Neutral Classes
Trader:
The Trader is an unusual class, for one following this profession cannot attack or be attacked by anyone (obviously limited to trader-only quests as well, if any exist). They can, however, control the economy. Since everyone cannot directly produce items with fear of the flooding of the economy, this class is limited to a second class for anyone with a post count above 4000 (currently, but could change later). What a trader produces is on a day-by-day basis and is not based on normal EC (is only recovered once every four days, no race abilities apply, and regardless of movement or other characters' spells/abilities/items). Every item has a certain EC cost (and sometimes other restrictions). The items produced can be added to your profile and traded to other characters on your own conditions. Other characters, then, can trade among themselves.
Limitations of Traders:
- Cannot trade items with the Trader's other character(s).
- Cannot obviously repeatedly trade to the same person as a favor.
- MUST create all items in a crafting location.
- Can make a profit from selling, buying, and trading items with other players.
- The profit made can be transferred to the Trader's other character(s) if desired, however it can also be used in future trades. If the profit is sent to the Trader's other character(s), it cannot be sent back to the Trader.
Click here for the basic equipment list
Rogue:
- Hide (0): EC=0; Effect = Invisibility, though must make entrance post in the same exact location: Renders the Rogue invisible to all who cannot see invisible beings (will remain up until the rogue moves or takes an action).
- Pickpocket (0): EC=0; Effect = None officially: This is purely a roleplay ability at this time.
- Stab (100): EC=100; DP=5: The Rogue quickly stabs the target, doing minor damage. Due to its quickness though, it can be used along with another attack or ability (except Backstab).
- Sneak (500): EC=0; Effect = Always have the first turn in battle unless against another Rogue: Using the Rogue's ability to move silently, he/she provides himself/herself with the necessary time to plan an attack without notice. This allows a Rogue to always have the first turn in organized battle (always in effect) unless against another Rogue, in which case the normal rules apply. This does not affect the case of being attacked without notice (along with being hit by arrows).
- Concealed Dagger (800): Continuous Effect = Can hold a dagger in the off-hand: The Rogue's increased dexterity allows a dagger to be used in his/her off-hand.
- Slit Throat (800): EC=400; DP=Primary Weapon's DP total + 25: The Rogue slashes his/her primary weapon toward the target's throat, doing more damage than usual.
- Silence Target (1000): EC=400; Effect = No others can join the battle with the target: The Rogue silences the target, preventing others from knowing of any trouble.
- Pick Lock (1000): EC=0; Effect = Escape Jail; Enter Secure Locations: The Rogue picks a lock, opening doors which otherwise could not be opened.
- Blade Dance (1500): EC=800; DP=25; Effect = Damages all targets within location: The Rogue spins his/her weapon(s) around quickly, damaging all targets in the location.
- Poison Weapon (2000): EC=1400; DP=15 per target's turn in current battle: The Rogue stabs a target with a poisoned weapon, causing suffering throughout the battle. Can only be used once on the same target.
- Slash Achilles (2400): EC=1000; Effect: Reduces target's damage output by 30 DP per turn until battle ends (cannot be stacked) + target cannot move to another location for two turns: The Rogue jumps around the target and slashes his/her achilles tendon, reducing his/her ability to attack and move.
- Backstab (3000): EC=500; DP=35: The Rogue quickly jumps around the target, stabbing him/her suddenly and with force. Due to its quickness, it can be used along with another attack or ability within the same turn (except Stab).
- Lawless Fury (3000): EC=1400; DP=600 to Guards; Restriction = Target must not be a Guard from the Rogue's hometown: The Rogue unleashes his/her abilities in a furious attack toward an opposing Guard.
Entertainer:
Completely a roleplay class at the moment (must come up with own abilities).
Ranger:
Note: Rangers DO NOT require bows to use any abilities listed here. They, by default, have a bow without effects.
- Use Bow (0): EC=0; DP=4: Fires a projectile that can do minor damage to anyone in your region (must post in location for the arrow to hit the target). This ability does not require a bow to be equipped nor even physically obtained.
- Detect Disturbance (200): EC=0; Effect = Make a post requesting all invisible characters in region to reveal themselves as long as you're there.: Will allow you to see all hidden characters.
- Poisoned Arrow (200): EC=150; Effect = Target loses next turn, though can move: Renders target unable to attack for one turn. - Credit to Amazonqueen
- Night Vision (500): EC=0; DP=0: Will allow you to see in the dark (always in use after the required post count).
