Welcome to Gaia! ::

Reply Guild Extras
The Grand Library

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200
PostPosted: Sun Mar 18, 2012 12:48 pm


Welcome to the gand library, the source of collected knowledge of both ancient and modern. it is free to all and information may be subbmited to add to this.

( As of yet, Almost all Information below is theorized my me. If you wish to add information or such, pm it to me first and I'll look it over. I don't like things to conflict, it upsets the balance.)
PostPosted: Sun Mar 18, 2012 12:49 pm


Beastary

Adamantois Turtles: they usually live by the beach and only show up once every 10 years to breed. Their shell is widely known for its adamantite ore. Although wanted by many people for the ore, these creatures are almost 10 feet long and their jaws are capable of tearing through steel like it was tin foil.

Angel: beings from heaven. They are only capable of killing demons, but their healing powers are beyond anyone born on in the world or underworld...

Atlantian: those born of Atlantis. After the AtlantianDemon war, there were no pure-blooded survivors.((Adilaris was originally 34 Atlantian and 14 demon)) they posses extreme magic and have large feathered wings that can come out at will.

Antlion: these desert creatures resemble super giant ants. They burrow deep underground to feed and are usually nice. But they are notorious for turning evil whenever they become hungry. Many ancient tribes used to sacrifice people to keep them satisfied, since they only eat once every 3 months.

Centaur: These resemble human upper bodies stuck where a horses head should be. They usually carry bows, lances or massive blades, and they wear their scars as medals of honor. Not too much is known about them since they fight to the death and are rare to find.

Cerburus: Hellhounds... they can usually be found around ports to hell that don't close, so they protect it so no one can close it easily. The normal adults usually stand 20-ft high.

Cyborg: organs inside, machine outside...

Dark Elves: these are elves that were tortured and turned into evil beings longing for revenge against the world that left them behind. Most use either magic or archery; but may have become assassins.

Daemen: A.K.A. "super Demon" these are 300-ft monsters whose main purpose is massive destruction. Their strength matches that of a combined 10,000 demons and do not hesitate to kill when they finally emerge to the surface. (it takes several days due to their size to create portals large enough)

Demon: these come in thousands of varieties. The one thing they have in common... hell. Their strengths and abilities vary greatly, but most can be terminated by humans.

Desert Wurm: these resemble worms the size of office buildings with circular mouths containing over 145 sets of teeth. (1670 teeth per set) they live only in the deeper parts of deserts, almost always near treasure because apperently nothing is easy for adventurers...

Draconian: Half dragons in a human shape. Most of them are evil because they are easily corrupted with their own power. Although they lack much in magic or defense, they are incredibly strong and are able to expand dragon's wings from their backs to fly around and attack their enemies. It's rumored that there are some good ones also.

Dragons: these mythical creatures normally live in the valley of dragons. Their species depend on their color, since each is capable of a different element. Their scales are valued highly by blacksmiths who can incorporate them into weapons and armors. Most dragons are nice, but the black ones are extremely aggressive and dangerous since they are the biggest and toughest of them all.

Druids: they are the keepers of the world. Locked in slumber for generations, they awoke to meet the threat of the wars. After the war, they chose to remain in the waking world and help to rebuild their shattered lands. The war left a terrible scar on the natural order, and the Druids seek to heal it. Althought every use of their abilities brings them closer to their death, they proudly use their abilities whenever it is needed.

Dwarves: both the men and women look very alike. They all heave beards and are short/stout, but very strong. They excel in craftsmanship and wielding an axe is second nature to them. Most are full-hearty and heavy drinkers, but there are a few that pillage their rival race- the elves. Most can be found in mines or mountainsides.

Elemental: Though the term is very broad, it will almost always generally describe a being completely (or nearly) composed of a certain Mana element and can move and think of its own free will. This is caused when a spiritual essence such as a ghost is enfused with an element that closely relates their personality when they lived. How this happens is still very much unknown. There are dozons upon dozens of different types of Elementals, but how certain types tend to look just like others of their kind is quite the odd mystery.

Elves: these are known as creatures of light. The usually like to reside in forest-like areas and are excel in the skill of archery.

