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Post by COSMOS on Apr 16, 2014 16:32:44 GMT
Followers of the Body Overview. Through rigorous physical training, they hone their bodies and souls into instruments of combat. Followers of the Body use a weapon or their fists to carve a way through this world. Beginning classes for this discipline are Archer, Monk, Thief, and Warrior. Gaining Experience. To gain more skills, players must gain experience. Experience is gained by posting and extra experience can be collected by completing a thread. Upon posting in the completed thread area, the thread is added to the timeline and experience is awarded to all players in a thread. Characters are awarded ten experience per page with no limits. If you thread lasts one page, all characters who posted will get then experience points; if it lasts ten pages, all participating characters will get one hundred experience points. Purchasing A Skill. Skills for any class are bought through Experience Exchange. Staff confirms your purchase, deduces your experience, then posts in your skills to chart your new abilities. You can only purchase skills from the job class you have.
Upgrades. For two thousand experience, a class can be upgraded to their advanced class. Note, advance classes are directly related to their beginning class. An archer can become a gunner, but an archer cannot become a Dark Knight.
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Post by COSMOS on Apr 16, 2014 16:39:30 GMT
Archer Class Archer >> Gunner Weapons: Bow or Crossbow These fighters use projectiles to take down their foes from a distance with expert precision. Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to attack, as well as the nature of the arrows best suited to their enemy. For two thousand experience, this class can be switched to a Gunner.
▶ FIRE ARROW: Ignited arrow is launched: able to ignite dry burnables, or inflict minor fire damage. [Fire Element] exp cost: default skill cooldown: 2 posts ▶ SMOKE ARROW: An arrow that releases a smokescreen upon impact, allowing the Archer to flee from his/her current location. exp cost: default skill cooldown: 4 posts ▶ UNCANNY ARCHER: The Archer has a sixth sense regarding the trajectory of arrows and is capable of dodging them with relative ease. exp cost: default skill passive ability ▶ POISON ARROW: If poison dipped arrow meets its mark, it inflicts Poison. exp cost: 250 cooldown: 2 posts ▶ SERAPHIC THUNDER : The Archer shoots an arrow into the air, causing lightning to rain down in the vicinity. [Thunder Element] exp cost: 700 cooldown: 5 posts ▶ HUNTER'S MOON: The Archer fires a charged arrow above the field that explodes into a sphere of smaller arrows that rain down upon the enemy. exp cost: 500 cooldown: 5 posts ▶ HEAVENLY SMITE : The Archer fires a charged arrow that strikes down from above and explodes on impact causing widespread damage within a six foot radius exp cost: 500 cooldown: 4 posts ▶ TOSS BACK : An attack aimed at the enemy's feet that explodes and can knock a person over. exp cost: 400 cooldown: 3 posts ▶ PHOENIX ARROW : A Blazing arrow that takes the transforms into a fiery bird that crashes into the opponent which explodes and causes widespread fire damage within an 8 foot radius. [Fire Element] exp cost: 1000 cooldown: 5 posts ▶ BLIZZARD ARROW : Charged with the blizzard element, this arrow turns the surrounding ground that it hits into a slick frozen surface in a twelve foot radius. Lasts five posts and the effect can be stacked. [Blizzard Element] exp cost: 600 cooldown: 2 posts
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Post by COSMOS on Apr 16, 2014 16:42:49 GMT
Dark Knight Class Dark Knight Weapons: Sword, Lance, Axe, or Hammer Following the path of the damned, these warriors only live to destroy. They are willing to even injure themselves in order to hurt their opponents. Their moral compass is questionable but it's not say they are evil; they just utilize the darkness for their own purposes.
