[/u]
The Alchemist is a unique player, focused more on the improvement of technology and weaponry than on the actual actions of combat. He specializes in modifying weapons using items and metals to increase their bonus and effects. He is essential to the progress of [The World], and all players are usually respectful to him, since Alchemists are the only source of weapon upgrades. Even though he is not combat-focused, the Alchemist’s familiarity with weapons and combat serves him in case he should ever get into any dangerous territory.[Enhanced Chemistry]
The Alchemist has more knowledge and understanding of potions than a regular player, knowing exactly how to maximize their healing potential. A potion used by an alchemist is one-half more effective.
[Passive Ability]
[Refine]
An Alchemist has the ability to sap magical essences from like items, combining them into a more powerful form of the basic one. See the alchemist tables for more information.
[SP Cost: None]
[Elementize Weapon]
Alchemy is a science of the elements, and an Alchemist is naturally adept at using elements in everyday life. One of his most useful abilities is the attaching of temporary elemental energy to a weapon. He may use two methods: either he may use an elemental item, or he may use an elemental spell on the weapon. The elemental weapon then gains an elemental affinity and a boost of +10 PhysAtk. It lasts a number of turns equal to the level of item or spell. If the item used is a Pure Density item, the elemental affinity becomes permanent. This ability can also be used with metals to reforge weapons.
[SP Cost: 25 per level of item, or twice the SP Cost of elemental spell]
[Dissipate]
An Alchemist’s knowledge extends to the interaction between the elements and their opposites. Using this knowledge an Alchemist can create several elemental reactions. By using an item or by using a spell of opposite affinity, the Alchemist can force an elemental spell to dissipate harmlessly. The item or spell must be at least of the same level as the target spell.
[SP Cost: 50 per level of targeted spell + SP Cost of spell if used]
[Corrosion]
Just as an Alchemist knows how to forge and enhance weapons, he also knows how to destroy and diminish them. By getting close to a weapon, the Alchemist can spread corrosive acid on the blade to eat away at it. The weapon gives a penalty of -5 PhysAtk on the first turn and increases by -5 each turn. Each turn, the weapon loses 10% of its vitality. If the weapon reaches 0 percent, it is destroyed. Only by gating out or death can the corrosion be stopped.
[SP Cost: 75]
[Catalyst]
By combining two items or two spells of opposite elements, the Alchemist can unleash a powerful chemical reaction. The Alchemist has a few moments to target the reaction before it explodes in a massive discharge of energy. The explosion affects a large area and deals nonelemental damage based on the combined level of the items or spells.
[SP Cost: 40 per level of each item, or triple the combined SP Cost of the spells]
Arc Knight[/u]
The Arc Knight is a supporting fighter who has been trained in physical and mental physiology. The Arc Knight specializes in the release of the three seals in the human body (mind, body, and soul) to grant special immunities, to cause negative effects in other beings, and to engage in more tactical combat than simply hack-and-slash. He is a combination of martial artist, mage, and warrior, and most players treat Arc Knights with a marked degree of respect.[Immunity]
An Arc Knight's ability to resist diseases and other negative effects grows with him, eventually granting him immunity to some of the most powerful toxic and negative effects in the world. As he grows in levels, the following immunities are unlocked.
Level 5 - Poison and Curse
Level 10 - Sleep and Silence
Level 20 - Paralysis
Level 25 - Charm
Level 30 - Berserk and Provoke
Level 35 - Drain Attacks
[Passive Ability]
[Bodylink Seal]
An Arc Knight's first learned technique allows him to seal the gate of the body, unlocking a physical malady to afflict his target. By altering the exact place of striking, the Arc Knight can inflict his choice of
Poison, Curse, Slow, or
Sleep. This attack is used in conjunction with a normal strike.
[SP Cost: 40]
[Mindstab Seal]
An Arc Knight's second ability is to unlock the gate of the mind, allowing him free entry to strike at an opponent's consciousness and inflict a mental status effect. By altering the exact place of striking, the Arc Knight can inflict his choice of
Confusion, Berserk, Charm, or
Silence. This attack is used in conjunction with a normal strike.
[SP Cost: 50]
[Binding Seal]
An Arc Knight with sufficient strength gains the ability to seal several gates at once. When an Arc Knight exercises this ability, he attacks both gates of mind and body, sending his enemy into a state of physical and mental shock. This technique seals both gates, disallowing all actions. This attack is used in conjunction with a normal strike.
[SP Cost: 70]
[Aurification Seal]
An Arc Knight has the ability to activate a dangerous gate to set an enemy's body in stone, solidifying his matter and trapping him in a sort of living statue. Petrified enemies take no damage from attacks, spells, or status effects, and are unable to take any actions. Petrification wears off in 6 rounds, unless cured earlier.