Fairies: forest spirits that heal the wounded. They are small and fly around at night, but looks are deceiving. Anyone who threatens the forests that they live in, are usually banned to gaps between dimensions with their mysterious powers.

Feral: Half Neko, half Demon. These ferocious beasts are very fast on their feet and often stalk unknowing prey at night. It is rare to find one that can speak in an understandable tongue, but they do seem to comunicate amongst each other silently; possible telepathy is suspected, though they do not posses telekenetic lobes in their brains. Beware of their lightning fast claws...

High Elves: these extremely old elves are masters of holy magic. there are very few alive today and they live in the most forbidden cities that only other high class elves are even able to find, let alone aloud access. They do not combat at their age, but they do use their magic to help protect their armies from their kingdoms.

Human: average of 5'8" in most sizes, these creatures overpopulate much quicker them most races. Although they live in structured culture, they have started more wars then any other race (( except the Orcs)) they posses no magic or high strengths (unless exposed to unnatural conditions)

Hybrid: these can be a various combination of species, but that always add up to 100% (( like 50% elf, 25% vamp, and 25% human)) usually they will derive in a larger potential of both strengths and weaknesses. There are some that have over 100 species; these are called Super hybrids. Only under miraculous conditions can they really survive with more then 150 subspecies. (( Adilaris being the only one to have ever survived an extreme amount of absorptions))

Hydra: the water creatures are powerful swimmers, but very slow on land. They are human shaped, but are blue and have gills and such.

Imps/Goblins: these little bastards are weak but like to steal and play tricks on everyone. They only show up at night but can cause a great deal on nuisance if left unnoticed.

Jyrofiend: they usually prey at night, but they are extremely hard to locate since their skin bends light around them and virtually makes them invisible to the eye. They float and have 6-12 clawed arms depending on age. They tend to nest in deep forests in groups of hundreds.

Kitsune: these human-like foxes are extremely fast. Most are good hearted, but there are those who are still plagued by the Elven-Kitsune war...

Lunarian: before the Atlantian, there were Lunarian. They lived in a 2nd moon. They created technologies that would allow several species to live on the planet. They left after they were done. There are none alive today; not even any descendants and almost nothing else is known about them.

Magic Swordsmen: like a cleric, but are only trained in swordsmanship. They use combination attacks and are more powerful when fighting one on one.

Necromancers: they are people with the ability to control the dead. They are very effective in battles involving a huge number of soldiers. Although powerful in magic, they are very weak physically, so in order to kill all the zombies, you would have to kill the Necromancers first...

Nekos: these are human-like cats. Most are very friendly, and others are very aggressive. Although their slim bodies aren't great in battle, they usually get around by seducing. ( in fact, many of them are hormone sensitive and become easily aroused )

Ogre: large troll-like creatures that usually live alone or fight along side the Orcs. Though their intelligence is very low, their strength is quite formidable.

Orc: these dark green, human sized creatures. They thrive in hordes and enjoy killing and torturing anything that breaths.

Sea Serpent: 200-ft water snakes. They reside in massive lakes and oceans. Though their numbers are small, they have a very long lifespan. Many sailors fear to cross the oceans.

Shapeshifters: A race of people that can change their form to that of any animal or object. The only thing that limits their abilities is their blood. The less shapeshifter blood flows in their veins, the less capable they are to transform, by the sheer will of their minds, into anything. they achieve this ability by physicly re-arranging every atom in their bodies. (some scientists agree this ability is actualy alchemicly based due to it's properies)

Shinigami: they (luckily) can only survive in hell. There is only one, but they are insanely powerful... and when it is killed, another instantaneously takes its place.... its hopeless to try and kill them all...

Talons: these eagle-like beasts are found up north around the ancient floating ruins. They are protective of each other and seem to have a "6th" sense about who is good and evil.

Wyrm: they are a type of dragon, but they cannot fly. They also share the abilities of Jyrofiends and are able to bend the light around their bodies to become invisible to the naked eye. What they lack in flight, they make up for in speed. (( they are capable of over 300 mph sprints)) their pelts are nearly impossible to get since: 1. there are few and 2. Barely anyone even stands a chance. They are capable of breathing ice...

