Post by Grand Overlord Ka on Mar 12, 2010 11:16:40 GMT -5
Human[/b][/i]
Normal[/b]
Coming Soon
Slave[/b]
Coming Soon
Hunter[/b]
Coming Soon
Grand Hunter[/b]
Coming Soon
Izakail Hunter[/b]
Coming Soon
Alchemist[/b][/i]
Alchemist's have the ability to transmutate one substance into another, such as Water into Sugar. In order to do this, they must have the same Elemental Make up, such as oxygen or hydrogen. This can help create weapons from a pile of scraps, or turn cheap plastic into money, to help them survive.
They are also extremely proficient Enchanters, having the ability to give substances the certain properties of other substances. One notable case has been an Alchemist in the 1700's giving Ice the properties of fire, so every time the word "Ignus" was exclaimed around it, it would burst into flame.
An Alchemist's powers don't need any words exclaimed to be used, however, some till enchant them as such, as to turn them "on" or "off". Alchemist's have a very low level of Magical ability. They do not have a great resource of magic at their disposal. This is why they have ataken kin to Enchanting and Transfiguring objects.
In order to Transmute, one must have an asbolute understanding of the chemical make up of all objects around them. One must also understand the rules of equivelent exchange. For every Transmutation they perform, something must be taken from one substance in order to change the other. Therefore, one could destroy objects on the inside and not know it. The same can be said for Enchanting.
In order to Enchant, one must have all of the necessary tool's with them. The same can't be said for Transmuting, where the elements can be taken from around them. Enchanting is very basic, and only get's difficult when one tries to add several enchantments to one object. There is a possibility that they could clash and cancel out. EX)Fire and Water enchantments
One other thing an Alchemist is capable of would be Synthesis. This is when you take two(+) Objects and fuse them together, by cooking them, transmuting them, etc, so they form an entirely new object. This includes, but is not limited to making potions, making weapons/armor, and making clothing. Synthesis is very simple, and most Alchemists know how to do it right away.
An Alchemists Aura is what guides their powers. An Aura is like a magical sleeve covering one's body. Every Aura is a different color, though the color may be only off by a few shades and uneasily distinguishable. When an Alchemist transmutes, they must pour their Aura over the object to do so. The same goes for synthesizing and enchanting. An Aura feeds off of one's physical and Mental strength, so the more you use it, the weaker you become. This strength can be replenished easily by sleep and food, of course. It merely feels like you have run for a long time.
Seventh Class[/b]
These alchemists have nearly no skill. They are just beginning in the art of Alchemy and haven't much Aura power, or control, to begin with. Synthesis and Enchanting skills are better then most humans, though far below anything an Average Alchemist can come up with. Transmuting skills are almost none.
Sixth Class[/b]
An alchemist of this power can begin to learn to truly transmute. They can be taught to guide their Aura purposely, and control it, lest it surge everywhere and burn through their body. Enchanting and Synthesizing skills increase, though are still very weak.
Fifth Class[/b]
These are the average alchemists. Their magic is higher now, their aura more powerful and controlled. Their synthesizing and enchanting skills are powerful and intricate enough to sell to others, if need be, without fear of it breaking down. Their transmuting skills are good enough to allow them to change the states of matter.
Fourth Class[/b]
These alchemists are slightly above average. They have a fantastic sense of their aura, letting them control it with ease. It has also grown larger, allowing for them to perform more Alchemy without getting too tired. Their proficiency in all three skills is improved greatly, allowing for them to perform longer lasting enchantments, more intricate synthesis, and harder transmutations.
Third Class[/b]
These alchemists are incredibly powerful. Some have been known to enchant ice to burn with an irreclaimable flame, never putting out. Their Aura, when unleashed fully, is massive. As such, their magical potential sky rockets. The enchantments done by these Alchemists have the potential to last for 50 years or more. Transmutations can be done on and to just about anything. Synthesis is top-notch, allowing for creation of entire buildings, if one has the aura and materials to do it.
Second Class[/b]
These are the Alchemists of legend. Their skills are immeasurable and unfathomable. Some legends have claimed the aura's of these Alchemists have blotted out the sun. Their enchantments have been known to last from the age of Alchemists before the war, all the way to now. Their transmutations can manipulate the very sky, if they wished.