[SP Cost: 70]
[Pentacular Seal]
Once an Arc Knight has achieved mastery, he learns to complete the final technique of his arts. This technique involves a five-strike combination, hitting the forehead, shoulders, and torso of a target in one attack. The five points will then glow, binding together to form a pentagram on the body of the player. Each point of the star will inflict a separate status effect:
Poison, Curse, Paralysis, Berserk, and
Confusion. These status ailments will last for three turns and then vanish. On the fourth turn, the inverted pentagon in the center of the pentagram will activate, releasing a devastating blast to the gate of the soul. The blast deals damage equal to the target’s max HP minus his current HP.
[SP Cost: 150]
Druid[/u]
While most subclasses choose to emphasize combat or offensive in some way or another, the Druid seeks to preserve peace and order. His abilities span a wide range, but all center on his desire to avoid conflict and pacify anger. He is not a formidable adversary but a frustrating one, as he can easily make an aggressive player’s life miserably exasperating. He is useful for those who share his interest in peace and highly revered among pacifists.[Brew Potion]
A simple ability to brew a Potion. A Druid requires two turns as well as the item 'Vial' to create one Health Potion from this ability. This ability cannot fail but can be interrupted. When this ability is interrupted, the Druid creates a 'Deadly Potion' instead, which will damage those that drink it for 50% of their full health.
[SP Cost: 20]
[Null-Magic]
A skill that disables all forms of magic in the field. It disallows any magical based attack by lowering the Matk of all to 0 in the field. A Druid can freely attack while this move is in effect, but they cannot use any magic nor skills themselves while this skill is in effect.
[SP Cost: 50 + 20 Upkeep]
[Creed of Life]
A promise that all Life would be guarded and protected. For as long as this spell is in effect, any dying player or monster will be ressurected with 50% of their original health. This spell's effect does not cease when the Druid dies, but simply revives the Druid again. However, this spell also applies to foes.
[SP Cost: 75 + 25 Upkeep]
[Mischief Sprite]
A guardian sprite protects the Druid from harm, deflecting any long-range attack aimed at the Druid, yet will never aim this fire at another player. Once the Druid starts to take offensive action, the Sprite will leave his side: They make peace and do not support warfare.
[SP Cost: 80]
[Prophecy in Praise of Peace]
A prophecy that speaks of peace and better times. This skill will render the Patk and Matk of all players and monsters within the field, including the Druid himself, to 0. Therefore, any battle damage will be nullified while this skill is in effect, changing the area into a 'Battle Safe Zone'. This move is cancelled when the Druid leaves the field, or uses this skill a second time to cancel its effect manually.
[SP Cost: 100]
[Chrono Sphere]
A sphere that disrupts time. For three turns, it halts all loss of HP/SP. If a player or monster has been affected by a status effect, the effect ceases to continue until this spell cancels. After three turns have passed, the total amount of SP used and HP taken will be deducted from the current HP and SP levels.
[SP Cost: 150]
Hellsent[/u]
While the term “demon” has come to refer to any dark-aligned player or creature, the Hellsent is the true embodiment of demonic power. Empowered directly by the Abyss itself, the Hellsent inspires fear and loathing where it goes. The Hellsent is very often a brute-strength warrior, overwhelming its opponents quickly, although not without often self-inflicted damage. A Hellsent is often more concerned with destruction and desolation than with self-preservation.[Creature of Darkness]
The Hellsent is a creature gifted with powers directly from the Abyss. As a result, the Hellsent has several attributes most players do not. Being the incarnation of darkness, a Hellsent can absorb any darkness-type attack for health equal to half of the damage it would have inflicted. However, as a side effect, the Hellsent takes double damage from lightning- or holy-type attacks.
[Passive Ability]
[Immolation]
The Hellsent draws on the fires of the Abyss to engulf its body in perpetual flame. The flames are extremely hot, able to wither plant life in a four-foot radius. When immolated, a Hellsent may manipulate the flames under his control, using them to attack a target or object. In addition, any close-range attack on the Hellsent returns half of its damage to the attacker. Fire and Water spells or skills become null. As payment for summoning the flames, the Hellsent must give up 30 HP per turn.
[SP Cost: 30 per turn; HP Cost: 30 per turn]
[Fury of Xaphan]
A Hellsent may summon the essence of Abyssal flame into his body by giving up some of his own life. By allowing the flames to consume him, he can channel the flame out of his own body, incinerating his target. When using this technique, the Hellsent must give up a certain number of Health Points. He may then hold the flames within him for a certain number of rounds. When he unleashes the fury of Xaphan onto his target, the attack does damage equal to the number of Health Points sacrificed times the number of rounds the Hellsent charged the flame.