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200
PostPosted: Sun Mar 18, 2012 12:53 pm


Job classes

King: Male Ruler of a region or kingdom
Queen: Female ruler of a region of kingdom
Prince: son of a king or queen
Princess: daughter of a king or queen

Minister: organizer of a certain area of control. They manage everyday things in their range of control, and consult with the king and queen about more complicated matters. ((ex: minister of defense ))

Guard: protector of the Royalty or town.

Knight: protector of the kingdom.

Elite Knight: Advanced, high ranked soldiers.
Dark Knight Elite knights who's hearts have turn dark and spitefull. They often
wield packs with Warlocks to gain dark powers.
White Knight Elite soldiers who have attained the highest ranks of knighthood and can wield some magic, usually taught by wizards and white mages.

Arc Knight Though there hasn't been one for over 400 years (other than Adi), an Arc Knight is capable of combining both white and dark magics into his blade, creating spells just as effective as Magiblade. They are considered hero's worthy of legends.

General: master commander of the army.
Lieutenant: commands part of a squadron, serves under the general.

Assassin: stealth killers. Usually work at night.

Thief: usually born into a poor family and forced to steal to survive. After stealing for most of there lives and being caught plenty, they refine their techniques making them able to snatch from unsuspecting people without any notice. Some of the best of them may even also steal for others.

Mercenary: people hired to do all sorts of jobs ranging from just about every job aspect. Most are slightly experienced in many, many areas.
Dark Mercenary: the highest achievable class of Mercenaries. They are usually lone workers and extremely dangerous if aggravated. Capable of taking on almost any job.

Ranger: essentially, they are good renegades. They like to live alone and travel, doing good deeds when possible.
Rogue Like a ranger, but have been exiled from one or more places because of evil deeds they've commited. They tend to eventually become wandering theives.

White Mage: a user of holy magic...

Black Mage: magic caster capable of destructive spells.

Archer: one who is highly skilled in using a bow or other projectile weapons.

Berserker: lonely people with distraught pasts. They are usually strong and normal on the outside, but when angered, their strength may increase up to 50 times normal and they do not stop attacking until every living thing dies.

Beast Master: Some are born with the special ability to communicate with some or all monsters. They then tame them and use them in combat.

Merchant: travels and builds on their limit-less supply of goods which vary from common everyday items to hard to come by rares. They sell stuff like armors, weapons, accessories, and even food, it just depends on the merchant him/herself.

Shop/Inn/Bar keeper: they own or tend to a Shop/Inn/Bar

Necromancers: they are people with the ability to control the dead. They are very effective in battles involving a huge number of soldiers. Although powerful in magic, they are very weak physically, so in order to kill all the zombies, you would have to kill the Necromancers first.

Witch: capable of levia magic and matter altering Ether spells.
Warlock: These vile users of demonic magics can use demons and dark spells to their whim. Often, they use live sacrifices and slaughter for power.
Wizard: These more noble users of Ether normally serve and study for the good of the kingdom. They know a wealth of magic and help when they can.

Monk: These normally very calm and patient people adore nature and tranquility to its fullest. But when opposed or forced to combat, their mastery in martial arts allow their bare hands to be as deadly as any conventional weapon.

Dragoon: After developing an exceptional ability to comminicate with dragons, they fight along side them against anyone who poses a threat to dragons. Developing ki energy, they enable themselves to jump incredible hieghts, then attack with spears.
PostPosted: Sun Mar 18, 2012 12:59 pm


Types of Spirits/Ghosts

Ghast: human-like spirits, they don't know their dead and they wander around the world. Only certain people can spot them out by being able to sense the field of ectoplasm surrounding the spirit.

Ghoul: these spirits look like floating demon heads, but they tend to emerge from battlefields when the soul of a dead warrior is so full of hatred that it keeps wandering the world to avenge itself..

Liche: the fallen sages that have been resurrected to evil's will. The undead necromancers now have less control over the forces of nature, but compensating with a much more powerful physical force. With such a powerful magic attack, the attacker would be wise to protect from magic.