- Hide (700): EC=0; Effect = Invisibility, but must make entrance post in the exact same location as you left: Makes you invisible in your region. Remains active until the next action, you enter a location, or you leave the region.
- Forage Antidote (700): EC=100; Effect = Heal poison: You find a nearby herb that can cure poison.
- Ambidexterity (1100): EC=0; DP=0: You can hold two weapons (weapons that don't require both hands).
- Bow Mastery (1400): EC=0; DP=20: Can launch two arrows at the same time (as long as they are normal arrows). - Credit to Amazonqueen
- Forage Healing Herb (1700): EC=200; Effect = Heal 50 HP: You find a nearby herb that can heal some damage.
- Silence (2000): EC=0; Effect = Invisibility until attack/ability is used: Can use for travel; You will remain invisible to all who cannot see invisible characters, and can move with this in effect. This will lose its effect when an ability is used or a target is attacked.
- Fire At Point-Blank (2300): EC=0; Effect = Allows a bow to be used as a melee weapon: Mastering the use of a bow as well as the dexterity and sense of a hunter, the Ranger is able to use a bow at point-blank range if desired.
- Light Arrow (3000): EC=500; DP=Normal bow damage + 100 against Darkness: Does more damage to Dark targets.
- Dark Arrow (3000): EC=500; DP=Normal bow damage + 100 against Light: Does more damage to Light targets.
Guard:
- Summon Guards (0): EC=0; Effect = Summons five guards for use in hometown (HP = 100; DP = 20 per attack): Will bring five NPC guards to aid you (in hometown). This is only effective in your hometown and as long as you are there.
- Guard Companion (500): EC=0; Effect = Summons one guard for use anywhere (HP = 100; DP = 20 per attack): Brings a loyal guard with you to aid you outside your hometown. Will remain active until the guard is is defeated. To summon another guard, you must be in your hometown.
- Handcuff Criminal (800): EC=600; Effect = Prevent physical attacks for one minute: Binds a target's hands together, preventing a non-caster from attacking anything for one minute. This effect automatically deactivates if you do anything during this period of time (another guard or companion can attack though).
- Jail Criminal (1200): EC=0; DP=0: Locks an enemy up in your hometown's jail if he/she is caught in your hometown. The target may escape after five minutes, or may be broken out by anyone. The target cannot attack anyone while in jail.
- Call To Arms (2000): EC=0; Effect = Summons five guards for use in hometown (HP = 150; DP = 25 per attack) and two archers for use in hometown (HP = 30; DP = 35): Similar to Summon Guards, though two archers will also assist you who cannot be attacked until the other five guards are defeated. The other five guards are slightly stronger.
- Form Team (2800): EC=0; Effect = Summons two guards who can travel with you (HP = 150; DP = 20 per attack): Summons two guards to travel with you. They will remain active until they are defeated, and can only be summoned in your hometown.
- Keeper of the Law (3500): EC=0; Effect = Summons three guards who can travel with you (HP = 150; DP = 20 per attack): EC=0; DP=0: Summons three guards to travel with you, and guards will remain active until they are defeated. They must be summoned in your hometown.
Warrior:
- Block (0): EC=0; DP=0: Will prevent the warrior from taking damage from the next physical attack used against him/her. Not effective against magic, and will remain in effect as long as the warrior does not move and does not use any abilities (or attack).
- Ambidexterity (0): EC=0; DP=0: Can hold two weapons at the same time (as long as the weapon does not require both hands).
- Fire Bow (150): EC=0; DP=5: Fires an arrow which can do damage to anyone in your region (must post in targeted location if applicable). Do not physically need a bow to use this.
- Shield Bash (400): EC=0; DP=20; Effect = Prevents a physical attack from the target in the next turn: The Warrior bashes the target with his/her shield (if he/she has one), stunning the target and doing a little damage.
- Crushing Blow (600): EC=0; DP=Weapon's Normal Damage + 100; Effect = Prevents the Warrior's next turn; Requirement = Warrior must be holding one weapon: The Warrior uses his/her strength and slams the target with his/her weapon, doing a good amount of damage.
- Jump Attack (1000): EC=400; DP=160: The Warrior jumps into the air and hits the target with his/her weapon(s) from above.
- Feign Crushing Blow (1000): EC=0; DP=0; Effect = Prevents the target from using magic in the next turn; Requirement = Warrior must be holding one weapon (not dual wielding): The Warrior fakes a Crushing Blow, disrupting a spellcaster's concentration.