[SP Cost: 50 per round of charging]
[Demon Form]
Although Hellsents are given demonic powers, they do not always appear as demons. Usually they simply look like players with a dark aura. However, by drawing deeply on the powers of the Abyss, a Hellsent can transform into a demonic shape, growing to over seven feet tall and manifesting large curved horns and huge black, tattered wings. The Hellsent’s PhysAtk, PhysDef, MgcAtk, and MgcDef increase to 200% of their original value. The Hellsent’s Speed decreases to 50% of its original value. The transformation lasts until the Hellsent drops below 25% HP.
[SP Cost: 75]
[Tartarus’s Curse]
There are times when a Hellsent is overpowered by an enemy or enemies. When he finds himself in danger, the Hellsent’s first course of action is to call for aid. With this ability, aid comes in the form of an unholy balance. The current Health Points of everyone in the field are tallied and then divided by the number of players in the field (rounded down). The Health Points of each player are then either reduced or increased to that number, equalizing the field. The Hellsent is included in both steps of the ability. No player’s HP may exceed his Maximum HP.
[SP Cost: 150]
[Abyssal Vengeance]
The Hellsent’s most powerful ability activates automatically when the Hellsent drops below 10% of his max HP, provided the Hellsent has the SP. The Hellsent assumes [Demon Form] and tackles the target, carrying him back with him into the Abyss. Both Hellsent and target reappear back on the field, each taking damage equal to the Hellsent’s Max HP. Needless to say, the Hellsent always dies from this ability, but it also possess a very high chance of killing his opponent as well.
[SP Cost: 200]
Paladin[/u]
Bound by a strict code of honor, the Paladin represents the pinnacle of nobility and courage. Completely selfless, he uses his formidable talent to defend and encourage his allies. While not primarily a combat-specialist, he can nonetheless prove invaluable in a fight. His abilities stem from his desire to uphold his friends and to protect justice and honor. He is respected by all those who receive his aid and see his character.[Swiftness Aura]
A Paladin draws on his beliefs and on his courage to carry him through a fight. While relying on his agility, the Paladin can also facilitate an increase in his companions’ agility as well. A light yellow flicker surrounds the Paladin before jumping to his allies, increasing each player’s Speed by 25%.
[SP Cost: 35/15 for each turn beyond the first]
[Inspiration Aura]
The Paladin's spirit is inspiring to all of his companions. His mere presence often motivates them to fight on. He can channel this motivation into a practical boost to his allies’ attacking stats. A faint red glow surrounds the paladin before spreading to his allies, increasing each player’s PhysAtk and MgcAtk by 25%.
[SP Cost: 50/25 for each turn beyond the first]
[Sanctuary Aura]
The Paladin can encourage his companions and protect them through sheer dedication. When he utilizes his strength to protect them, he activates a physical barrier to absorb some of the damage. A faint blue shield surrounds the Paladin and then activates around his allies, granting them a 25% increase to PhysDef and MgcDef.
[SP Cost: 50/25 for each turn beyond the first]
[Vitality Aura]
The Paladin’s creed requires him to aid the weak and needy. By stimulating his own compassion, a Paladin generates a healing aura to restore the health of his allies on the field. A soft green light suffuses through the Paladin and extends to his allies, healing them 10% of their Max HP per turn.
[SP Cost: 60/35 for each turn beyond the first]
[Vigor Aura]
While a Paladin fights on, he unlocks hidden depths to enable him to dig deep within himself and find the strength to continue fighting, even against strong odds. By channeling his resolve, the Paladin can stimulate a spring of continual energy to continue battling. A pale white light envelops the Paladin and surrounds his allies as well, giving each player a boost to SP Regen equal to Rig Gaem.
[SP Cost: 75/35 for each turn beyond the first]
[Elemental Aura]
When a Paladin chooses, he can align himself with a particular element to gain its benefits. By extending his alignment, he can apply the same affinity to each of his allies. He can choose one of seven auras to activate: Fire, manifested in a flicker flame surrounding each player; Water, manifested in ice crystals whirling around each player; Wood, manifested in a swirl of leaves around each player; Earth, manifested by floating rocks around each player; Lightning, manifested by a shower of sparks around each player; Darkness, manifested in a warping of light around each player; or Holy, manifested by a halo and soft white light around each player. Each aura negates any same-elemental attack on the player and adds the elemental strike to his normal attack.
[SP Cost: 150/50 for each turn beyond the first][/blockquote][/blockquote][/justify][/size]