First Class[/b]
There are very few that make it to first class. This class is reserved mainly for Abraham The Mage, Nicholas Flamel, and Demon Gallant. Any have the potential to make it here, but most cannot, mainly due to them not knowing that a far greater power exists. Their aura's can consume entire oceans. Their synthesis can create cities, if they desired. There is even a documented case where Abraham turned an entire ocean into sand. Truly, they are absolute.
Witches/Warlocks[/b][/i]
Witches and warlocks are a strange breed. Their magical potential is very large, seeing as they have so many different possibilities on what to become. Some would say a group of every kind is like a lattice. Many different weaves conjoining together to form an incredibly beautiful piece of art.
Because of the many different paths that one can take, not much is known about the hierarchy in a witch/warlock group. None really know if a necromancer is better then a witch of the wilds, or the other way around. The only true powers (at the top) are the Mage and Archmage.
Witch/Warlock[/b]
The most basic form, Witches and warlocks are filled with untapped potential. They are basically a clean slate, ready to be filled with knowledge and power to master whatever specific art they need.
Witch/Warlock of the Wilds[/b]
A feral, degenerate form of a druid, these witches are exiled from their home due to crimes they may or may not have committed. Learning the path of nature, they can manipulate the forest and such as they see fit. They can control the wildlife, and even speak to the animals.
Necromancer[/b]
A witch/warlock of the dead. This species has the innate ability to call forth the spirits of the dead from the underworld to inhabit their bones once more, and wreak havoc. These Witches/warlocks can also cast certain curses pertaining to the Dead, and use the spirits for Retro-cognition, Clairvoyance, and Precognition. Also, magic dealing typically with Bones can be used on a much higher scale then by anyone else.
Summoner[/b]
As their name suggests, this branch consists mainly with summoning beasts. These aren't regular beasts, however, and every one is individual to the summoner. These beasts are made of pure energy, taken from the caster's Aura, shaped and given life. The strongest of these have Four separate entities that they can create.
Druids[/b]
These are the Natural Witches/Warlocks. They take their power from the moon, the stars, the wind, the earth below them, the sound of an animal's beating heart, and everything else Nature encompasses. They can speak to animals and Astral Possession is very typical of them. Controlling Nature is first nature. The second is living.
Shape shifter[/b]
These witches and warlocks have the ability to learn specific spells, and change their physical form. They can increase their speed, strength, etc, which is much more advanced then an illusionist. There are many spells for them to learn, and some would say this is the hardest subtype of witch/warlock there is. Shaping ones aura over themselves and then rearranging their molecular structure is incredibly difficult, even on par with transmutation and such.
Mage[/b]
A mage is a sort of Elemental Magician. They have the ability to manipulate wind, water, fire, and earth as they see fit, and are sort of a jack of all trades. Magus are rare, as the incantations they must learn are incredibly vexing and challenging, and the dangers to learning them involve such catastrophes as burning through their aura's and causing spontaneous combustion.
ArchMage[/b]
An Archmage is the extremity of a Mage. They have control over all they see, and some have been known to manipulate the space-time dimensions. Those that achieve this class are on par with First Class Alchemists, ArchDemons, Ancients, and Izakail hunters.
Vampires[/b][/i]
Normal[/b]
Coming Soon
Knight[/b]
Coming Soon
Acolyte[/b]
Coming Soon
Ancient[/b]
Coming Soon
Lycans[/u][/i]
Lycans are your classical case of Werewolf. Similar to Demons, they too live a very strict lifestyle and must follow a particular pattern or set of rules during their lifetime. For every 50 years, they enter a new period of time in their life, with it maxing out at 200 years (AKA 4 Periods). The periods are as follows. Pup Period, Hunting Period, Mating Period, and Elder period. The lycan's follow a pack heirarchy, all under the rule of One Alpha Male, Lucien.
Soldier
These Lycans are the grunts of the pack. In the prime of their youth, their physical strength and senses exceed the more aged members, though only in raw terms. They are not very intelligent, mainly because of their instinctual ways, and follow their hearts and stomachs more then their brains. Because of this, they are easily manipulated and riles up, which is the main Reason Lucien made them the Soldiers. They are numerous and belligerent.