- Cyclone (1200): EC=0; DP=25 to every target in location: The Warrior furiously spins his/her weapon around, damaging all within reach.
- Throw Enemy (1600): EC=0; DP=80 (two targets): The Warrior picks up a target and throws him/her at another, doing damage to both.
- Warcry (2000): EC=0; Effect = If used during battle, will increase the Warrior's strength by 10; Cannot be used on others, but can stack: The Warrior lets loose a freightening warcry which increases his/her strength for the battle.
- Feign Jump Attack (2500): EC=0; DP=0; Effect = Prevents the target from using magic in the next turn (can be dual wielding): The Warrior fakes a jump attack, disrupting the concentration of a spellcaster.
- Fire Double Heavy Arrows (3000): EC=0; DP=60: The Warrior fires two arrows at the same time, doing damage to any target within the same region (must post in target location).
- Dragon Strength (3000): EC=0; DP=0: The Warrior can use two weapons, even if they are two-handed weapons.
- Greater Crushing Blow (3200): EC=0; DP=Primary Weapon's Normal Damage + 200; Effect = Prevents the Warrior's next turn: The Warrior uses his/her strength and slams the target with his/her weapon, doing a good amount of damage. This ability can be used with two weapons equipped, though only the primary weapon affects the damage.
- Titan Slash (4000): EC=0; DP=600; Requirement = Warrior loses next turn: The Warrior applies all of his/her strength toward a devastating blow.
Druid:
- Cool Breeze (0): EC=7; Effect = Recovers 5 of the target's HP per turn regardless of action: A cool breeze refreshes the target.
- Flame (0): EC=7; DP=5: The Druid conjures a small flame and burns the target.
- Frost (0): EC=7; DP=5: The Druid surrounds the target with a freezing gust of wind.
- Shock (150): EC=55; DP=40: A minor bolt of lightning strikes the target.
- Whirlwind (220): EC=70; DP= 60: A blast of rotating wind slams the target.
- Nature's Blessing (350): EC=150; Effect: Decreases a target's damage by up to 60 DP per turn for three turns: Nature looks upon the target with benevolence, providing protection.
- Mask of Nature (450): EC=300; Effect = Invisibility in a Connection Region/ Lasts until the target leaves the region or takes an action: A cover of local vegitation hides the target from view. from ground based attacks as long as the target (anyone) is in the region.
- Burn (600): EC=300; DP=80: A target is surrounded in flames.
- Cyclone (750): EC=350; DP=125: A burst of powerful winds slams the target.
- Regeneration (900): EC=400; Effect = Recovers 20 of the target's HP per turn regardless of action: The target is surrounded in an aura of regeneration.
- Angry Swarm (1200): EC=500; DP=180: The Druid summons a swarm of deadly insects to attack the target.
- Ice Storm (1300): EC=550; DP=180; Effect = Target cannot use a physical attack in the next turn: An ice storm surrounds the target suddenly.
- Bolt of Lightning (1500): EC=750; DP=260: A powerful bolt of lightning strikes the target.
-> Summon Wolf (2000): EC=500; Effect = Summon a wolf companion/ Can move independently even in a remote region/ DP per attack: 50/ HP: 175/ Will cancel other summon spells in effect: The Druid summons a wolf companion.
-> Summon Hawk (2000): EC=500; Effect = Summon a hawk companion/ Can move independently even in a remote region/ DP per attack: 20/ HP: 100/ Can skip connection regions/ Will cancel other summon spells in effect: The Druid summons a hawk companion.
-> Summon Bear (2000): EC=500; Effect = Summon a bear companion/ Can move independently even in a remote region/ DP per attack: 40/ HP: 210/ Will cancel other summon spells in effect: The Druid summons a bear companion.
- Firestorm (2100): EC=1000; DP=400: A cyclone of fire engulfs the target.
- Alter Weather (2400): EC=0; Effect = Changes the weather in the Druid's region to anything desired/ Stays in effect as long as the Druid is there (will not thaw Frionia): The Druid changes the weather in his/her current region (this is currently a roleplay ability). the target.
- Crushing Wave (2600): EC=1500; DP=600: A wall of water crushes the target.
- Microburst (3000): EC=2300; DP=750: A sudden downward shift of pressure crashes down on the target.
- Supercell (3500): EC=2500; DP=900: A powerful electrical storm destroys the target.
- Force of Nature (3500): EC=2500; Effect = For five turns, increases physical DP by 250 and absorbs up to 250 DP per turn: The power of nature augments the target.
