of molten rock. [2 post cool down]
• Fireball Drop [Light Attack] - Single Drop Fireballs on top of your enemy [2 post cool down] -Requires Molten Blaze-
• Molten Tornado [Light Attack] - Single Hit your enemy with a spiralling tornado of flames. [2 post cool down] -Requires Fireball Drop-
• Fire Wall [Light Attack] - Area Call up flaming walls of fire and have them converge upon your enemy. [2 post cool down] -Requires all of your Pyralis' other skills- Hopper - Pact location Lake Awik >>Image<< Summon Hopper, a water summon, can be summoned once per thread. Sub-Skills • Typhoon [Light Attack] - Single Blast a single target with a typhoon that knocks them around. [2 post cool down]
• Hydrojet [Light Attack] - Single Blast an enemy with a high powered jet of water. [2 post cool down]
• Waterbomb [Light Attack] - Single Drop waterbombs at speed from above your target. [2 post cool down] -Requires Hydrojet-
• Vibro Tsunami [Light Attack] - Area Hopper sends a tsunami across the battle field towards a single target dealing water damage to them. [2 post cool down] -Requires all of your Hoppers other skills-
GRADE 1 - Any Race, Any Age 3 spaces • Summon Skill A passive ability that allows the caster to summon their allies. Some summons can stay out permanently so long as they aren't using abilities all the time. When the Summon is in battle it can be sustained until it's killed or the Corenist is killed/KO'd by an enemy. • Travel Illusion The user uses an illusion of their choosing to travel, be it a giant lion to ride away on or a unicorn. RP ONLY CANNOT BE USED IN HUNTS/TREASURE HUNTS/EXPEDITIONS TO GAIN AN ADVANTAGE. • Small Creation [Item Name] A slot for a unique creation, whether it's to make a doll or crockery or even to create a cake without any physical work. Cannot be used to create living beings. RP ONLY CANNOT BE USED IN HUNTS/TREASURE HUNTS/EXPEDITIONS TO GAIN AN ADVANTAGE. • Small Creation [Item Name] A slot for a unique creation, whether it's to make a doll or crockery or even to create a cake without any physical work. Cannot be used to create living beings. RP ONLY CANNOT BE USED IN HUNTS/TREASURE HUNTS/EXPEDITIONS TO GAIN AN ADVANTAGE. • Small Creation [Item Name] A slot for a unique creation, whether it's to make a doll or crockery or even to create a cake without any physical work. Cannot be used to create living beings. RP ONLY CANNOT BE USED IN HUNTS/TREASURE HUNTS/EXPEDITIONS TO GAIN AN ADVANTAGE. • Enchant Item [Item Name] A slot for an enchantment, this enchants an item such as a broom, to sweep, cannot be used on living beings. RP ONLY CANNOT BE USED IN HUNTS/TREASURE HUNTS/EXPEDITIONS TO GAIN AN ADVANTAGE. • Weapon Creation [Weapon Name] A slot for a unique elemental weapon creation, whether it's to make a large/long sword, axe or spear or even to create a whip without any physical work. It can have one element. Lasts for around five posts before it breaks apart and needs to be resummoned. Or about 60 minutes in the ic. The weapon will start to degrade at about half it's summon time.
GRADE 2 -Age 500+ 3 spaces Psiren Felit Half-Drake Dragons Zayen Lobo Elves Faeries Sprites
GRADE 3 - Age 1000+ 3 spaces Psiren Half-Drake Dragons Zayen Lobo Elves Faeries Sprites
GRADE 4 - Age 1500+ 3 spaces Dragons Zayen Lobo Elves Faeries Sprites
GRADE 5 - Age 2000+ 3 spaces Dragons Zayen Elves Faeries Sprites
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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
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Post by Admin on Mar 21, 2016 16:02:39 GMT
Grenadier All races apart from moogles, sprites, faeries, psiren and elementals.
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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
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Post by Admin on Apr 14, 2016 0:14:25 GMT
Magnetist Status Very Rare 3 - Spaces yuuka - (Staff reservation Code)
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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
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Post by Admin on Apr 14, 2016 0:15:32 GMT
Gambler Status Very Rare 3 - Spaces
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