▶ SANGUINE SWORD: The sword is surrounded in a red aura, when it inflicts an injury upon an opponent, the Dark Knight's own injuries heal up based on the extent of damage inflicted. Lasts for 3 posts. exp cost: 650 cooldown: 6 posts after it turns off. ▶ ABYSSAL BLADE : The Dark Knight causes damage to themselves to explode out energy around a 8 foot radius. Causes cool downs on all enemies to be doubled if they are used within their next two posts. exp cost: 650 cooldown: 8 posts ▶ UNHOLY SMITE : All abilities are sealed for one rotation, the Dark Knight is unable to use abilities for two turns after their rotation is up, but can use an ability when their's is sealed. exp cost: 1000 cooldown: 8 posts ▶ AIR RAID : The Dark Knight jumps and sends a wave of energy down. Capable of hitting a group standing together. exp cost: 600 cooldown: 5 posts ▶ DIMENSIONAL STRIKE: Dark energies surround the knight in a ten foot radius; those caught in the energy feel weighted down while the Dark Knight charges up. When ready, he seems to shift out of existence and reappear to the closest opponent within the dark field for a surprise attack. If there is no opponent within the field, the ability was wasted. exp cost: 750 cooldown: 10 posts. ▶ AURA SPARK : The Dark Knight unleashes a wave of focused energy with a downward swipe of the sword. exp cost: 500 cooldown: 4 posts ▶ DARK SPHERES : With the swing of their weapon, the Dark Knight sends out a volley of dark energy spheres that explode upon contact with anything. [Non-Elemental Damage] exp cost: 650 cooldown: 4 posts ▶ ABILITY THEFT : Can be used to steal the ability that is inflicted upon the Dark Knight. The stolen ability can be used for the duration of the thread, with 1.5x the cool down rate the ability normally has. The ability does no carry over once the thread is over. exp cost: 4000 cooldown: Once per thread ▶ DARK MESSENGER : The Dark Knight holds up their weapon and darkness explodes to cover the field momentarily. All abilities that are cooling down for the Dark Knight are automatically restored, and any abilities that aren't cooling down on the opponents side are forced into a two post cool down, (does not effect abilities that are cooling down for opponents and any abilities that would complete their cool down on their turn are still useable. exp cost: 3000 cooldown: 10 posts ▶ SUMMON: a spirit from a world long gone appears to aid you using a special attack exp cost: 5000 cooldown: 10 posts
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Post by COSMOS on Apr 16, 2014 16:50:48 GMT
Godhand Class
Godhand Weapons: Barehanded or Gloves Masters of the Fist, the Godhand is unmatched in hand-to-hand combat and utilizes the spiritual energy around them to perform fantastic feats. They have high endurance and swift on their feet. They have several elemental attacks as well as the ability to affect their cooldowns as well as the cooldowns of others. ▶ RAGE STRIKE : Jumps high into the air, then drive a high-speed kick downward onto the enemy. exp cost: 450 cooldown: 4 posts ▶ ACROBATIC ATTACK : The Godhand grabs the opponent and launches the two into the air where he/she proceeds to pummel their opponent before slamming them onto the ground once more. exp cost: 500 cooldown: 4 posts ▶ AERIAL SPIRIT SPHERE: The Godhand leaps into the air and release a medium sized sphere of his/her spiritual energy in a wide spread area that erupts. Effective at hitting close groups. [Non-Elemental Damage] exp cost: 600 cooldown: 5 posts ▶ SPIRIT RELIEF: The spirit energy from within bursts out of the Godhand's body and causes a large explosive sphere to form in front of him/her which knocks opponents away from him/her by several feet. Effective when trapped or need to make space between themselves and their opponent. [Non-Elemental Damage] exp cost: 800 cooldown: 8 posts ▶ PHANTOM STRIKE : An open palm strike to the face that erupts into a flash of light blinds the opponent for one post. [Inflicts Bind Upon player permission] exp cost: 650 cooldown: 7 posts ▶ SERAPHIM STRIKES: Much like the Monk's Bolt Fists, this is best used when an opponent is staggered or distracted as it takes a moment to charge. When the Godhand's Fists are charged, they can propel three balls of electricity out at their opponents with the same force as Bolt Fists and can be used at long range. Good for only three punches. [Thunder Element] exp cost: 550 cooldown: 5 posts ▶ ERUPTION: The Godhand leaps at their opponent and strike the ground at their feet; a cyclone of fire erupts around the Godhand to cause fire damage to opponents within five feet. [FIRE ELEMENT] exp cost: 600 cooldown: 5 posts ▶ BLESSING : The Godhand pulls the surrounding spiritual energy back inside. All active cool downs are set 0. exp cost: 1500 cooldown: Once Per Thread ▶ THE GODHAND: Releasing a tremendous strike upon the ground, a seismic wave lashes out around the Godhand. Any skills (friend and foe alike) that were in cooldown are multiplied by two. Any skills that aren't in Cooldown (friend and foe alike, except for The Godhand) can not be used for one post. exp cost: 2500 cooldown: Once A Thread ▶ SUMMON: a spirit from a world long gone appears to aid you using a special attack exp cost: 5000 cooldown: 10 posts