Stealth Op
The Lycan's of the shadows. These wolves rely on their instincual speed and senses for surveillance and assassination. Their cunning far exceeds that of a soldier, however, they lack their physical strength. Lucien chose them to be the Stealth OP because of the sheer intelligence and speed they possess, allowing them to outmaneuver those that are chasing them, or lead them into an ambush. Truly the brains of the operation.
Hunter
The hunters of the Lycan's are the true assassins. The Stealth OP is good at it, but the best become Hunters. They have no need for stealth, because once a hit is taken on by the Hunters, that person is as good as dead. Nearly nothing can stop the task from being carried out. There are very few hunters, as Lucien holds them in high regards and only wants the best. The Hunters can be quickly called back to Lucien to take the position of his personal bodygaurds. They are characterized by blue collar like fabrics around their tails.
Shaman
The magicians of the Lycans, Shamans are in touch with nature 110%. They hold all that is alive in high regard, though will not hesitate to kill that which is "cancerous". The shaman's have the ability to manipulate nature much like a Druid, though slightly weaker, the powers diluted by their werewolf form. These shaman's have a natural instinct that leads them to where life is growing, be it alive or plants, etc. They can see the aura's that all beings produce, and can easily track them from it.
Alpha
The individual leaders of a pack, the Alpha's order's cannot be disobeyed. All that are under his reign are uner his reign. The orders are absolute and must be carried out, no matter what. Besides this, not much seperates an Alpha from another Lycan. A Golden collar is tied around their tail, that is about it. The Alpha's are all equal in power, serving none other then Lucien.
Ancients
The Ancients are werewolves that have become immortal, due to pure blood and aura or other means. The only known ancient Lycan is Lucien, the lord and king of all Lycans. His order is even more absolute then an Alpha's, as is all Ancients. They are on par with ancients of another race, First Class Alchemists, Izakail Hunters, Archmages, and Archdemons. They can possess other godly powers, and are nearly omnipotent.
Demons[/b][/i]
Demons are special creatures that take some skill to roleplay as you have to follow their strict pattern of life. Once created the demons have a life span of 10,000 Years, After that they die and pass back to the Arch Demon and into The Fade, And brought back in a path of Rebirth. During their life they go through Four different Periods spread out through 2,500 years each.
The First period is known as the Child Period, The Child period they are new to the world. They do not know right or wrong and must be taught by the arch demon how to do things in the world and decide what they wish to be as they grow older. This period happens between years 0 - 2,500. It would be noted that at this age they take the form of a 12 year old child of their gender and their horns and body has not developed yet. After the 2,500th year they are allowed to leave The Fade and begin their journey in the world.
The Second Period is known as The Mating Period, During this period the demons hunt and seek out mates from other races and have insatiable lust for sex and other forms of dirty acts. This happens between the years of 2,501 - 5,000. It would be noted that during this age males and females take a look of their mates desire. They are extremely fertile during this period, and seek to create children. Once they have children however those children are sent to the fade to be taught by the arch demon, never to be seen by the demon again.
The Third Period is known as the Loyalty period. During this period the demon searches out and finds an overlord to be loyal to. During this time the Overlord decides what their class will be and where they will go from there. During this time they learn how to fight and use their demon magic far beyond what they could before. This happens between the years of 5,001 - 7,500. In this form their horns are between 16 and 32 inches long and have reached the peek of maturity for both them and their bodies.
The Fourth Period is known as The Evolution Period. During this period the Arch Demon decides if the demon becomes a Overlord or an Arch Demon. The way he decides that is by how they lived their life and if they fit the life of a Overlord or an Arch Demon. This happens in the final years of their life, 7,501 - 10,000. Once this period is over if the person did not make Arch Demon they will die and pass on back tot he fade and The Arch Demon and moves through the cycle of rebirth to begin the period again.
