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Post by COSMOS on Apr 16, 2014 19:51:48 GMT
Followers of the Mind Overview. By training their minds, they gain the knowledge one needs to change the world into their liking. While most followers use magic other use technology. Beginner classes for this discipline are limited to Mechanics, Black Mage, Blue Mage, Red Mage or White Mage. 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 brought though Experience Exchange. Staff confirms your purchase, deduces your experience, then posts in your skills chart your new abilities. You can only purchase skills from the job class you have.
Upgrades. For two thousand experience, a class be upgraded to their advanced class. Note, advance classes are directed related to their beginning class. A black can become an arcanist or summoner but not a scholar.
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Post by COSMOS on Apr 16, 2014 19:53:16 GMT
Arcanist Class
Arcanist Weapons: Rods and Staves The Black Mage has advanced in power to become an Arcanist; calling forth the terrors of the Dark Arts to obliterate their foes. They are considered the power hitters; able to cast advance magics with minimal cooldowns before recast.
▶ AEROAGA: Causes high Wind damage to single/multiple targets exp cost: 500 cooldown: 3 posts ▶ BLIZZAGA: Causes high Ice damage to single/multiple targets exp cost: 500 cooldown: 3 posts ▶ FIRAGA: Causes high Fire damage to single/multiple targets exp cost: 500 cooldown: 3 posts ▶ THUNDAGA: Causes high Thunder damage to single/multiple targets exp cost: 500 cooldown: 3 posts ▶ WATERAGA: Causes high Water damage to single/multiple targets exp cost: 500 cooldown: 3 posts ▶ QUAKAGA: Causes high earth damage to single/multiple targets. The land upheavals under the target(s) feet. exp cost: 500 cooldown: 5 posts ▶ FLARE: Causes non-elemental damage to a single target exp cost: 2000 cooldown: 5 posts ▶ METEOR: Causes non-elemental damage to all enemies exp cost: 2500 cooldown: 10 posts
▶ FROG: Turns an opponent into a frog or cures someone inflicted with Frog, can only effect one player on field at a time. [Player Permission] exp cost: 500 cooldown: 4 posts
▶ SUMMON: an 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 19:57:07 GMT
Black Mage Black Mage >> Arcanist Weapons: Rods and Staves
The Black Mage uses his magic for destruction. Through his will, he conjures conjures the elements to do his bidding. For two thousand experience, this class can become an Arcanist.
▶ WATER: Causes minor of Water damage to single multiple targets exp cost: 100 cooldown: 1 posts ▶ AERO: Causes minor wind damage to single/multiple targets exp cost: 100 cooldown: 1 posts ▶ Quake: Causes minor earth damage to single/multiple targets exp cost: 100 cooldown: 1 posts ▶ AERORA: Causes a lot of Wind damage to single multiple targets exp cost: 250 cooldown: 2 posts ▶ FIRA : Causes a lot of Fire damage to single/multiple targets exp cost: 250 cooldown: 2 posts ▶ WATERA : Causes a lot of Water damage to single/multiple targets exp cost: 250 cooldown: 2 posts ▶ THUNDARA : Causes a lot of Thunder damage to single/multiple targets exp cost: 250 cooldown: 2 posts ▶ BLIZZARA: Causes a lot of Ice damage to single/multiple targets exp cost: 250 cooldown: 2 posts ▶ POISON : Causes Poison to a single target exp cost: 300 cooldown: 3 posts ▶ SLOW : Victim’s movements become sluggish. exp cost: 500 cooldown: 4 posts ▶ DESTRUCT : Destroys any Protect or Shell spells on the field. exp cost: 400 cooldown: 3 posts ▶ QUAKE: Causes a lot of Earth damage to single/multiple targets. The ground beneath the victim(s) feet shakes, staggering them before a piece of the land is shot up at the opponent from below. exp cost: 250 cooldown: 5 posts ▶ WARP : Evasive spell: allows the Black Magic to teleport out of harm's way. Excellent when being surrounded. exp cost: 600 cooldown: 6 posts
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Post by COSMOS on Apr 16, 2014 19:57:11 GMT