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Post by COSMOS on Apr 16, 2014 18:01:39 GMT
Gunner Class Gunner Weapons: Pistols, rifles, shotguns, and crossbows The Gunner has is a dangerous class; having the technically know-how to use pinpoint shooting from a rifle, quick shots of a pistol, or the horrific stopping force of a shotgun at close-range. They have several different types of 'shots' at their disposal' however, if they wish to utilize the skills of the Archer, they'll need to be carrying a crossbow with them instead. ▶ SCATTER BURST : The Gunner shoots a spread pattern of shots out, but if you're too far away not all of the shots will hit. exp cost: 600 cooldown: 5 posts ▶ CONCUSSIVE SHOT : A blast from the gun that focuses on knocking the opponent away from the Gunner rather than causing real harm. Perfect for situations where the Gunner is overwhelmed. exp cost: 400 cooldown: 3 posts ▶ MAGNETIC FIELD : The Gunner lays out a field along the ground that pulls metallic objects down to the ground for a short time as well as cause thunder damage. [Thunder Element] exp cost: 1000 cooldown: 8 posts ▶ PULSE BLAST : The Gunner sends out a wave of energy pulse bullets that explode on impact rather than pierce; able to throw opponents off their feet if they aren’t prepared. exp cost: 500 cooldown: 5 posts ▶ GRAVITY BULLET: The Gunner shoots out a large, slow-moving sphere of energy at the opponent; if it connects, it causes the opponent to be suspended in the air for a short time; rendering them immobile for one post. exp cost: 800 cooldown: 7 posts ▶ SHOTGUN BLAST : At the cost of full clip of ammon in the gun, the Gunner creates three blasts in front of the gun with enough force to knock opponents back and cause fire damage. [Fire Element] exp cost: 600 cooldown: 5 posts ▶ STUN BULLET: The Gunner shoots the ground or the wall behind an opponent, seemingly missing his/her mark, and then the bullet explodes with enough force to knock and stun an enemy if they didn't get out of the proximity. exp cost: 550 cooldown: 5 posts ▶ TOXIC BULLET : The Gunner spray toxic gas, that can inflict poison and thus weakening the opponent. The gas linger in closed environments for two posts. exp cost: 600 cooldown: 6 posts ▶ GRENADE BLAST: The Gunner shoots a grenade and after a delay it explodes; capable of destroying an opponents covering. exp cost: 1500 cooldown: 6 posts ▶ SUMMON: a spirit from a world long gone appears to aid you using a special attack exp cost: 5000 cooldown: 10 posts
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Post by COSMOS on Apr 16, 2014 18:01:46 GMT
Holy Knight Class Holy Knight Weapons: Sword, Lance, Axe, or Hammer Following the path of the light, these sacred knight wish to defend others. They are willing to take injuries on themselves opposes to letting innocent people get hurt. These knights live to serve and protect others.
▶ JUDGEMENT BLADE: Channel holy energy through sword and propel it out with a holy beam toward the opponent. Possibility of causing the character to be frozen in place for one post (Character permission required) [Holy Element] exp cost: 800 cooldown: 7 posts ▶ HALLOWED BOLT : The Knight charges the weapon, causing it to crackle with electricity, the weapon strikes out Thunder when it clashes with another's weapon. Lasts for two posts [Thunder Element] exp cost: 600 cooldown: 5 posts ▶ HOLY SMITE : Holy Knight releases a blast a holy energy that burns away Undead creatures without a six foot radius, to those who are not undead, it momentarily blinds them with the flash of bright light. [Death To Undead | Momentary Blindness] exp cost: 700 cooldown: 6 posts ▶ SACRIFICE : The Holy Knight absorbs the injury of an ally and instead, transfers the injury to a lesser extent upon themselves. exp cost: 500 cooldown: 5 posts ▶ RUNIC : The Holy Knight holds up a rune and it absorbs one offensive spell that cures the Holy Knight of injuries. The extent of the healing powers is based on the power of the spell absorbed. exp cost: 1500 cooldown: 6 posts ▶ AIR SLASH : Sends a wave along the ground. It travels along the ground and thus, ineffective against flying enemies. [Wind Element] exp cost: 500 cooldown: 4 posts ▶ HURRICANE SLASH: The Holy Knight charges their weapon and with a single swing, they thrust a cyclone at the enemy to lift them off the ground and hurl them several feet back. Able to be used on a group. exp cost: 750 cooldown: 6 posts ▶ BURNING SUN: An explosive downward swing that can create a small fiery explosion. [Fire Element] exp cost: 650 cooldown: 5 posts ▶ RISING CURRENT : A running upward slash with a charged weapon. If blocked, it has enough force that it could toss the enemy off their feet. exp cost: 600 cooldown: 4 posts ▶ SUMMON: a spirit from a world long gone appears to aid you using a special attack exp cost: 5000 cooldown: 10 posts