Servent[/b]
Weapon[/b]
Soldier[/b]
Dream Demon[/b]
Incubi/Succubi[/b]
Wrath Demon[/b]
Guard Demon[/b]
Overlord[/b]
ArchDemon[/b]
Normal[/b]
Coming Soon
Slave[/b]
Coming Soon
Hunter[/b]
Coming Soon
Grand Hunter[/b]
Coming Soon
Izakail Hunter[/b]
Coming Soon
Alchemist[/b][/i]
Alchemist's have the ability to transmutate one substance into another, such as Water into Sugar. In order to do this, they must have the same Elemental Make up, such as oxygen or hydrogen. This can help create weapons from a pile of scraps, or turn cheap plastic into money, to help them survive.
They are also extremely proficient Enchanters, having the ability to give substances the certain properties of other substances. One notable case has been an Alchemist in the 1700's giving Ice the properties of fire, so every time the word "Ignus" was exclaimed around it, it would burst into flame.
An Alchemist's powers don't need any words exclaimed to be used, however, some till enchant them as such, as to turn them "on" or "off". Alchemist's have a very low level of Magical ability. They do not have a great resource of magic at their disposal. This is why they have ataken kin to Enchanting and Transfiguring objects.
In order to Transmute, one must have an asbolute understanding of the chemical make up of all objects around them. One must also understand the rules of equivelent exchange. For every Transmutation they perform, something must be taken from one substance in order to change the other. Therefore, one could destroy objects on the inside and not know it. The same can be said for Enchanting.
In order to Enchant, one must have all of the necessary tool's with them. The same can't be said for Transmuting, where the elements can be taken from around them. Enchanting is very basic, and only get's difficult when one tries to add several enchantments to one object. There is a possibility that they could clash and cancel out. EX)Fire and Water enchantments
One other thing an Alchemist is capable of would be Synthesis. This is when you take two(+) Objects and fuse them together, by cooking them, transmuting them, etc, so they form an entirely new object. This includes, but is not limited to making potions, making weapons/armor, and making clothing. Synthesis is very simple, and most Alchemists know how to do it right away.
An Alchemists Aura is what guides their powers. An Aura is like a magical sleeve covering one's body. Every Aura is a different color, though the color may be only off by a few shades and uneasily distinguishable. When an Alchemist transmutes, they must pour their Aura over the object to do so. The same goes for synthesizing and enchanting. An Aura feeds off of one's physical and Mental strength, so the more you use it, the weaker you become. This strength can be replenished easily by sleep and food, of course. It merely feels like you have run for a long time.
Seventh Class[/b]
These alchemists have nearly no skill. They are just beginning in the art of Alchemy and haven't much Aura power, or control, to begin with. Synthesis and Enchanting skills are better then most humans, though far below anything an Average Alchemist can come up with. Transmuting skills are almost none.
Sixth Class[/b]
An alchemist of this power can begin to learn to truly transmute. They can be taught to guide their Aura purposely, and control it, lest it surge everywhere and burn through their body. Enchanting and Synthesizing skills increase, though are still very weak.
Fifth Class[/b]
These are the average alchemists. Their magic is higher now, their aura more powerful and controlled. Their synthesizing and enchanting skills are powerful and intricate enough to sell to others, if need be, without fear of it breaking down. Their transmuting skills are good enough to allow them to change the states of matter.
Fourth Class[/b]
These alchemists are slightly above average. They have a fantastic sense of their aura, letting them control it with ease. It has also grown larger, allowing for them to perform more Alchemy without getting too tired. Their proficiency in all three skills is improved greatly, allowing for them to perform longer lasting enchantments, more intricate synthesis, and harder transmutations.
Third Class[/b]
These alchemists are incredibly powerful. Some have been known to enchant ice to burn with an irreclaimable flame, never putting out. Their Aura, when unleashed fully, is massive. As such, their magical potential sky rockets. The enchantments done by these Alchemists have the potential to last for 50 years or more. Transmutations can be done on and to just about anything. Synthesis is top-notch, allowing for creation of entire buildings, if one has the aura and materials to do it.
Second Class[/b]
These are the Alchemists of legend. Their skills are immeasurable and unfathomable. Some legends have claimed the aura's of these Alchemists have blotted out the sun. Their enchantments have been known to last from the age of Alchemists before the war, all the way to now. Their transmutations can manipulate the very sky, if they wished.