Blue Mage Blue Mage >> Elementalist Weapons: Staff The Blue Mage uses his skills mimic attacks that would be used by monsters. It's say they can communicate with beasts and are one with the natural world. For two thousand experience, this class can become an Elementalist. ▶ Stare : Inflicts Confuse on all units facing the caster with 100% accuracy. exp cost: 500 cooldown: 5 posts ▶ Poison Claw : Damage and may inflict Poison. exp cost: 300 cooldown: 2 posts ▶ Hastebreak : Inflicts Slow if the target is at normal speed or inflicts Stop if the target is bestowed with Haste. exp cost: 500 cooldown: 5 posts ▶ Matra Magic : Shoots six lasers that deal low level non-elemental damage exp cost: 300 cooldown: 3 posts ▶ Night : Chance that it inflicts sleep to all units, friend and foe, on the field except caster. exp cost: 400 cooldown: 4 posts ▶ Twister: Creates a small tornado to inflict wind damage on one target exp cost: 250 cooldown: 2 posts ▶ Goblin Punch : Rapid punches that explodes with non-elemental damage exp cost: 250 cooldown: 2 posts ▶ Frog Song : Transforms Target into a frog for 2 posts unless cured with a kiss by a maiden, Esuna, or a remedy. exp cost: 500 cooldown: 5 posts ▶ Mighty Guard : Casts Protect and shell for 2 posts and Cura on target. exp cost: 500 cooldown: 5 posts ▶ Bad Breath : Bad Breath Inflicts five of the following status ailments, chosen at random: Blind, Confuse, Frog, Poison, Silence, Sleep, Slow. exp cost: 2000 cooldown: 5 posts ▶ Beta : Extreme Fire damage on multiple targets exp cost: 3000 cooldown: 10 posts ▶ Trine : Thunder damage to a cluster of targets. exp cost: 600 cooldown: 5 posts ▶ Shadow Flare : Extreme Non-Elemental Damage on one target exp cost: 3500 cooldown: One Time Per Thread ▶ Pandora’s Box : Extreme Non-Elemental Damage on Multiple Targets exp cost: 4500 cooldown: One Time Per Thread
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Post by COSMOS on Apr 16, 2014 19:57:26 GMT
Elementalist Elementalist Weapons: Staff The Blue Mage, after learning what it could from the monsters around, looks for inspiration from the natural world for new magics. As Elementalists they call forth horrific winds, burning fires, harsh blizzards, radical thunderstorms, and even can manipulate the gravity pull on their opponents. They have adapted to control each of the worldly elements.
▶ TORNADO : High level Wind element attack. A harsh tornado is cast onto the field, harming friend and foe alike that is caught in it's winds. Lightweight targets are also tossed off their feet. exp cost: 600 cooldown: 6 posts ▶ FREEZE : Any icy chamber and cast around a single target; causing Ice damage as well as 'Slow' effect on the target. Any abilities used by the target for the next three posts have a doubled cooldown. exp cost: 700 cooldown: 6 posts ▶ FIRESTORM: Multiple fireballs rain down upon the field, causing medium Fire damage. Attacks friend and foe alike that are caught in the storm. exp cost: 600 cooldown: 6 posts ▶ THUNDERSTORM : Causes a series of thunderbolts to occur across the field, causing medium Thunder damage to any it strikes, be it friend or foe. exp cost: 600 cooldown: 6 posts ▶ METEORSHOWER: Hurls several small asteroids at the field that explode on impact; causing Earth damage to friend and foe alike. exp cost: 700 cooldown: 5 posts ▶ GRAVITONNE: Crushes friend and foe with a supergravity field with a ten foot radius for one post. exp cost: 800 cooldown: 7 posts ▶ LUMINAIRE : Explosive energy released from the Elementalist that knocks friends and foes away from them within a five foot radius. Causes Holy damage. exp cost: 900 cooldown: 10 posts ▶ SEAL : Seals one ability from an opponent of the Elementalist's choosing for three posts exp cost: 700 cooldown: 5 posts ▶ SUMMON: an 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 17, 2014 2:04:42 GMT
Red Mage
Red Mage >> Scholar Weapons: Rod or Rapier A Red Mage is one who has the heart for compassion and power to defend himself. He has the skills of both a Black and White Mage but on a much weaker scale as well as can wield a sword and shield. For two thousand experience, this class can become a Scholar. ▶ THUNDER : Causes minor Thunder damage to single/multiple targets exp cost: 250 cooldown: 1 post ▶ FIRA : Causes a lot of Fire damage to single/multiple targets exp cost: 500 cooldown: 4 posts ▶ THUNDARA : Causes a lot of Thunder damage to single/multiple targets exp cost: 500 cooldown: 4 posts ▶ BLIZZARA: Causes a lot of Ice damage to single/multiple targets exp cost: 500 cooldown: 4 posts ▶ CURA : Healing magic, effective against even more serious injuries. exp cost: 500 cooldown: 4 POSTS ▶ ESUNA : Cures a target from all ailments except for Slow and Stop exp cost: 750 cooldown: 4 POSTS ▶ SLEEP : Chance to put the target asleep [Player permission] exp cost: 500 cooldown: 7 posts ▶ BLIND: Chance of inflicting Blind status on opponent [Player permission] exp cost: 500 cooldown: 7 posts