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Post by COSMOS on Apr 16, 2014 18:02:40 GMT
Monk Class Monk >> Godhand Weapons: Barehanded or Gloves Using their bare knuckles, these fighters have high endurance and make sure their bodies are at peak condition. Even without weapons or armor, these fighters are hard to take down since they withstand several blows. For two thousand experience, this class can be switched to a Godhand. ▶ CHI RESTORE: The Monk taps into spiritual powers and heals their own minor injuries and rejuvenate some of their lost strength. Cannot be used on allies exp cost: default skill cooldown: 3 posts ▶ AIR RENDER: The Monk gathers Chi, leaving him/her vulnerable for a few seconds before thrust their fist out to unleash a power blast that has enough power to knock unsuspecting foes onto the ground. [Wind Element] exp cost: default skill cooldown: 2 posts ▶ HOLY SIGN: Removes both harmful and beneficial status effects from individuals within a ten foot radius. exp cost: default skill cooldown: 2 posts ▶ EARTH RENDER: The Monk thrusts his spiritual energy through the ground, uplifting the surface and staggering the opponent if they don't evade. [Earth Element] exp cost: 400 cooldown: 1 posts ▶ TIGER CHARGE : The Monk pounces upon their opponent and slams them down. exp cost: 400 cooldown: 4 posts ▶ SPIRIT VOLLEY : The Monk leaps into the air before releasing a volley of spiritual energy blast down upon opponents. exp cost: 600 cooldown: 4 posts ▶ RISING DRAGON : Opponent is knocked into the air before the Monk jumps up and slams them back into the unforgiving earth. exp cost: 500 cooldown: 4 posts ▶ CHARGED IMPACT : Draws spiritual energy into their fist, the Monk releases it in a straight punch that causes a fiery explosion upon impact. [Fire element] exp cost: 600 cooldown: 5 posts ▶ DODGE KICK : The monk dodges around the target and delivers a multi-hitting kick, go for avoiding an otherwise lethal blow from the opponent's weapon. exp cost: 400 cooldown: 3 posts ▶ BOLT FISTS : A 3-punch combo, that causes the opponent to be stunned momentarily if it connects; however, it takes time for the monk to charge the spiritual energy which leaves him open to attack in the meantime. exp cost: 750 cooldown: 4 posts
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Post by COSMOS on Apr 16, 2014 18:20:25 GMT
Ninja Class Ninja Weapons: Daggers or Katanas Ninjas are masters of stealth and speed. They are capable of dual-wielding katanas and daggers, and utilize a variety of skills that are meant for lightning fast attacks rather than brute force. They also quick learners, allowing their abilities to be purchases sooner than most other classes. ▶ Whirlwind: This creates a whirlwind around user that lasts for five seconds. The user can move around, and any enemies that get close will be hit by the whirlwind. [Wind Element] exp cost: 600 cooldown: 5 posts ▶ ASH : The Ninja, spits out a flammable substance that they ignite with flame source for a burning breath attack. [fire element] exp cost: 500 cooldown: 4 posts ▶ STAR DESTROYER : A large shuriken that smashes everything in its path but is rendered useless afterwards. Feeble opponents may suffer broken bones if they don't avoid it. exp cost: 750 cooldown: One Use Per Thread ▶ WATER LILY : The Ninja strikes out with a powerful splash that smites nearby enemies with water and can knock unprepared opponents off of their feet. [Water element] exp cost: 500 cooldown: 4 posts ▶ WINDFLOWER: An aerial attack that strikes enemies with razor sharp petals. Tosses lightweight characters into the air. [Wind Element] exp cost: 550 cooldown: 5 posts ▶ NIGHTSHADE : Seemingly a teleportation strike. The ninja seems to disappear from sight, and shows up behind the opponent to deliver a strong kick at the head. exp cost: 1000 cooldown: 6 posts ▶ HOOK-AND-LINE : A hook attached to a rope, can be used to pull opponents closer or allows the Ninja to climb out of reach places (buildings within reason, trees, etc.) exp cost: 500 cooldown: 2 posts ▶ ICE DAGGERS : The Ninja creates a series of blizzard-elemental shards that the user sends at the opponent. Is extremely fast. [Blizzard Element] exp cost: 750 cooldown: 4 posts ▶ MIRRORS EDGE : Two mirror images of the Ninja appear and attack the opponent; the weapons in their hands charge with an element of the Ninja's choosing and attack; however, only the real Ninja causes damage. (Elemental Choice) exp cost: 2000 cooldown: 10 posts ▶ SUMMON: a spirit from a world long gone appears to aid you using a special attack exp cost: 5000 cooldown: 10 posts
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Post by COSMOS on May 2, 2014 22:23:43 GMT
Thief Class Thief >> Ninja Weapons: Daggers Utilizing daggers, these fighters focus on speed and quickness when attacking. Known for having 'sticky hands,' thieves are known for not only taking your items but some also specialize in taking lives. For two thousand experience, this class can be switched to a Ninja.