First Class[/b]
There are very few that make it to first class. This class is reserved mainly for Abraham The Mage, Nicholas Flamel, and Demon Gallant. Any have the potential to make it here, but most cannot, mainly due to them not knowing that a far greater power exists. Their aura's can consume entire oceans. Their synthesis can create cities, if they desired. There is even a documented case where Abraham turned an entire ocean into sand. Truly, they are absolute.
Witches/Warlocks[/b][/i]
Witches and warlocks are a strange breed. Their magical potential is very large, seeing as they have so many different possibilities on what to become. Some would say a group of every kind is like a lattice. Many different weaves conjoining together to form an incredibly beautiful piece of art.
Because of the many different paths that one can take, not much is known about the hierarchy in a witch/warlock group. None really know if a necromancer is better then a witch of the wilds, or the other way around. The only true powers (at the top) are the Mage and Archmage.
Witch/Warlock[/b]
The most basic form, Witches and warlocks are filled with untapped potential. They are basically a clean slate, ready to be filled with knowledge and power to master whatever specific art they need.
Witch/Warlock of the Wilds[/b]
A feral, degenerate form of a druid, these witches are exiled from their home due to crimes they may or may not have committed. Learning the path of nature, they can manipulate the forest and such as they see fit. They can control the wildlife, and even speak to the animals.
Necromancer[/b]
A witch/warlock of the dead. This species has the innate ability to call forth the spirits of the dead from the underworld to inhabit their bones once more, and wreak havoc. These Witches/warlocks can also cast certain curses pertaining to the Dead, and use the spirits for Retro-cognition, Clairvoyance, and Precognition. Also, magic dealing typically with Bones can be used on a much higher scale then by anyone else.
Summoner[/b]
As their name suggests, this branch consists mainly with summoning beasts. These aren't regular beasts, however, and every one is individual to the summoner. These beasts are made of pure energy, taken from the caster's Aura, shaped and given life. The strongest of these have Four separate entities that they can create.
Druids[/b]
These are the Natural Witches/Warlocks. They take their power from the moon, the stars, the wind, the earth below them, the sound of an animal's beating heart, and everything else Nature encompasses. They can speak to animals and Astral Possession is very typical of them. Controlling Nature is first nature. The second is living.
Shape shifter[/b]
These witches and warlocks have the ability to learn specific spells, and change their physical form. They can increase their speed, strength, etc, which is much more advanced then an illusionist. There are many spells for them to learn, and some would say this is the hardest subtype of witch/warlock there is. Shaping ones aura over themselves and then rearranging their molecular structure is incredibly difficult, even on par with transmutation and such.
Mage[/b]
A mage is a sort of Elemental Magician. They have the ability to manipulate wind, water, fire, and earth as they see fit, and are sort of a jack of all trades. Magus are rare, as the incantations they must learn are incredibly vexing and challenging, and the dangers to learning them involve such catastrophes as burning through their aura's and causing spontaneous combustion.
ArchMage[/b]
An Archmage is the extremity of a Mage. They have control over all they see, and some have been known to manipulate the space-time dimensions. Those that achieve this class are on par with First Class Alchemists, ArchDemons, Ancients, and Izakail hunters.
Vampires[/b][/i]
Normal[/b]
Coming Soon
Knight[/b]
Coming Soon
Acolyte[/b]
Coming Soon
Ancient[/b]
Coming Soon
Lycans[/u][/i]
Lycans are your classical case of Werewolf. Similar to Demons, they too live a very strict lifestyle and must follow a particular pattern or set of rules during their lifetime. For every 50 years, they enter a new period of time in their life, with it maxing out at 200 years (AKA 4 Periods). The periods are as follows. Pup Period, Hunting Period, Mating Period, and Elder period. The lycan's follow a pack heirarchy, all under the rule of One Alpha Male, Lucien.
Soldier
These Lycans are the grunts of the pack. In the prime of their youth, their physical strength and senses exceed the more aged members, though only in raw terms. They are not very intelligent, mainly because of their instinctual ways, and follow their hearts and stomachs more then their brains. Because of this, they are easily manipulated and riles up, which is the main Reason Lucien made them the Soldiers. They are numerous and belligerent.