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Post by COSMOS on Apr 17, 2014 12:59:16 GMT
Sage Class Sage Weapons: Wand or Book People look to the Sage for guidance and ultimate aid. While their healing arts are second to none, the Sage is not completely non-offensive. Packed with the spell Holy and Ultima, these pacifistic characters can leave a nasty bite when provoked. ▶ CURAGA: Heals a large injuries, up to fractures, and replenishes energy. exp cost: 500 cooldown: 3 posts ▶ PROTECTAGA: Protective barrier capable of withstanding two physical attacks. Cast on White Mage and any allies standing within 5 feet. exp cost: 700 cooldown: 5 posts after effect is worn off all effected targets ▶ SHELLAGA: Protective magical barrier capable of withstanding two magical attacks. Cast on White Mage and any allies standing within 5 feet. exp cost: 700 cooldown: 5 posts after effect is worn off all effected targets ▶ SILENCE: Prevents the use of abilities for one target for two posts. exp cost: 600 cooldown: 3 posts after effect wears off. ▶ HOLY: Burning light, extremely powerful against creatures of darkness and the undead. [Holy Element] exp cost: 1500 cooldown: 5 posts ▶ ULTIMA: Large explosion with a 10 foot radius; causes extreme Non-Elemental Damage and throws all who are caught in the explosion off their feet. exp cost: 3000 cooldown: 10 posts ▶ SUMMON: an 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 17, 2014 13:05:48 GMT
Scholar Class Scholar Weapons: Rod or Rapier The Scholar has devoted an extensive amount of time in the studies of the Dark and White Arts. They are versatile: allowing the use of high level Black Magic as well as high level White Magic spells. While they don't have access to the ultimate spells, they have the flexibility to adapt to a given situation that other mages do not.
▶ BLIZZAGA: Causes high Ice damage to single target exp cost: 650 cooldown: 5 posts ▶ FIRAGA: Causes high Fire damage to single target exp cost: 650 cooldown: 5 posts ▶ THUNDAGA: Causes high Thunder damage to single target exp cost: 650 cooldown: 5 posts ▶ FLARE : Causes non-elemental damage to a single target exp cost: 2200 cooldown: One Time Use ▶ SLOW : Causes cooldown on all abilities to double for any abilities used by opponent for the next two posts. exp cost: 600 cooldown: 6 posts ▶ CURAGA : Heals a large injuries, up to fractures, and replenishes energy. exp cost: 600 cooldown: 6 posts ▶ PROTECT: Creates a barrier that protects against one physical attack. exp cost: 300 cooldown: 5 posts ▶ SHELL : Creates a barrier that protects against one magical attack exp cost: 300 cooldown: 5 posts ▶ HOLY: Burning light, extremely powerful against creatures of darkness and the undead. exp cost: 2200 cooldown: 7 posts ▶ SUMMON: an 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 21, 2014 14:02:51 GMT
White Mage White Mage >> Sage Weapons: Wand or Book A White Mage uses his power to protect this world. They are the ultimate pacifist since they have no offensive skills. For two thousand experience, this class can become a Sage.
▶ CURE: Healing magic, effective against minor injuries. exp cost: default skill cooldown: 1 post ▶ CURA: Healing magic, effective against even more serious injuries. exp cost: 250 cooldown: 2 posts ▶ REFLECT: For three posts, any spells cast upon the White Mage is reflected back at the original caster. If the White Mage casts a spell on themselves, the spell is reflected to an opponent. exp cost: 800 cooldown: 3 posts after effect is worn off. ▶ SHELL: Protective magical barrier capable of withstanding two magical attacks. Can be cast on an ally or on the White Mage exp cost: 500 cooldown: 2 posts after effect is worn off. ▶ ESUNA: Cures a target from all ailments except for Slow and Stop exp cost: 400 cooldown: 2 posts ▶ DISPEL: Removes beneficial magics such as Haste, Barrier, Shell, or Reflect off of an opponent. exp cost: 600 cooldown: 3 posts ▶ SLEEP: Chance to put the target asleep [Player permission] exp cost: 300 cooldown: 5 posts ▶ BLIND: Chance of inflicting Blind status on opponent [Player permission] exp cost: 300 cooldown: 5 posts
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