- Tornado (3700): EC=3000; DP=1000: The Druid conjures a powerful tornado to hit the target.
-> Summon Lion (4200): EC=1500; Effect = Summon a lion companion/ Can move independently even in a remote region/ DP per attack: 90/ HP: 400/ Will cancel other summon spells in effect: The Druid summons a lion companion.
- Megaburst (5000): EC=4000; DP=1400: A target is crushed by a concentration of the planet's entire atmosphere.
Elementalist:
- Can only have one summon spell in effect at any time. At no time can you have more than one summoned companion with you or under your control. All summoned beings can travel with you or independently. Can re-summon during battle, but any damage you take during the same turn as your summon ability will disrupt it and destroy the new elemental. -
Summoned beings automatically absorb damage directed at you if you do not attack or use an ability, and their turns in battle are independent of yours (you can cast a spell and the servant can attack in one turn).
-> Summon Fire Elemental (0): EC=0; Effect = Summons one Fire Elemental (HP = 40; DP = 8 per attack): Summons an elemental of fire to fight for you at any time.
- Dismiss Servant (0): EC=0; Effect = Dismiss current summoned being: Dismisses your summoned being.
- Elemental Shield (50): EC=50; Effect = For two turns the target (can be companion) will absorb up to 50 DP caused by abilities per turn (not physical attacks): An elemental shield is conjured, protecting the target from magic or special damage.
-> Wind Elemental (200): EC=50; Effect = Summons one Wind Elemental (HP = 75; DP = 15 per attack): Summons an elemental of wind to fight for you at any time.
- Elemental Rage (400): EC=400; Effect = Summoned being's DP + 5: Fills your summoned companion's eyes with madness, improving it's strength as long as it is in the same region (no longer in effect once you leave).
-> Summon Ice Elemental (800): EC=250; Effect = Summons one Ice Elemental (HP = 220; DP = 20 per attack): Summons an elemental of ice to fight for you at any time.
- Heal Companion (1000): EC=500; Effect = Gives summoned being 100 HP: Heals your companion.
-> Summon Electricity Elemental (1400): EC=400; Effect = Summons one Electricity Elemental (HP = 350; DP = 32 per attack): Summons an elemental of electricity to fight for you at any time.
-> Summon Earth Elemental (1400): EC=400; Effect = Summons one Earth Elemental (HP = 650; DP = 11 per attack): Summons an elemental of earth to fight for you at any time.
- Elemental Barrier (1500): EC=400; Effect = Effect = For two turns the target (can be companion) will absorb up to 120 DP caused by abilities per turn (not physical attacks): Your target is given a barrier that absorbs energy.
-> Summon Tidal Elemental (1900): EC=600; Effect = Summons one Tidal Elemental (HP = 700; DP = 27 per attack): Summons an elemental of water to fight for you at any time.
-> Summon Death Elemental (2400): EC=0; Effect = Summons one Death Elemental (HP = 200; Spell (infinite casts): [Absorb Life: A continuous spell that, after selecting a target, will absorb 120 HP per turn from it, both doing damage to the target and healing itself]: Summons an elemental of death to fight for you at any time.
-> Summon Life Elemental (2400): EC=0; Effect = Summons one Life Elemental (HP = 400; Spell (infinite casts): [Elemental Benevolence: A spell where an elemental heals a target for 120 HP]: Summons an elemental of life to act as a healer.
->> Summon Gravitational Elemental (2700): EC=1000; Effect = Summons one Gravitational Elemental (HP = 800; DP = 47 per attack): Summons an elemental of gravity to fight for you at any time.
->> Summon Mana Elemental (3600): EC=1500; Effect = Summons one Mana Elemental (HP = 500; Spell (infinite casts in battle, two casts per region out of battle): [Transcendence of Space: A spell which gives the target up to 300 EP]: Summons an elemental of mana to act as a mana battery.
->> Summon Dimensional Elemental (3600): EC=1000; Effect = Summons one Dimensional Elemental (HP = 1000; DP = 85 per attack): Summons an elemental of dimensions to fight for you at any time.
->> Summon Cosmic Elemental (5000): EC=0; Effect = Summons one Cosmic Elemental (HP = 1600; DP = 125 per attack): Summons an elemental of the cosmos to fight for you at any time.
Soldier:
- Use Technology (0): Provides the Soldier with the ability to use technologically advanced equipment and ships (continuous ability).
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