Stealth Op
The Lycan's of the shadows. These wolves rely on their instincual speed and senses for surveillance and assassination. Their cunning far exceeds that of a soldier, however, they lack their physical strength. Lucien chose them to be the Stealth OP because of the sheer intelligence and speed they possess, allowing them to outmaneuver those that are chasing them, or lead them into an ambush. Truly the brains of the operation.
Hunter
The hunters of the Lycan's are the true assassins. The Stealth OP is good at it, but the best become Hunters. They have no need for stealth, because once a hit is taken on by the Hunters, that person is as good as dead. Nearly nothing can stop the task from being carried out. There are very few hunters, as Lucien holds them in high regards and only wants the best. The Hunters can be quickly called back to Lucien to take the position of his personal bodygaurds. They are characterized by blue collar like fabrics around their tails.
Shaman
The magicians of the Lycans, Shamans are in touch with nature 110%. They hold all that is alive in high regard, though will not hesitate to kill that which is "cancerous". The shaman's have the ability to manipulate nature much like a Druid, though slightly weaker, the powers diluted by their werewolf form. These shaman's have a natural instinct that leads them to where life is growing, be it alive or plants, etc. They can see the aura's that all beings produce, and can easily track them from it.
Alpha
The individual leaders of a pack, the Alpha's order's cannot be disobeyed. All that are under his reign are uner his reign. The orders are absolute and must be carried out, no matter what. Besides this, not much seperates an Alpha from another Lycan. A Golden collar is tied around their tail, that is about it. The Alpha's are all equal in power, serving none other then Lucien.
Ancients
The Ancients are werewolves that have become immortal, due to pure blood and aura or other means. The only known ancient Lycan is Lucien, the lord and king of all Lycans. His order is even more absolute then an Alpha's, as is all Ancients. They are on par with ancients of another race, First Class Alchemists, Izakail Hunters, Archmages, and Archdemons. They can possess other godly powers, and are nearly omnipotent.
Demons[/b][/i]
Demons are special creatures that take some skill to roleplay as you have to follow their strict pattern of life. Once created the demons have a life span of 10,000 Years, After that they die and pass back to the Arch Demon and into The Fade, And brought back in a path of Rebirth. During their life they go through Four different Periods spread out through 2,500 years each.
The First period is known as the Child Period, The Child period they are new to the world. They do not know right or wrong and must be taught by the arch demon how to do things in the world and decide what they wish to be as they grow older. This period happens between years 0 - 2,500. It would be noted that at this age they take the form of a 12 year old child of their gender and their horns and body has not developed yet. After the 2,500th year they are allowed to leave The Fade and begin their journey in the world.
The Second Period is known as The Mating Period, During this period the demons hunt and seek out mates from other races and have insatiable lust for sex and other forms of dirty acts. This happens between the years of 2,501 - 5,000. It would be noted that during this age males and females take a look of their mates desire. They are extremely fertile during this period, and seek to create children. Once they have children however those children are sent to the fade to be taught by the arch demon, never to be seen by the demon again.
The Third Period is known as the Loyalty period. During this period the demon searches out and finds an overlord to be loyal to. During this time the Overlord decides what their class will be and where they will go from there. During this time they learn how to fight and use their demon magic far beyond what they could before. This happens between the years of 5,001 - 7,500. In this form their horns are between 16 and 32 inches long and have reached the peek of maturity for both them and their bodies.
The Fourth Period is known as The Evolution Period. During this period the Arch Demon decides if the demon becomes a Overlord or an Arch Demon. The way he decides that is by how they lived their life and if they fit the life of a Overlord or an Arch Demon. This happens in the final years of their life, 7,501 - 10,000. Once this period is over if the person did not make Arch Demon they will die and pass on back tot he fade and The Arch Demon and moves through the cycle of rebirth to begin the period again.
Servent[/b]
Weapon[/b]
Soldier[/b]
Dream Demon[/b]
Incubi/Succubi[/b]
Wrath Demon[/b]
Guard Demon[/b]
Overlord[/b]
ArchDemon[/b]