▶ SMOKESCREEN: The thief tosses a smoke grenade to allow him/her to get out of a dangerous situation. exp cost: default skill cooldown: 3 posts ▶ THROW: The thief is adept at throwing small projectiles such as knives at their opponents. exp cost: default skill cooldown: 0 posts ▶ SLIGHT OF HAND: The thief has a natural knack for slipping their hands into others pockets. Extremely successful against those distracted.. exp cost: default skill passive ability ▶ LOCKPICKING: A thief is able to pick just about any lock. exp cost: 250 passive ability ▶ POISON CLOUD : Sends a poison cloud forward. It's slow, but it has a chance to poison the enemy. Lingers for two posts if in a closed environment. exp cost: 600 cooldown: 5 posts ▶ SHOCKWAVE: The thief sends an energy wave forward. It runs along the ground so it's hard to hit airborne enemies with this. exp cost: 600 cooldown: 4 posts ▶ DARK WAVE : The thief strikes with their weapon low and creates crescent-shaped wave along the ground in front of them with a reach of three feet. It's capable of tripping multiple enemies. exp cost: 600 cooldown: 4 posts ▶ SLIDING STINGER: A sliding attack that knocks down the enemy and can be used for a quick avoidance to high aimed attacks. exp cost: 400 cooldown: 2 posts ▶ DAGGER DANCE : Blind furry of multiple a strikes make it difficult to dodge each attack. The attacks aim cause minor injury; however, the Thief will likely be winded afterwards. exp cost: 600 cooldown: 4 posts ▶ FLASH : The Thief tosses a flash-bang grenade that momentarily blinds those that look into the light. Best used when cornered or overwhelmed. exp cost: 500 cooldown: 5 posts
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Post by COSMOS on May 2, 2014 22:25:00 GMT
Warrior Class Warrior >> Knight Weapons: Sword, Lance, Axe, or Hammer Warriors use various weapons to overpower and subdue their enemies in combat. For two thousand experience, this class can be switched to a Knight. ▶ MAGIC BREAK: Warrior doubles the cooldown of the last magic spell used by an opponent. exp cost: default skill cooldown: 4 posts ▶ BERSERKER: Consumed by the spirit of battle, a warrior becomes slightly insane and a great force to be reckon. While in berserk mode, they cannot distinguish between friend and enemy, they hit harder, faster, and attacks that would stagger a normal person are shaken off. Lasts 3 posts exp cost: default skill active: 2 posts cooldown: 4 posts after mode ends ▶ WAR CRY: Warrior lets out a cry that makes their next attack unblockable (next post). exp cost: default skill cooldown: once per thread ▶ FIRE WEAPON : Infused with Fire element, causing burns on whatever it hits. Lasts three attacks, unless negated by another element weapon. [Fire Element] exp cost: 600 cooldown: 5 posts after element is turned off ▶ QUAKE WEAPON: Infused with Earth element, the weapon causes whatever it strikes to tremble as if caught in a minor earthquake. Lasts three attacks, unless negated by another element weapon. [Earth Element] exp cost: 600 cooldown: 5 posts after element is turned off ▶ BLIZZARD WEAPON: Infused with Ice element, the weapon cases low ice element damage and causes one ability of the Warrior's opponent to be put in Cooldown phase. Lasts three attacks, unless negated by another element weapon. [Ice Element/Stop] exp cost: 600 cooldown: 5 posts after element is turned off ▶ THUNDER WEAPON: Infused with Thunder element, when this weapon is swung, it releases a 'Thunder' spell directed at the opponent. Useful for range attacks. Lasts three attacks, unless negated by another element weapon. [Thunder Element] exp cost: 600 cooldown: 5 posts after element is turned off ▶ AERO WEAPON: Infused with Wind element, when this weapon is swung, the Aero spell that is released is capable of knocking lightweight targets off their feet. Lasts three attacks, unless negated by another element weapon. [Wind Element] exp cost: 600 cooldown: 5 posts after element is turned off ▶ WATER WEAPON: Adds water element to your physical attacks. Excellent against fire-based fiends. [Water Element] exp cost: 400 cooldown: 5 posts after element is turned off
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