Poltergeist: these are the souls of dead children that have not crossed over. Most are nice and play lots of little pranks to scare people, but some are evil and do anything to hurt others whom they think are responsible for their deaths.

Reaper: known as the bringer of death. These are spirits that carry long wicked scythes and are dressed in long black cloaks. They take the souls of the dead and bring them to the realm of the dead, past the dreaded river of styx...

Spectre: primaraly ghosts, but they do have a phrysical form. They tend to roam in large areas and don't like company. They weild enourmous scythes capable of taking down 10 horses per swing, but they are relitively weak to magic.

Sprite: these playful little ghosts are really the souls of dead fairies. They can be found playing in fairy forests and they are able to take a physical form if needed.

Zombies: this is when a spirit either re-claims a dead body, or takes over another in the form of possession. They do not feel any pain and usually kill anything in sight. Only necromancers can control them.

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200
PostPosted: Sun Mar 18, 2012 1:01 pm


Dragon Scales: Their Uses
(( blacksmithing guide
))

Black Scales: extremely durable, they are stronger than adamantine and is used in armors and can also be used in weapons to increse durability. These are near impossible to aquire since Black Dragons are the strongest of all.

Blue Scales: they are a little light, and a litte tough, good for spears.

Brown Scales: ultra tough, but somewhat heavy, perfect for beating weapons like axes and maces.

Gold Scales: VERY lightweight and tough, it is well accepted for spirit arrows.

Red Scales: the scale is highly flexible and good for making whip-like weapon.

Silver Scales: used on swords edges, they are extremely sharp and a little durable.

Violet Scales: they are both a little light and sharp, perfect for smaller blades such as daggers.

Other Blacksmithing Materials

Adamant: a rare ore that can either be excavated in small caverns in mines only Accessible by Dwarf technology. Mega tough and makes some of the best armor. Though its density may be a downfall if you require it for speed or lightness.

Adamantium: refined Adamant used to make even stronger armor traditionally only worn only by Kings and Queens. Much lighter then raw Adamant and still as strong. Again, Only Dwarves have the technology to do so. (note that it is one of thier most prized trades, Only the hishest researchers of Getsumei and few master blacksmiths know how its done)

Iron: hard, but heavy, it's usually used for construction of castles and such.

Moonrock: chunks of either the Moon, or Lunar that were blasted off by meteor impact. Works very well to craft armor that reduces magic damage.

Mythril: When you fuse Moonrock with adamant, you get Mythril metal. Though physically it is weaker then Adamant, it serves the strenth of steel and the resistant effects of Moonrocks.

Steel: refined iron ore, stronger and much lighter, often used in weapons construction, and armor crafting.

Lithium: Lithium can be added to Aluminium to create a very light alloy. Since Lithium is the third element of the periodic table, its atoms are very small and light. By adding 1% Lithium to an aluminium alloy, the overall weight of the alloy will decrease by 3%! In addition, Lithium can also improve the stiffness of the aluminium alloy.

Magnesium: Magnesium is a common additive for steel. The reason for this is because the iron ore used to manufacture steel contains sulphur. When sulphur reacts with iron, it forms the compound "FeS". This gives steel a very low ductility and makes it very brittle. By adding Magnesium, the Magnesium will react with the sulphur instead and prevent "FeS" from forming.

Nickel: This is added normally to steel to adjust the alloy and make it more formable and corrosion resistant.

Chromium: Chromium is added to steels to increase its hardenability. It does this by controlling the phase changes that occurs when molten steel is cooled down to room temperature. Also, it is used for mirror-like decoration.

Titanium: Titanium is a common element that exists in nature as titanium dioxide. This mineral ore exists abundantly in the river estuaries. An advantage of titanium is its good strength to weigth ratio. Pure titanium is only 60% the weight of iron and has very good corrosion resistance. Unfortunatly, it must be in a vaccuumed space in order to be heated and shaped.

Steel: Steel is a metal alloy whose major component is iron, with carbon being the primary alloying material. Carbon acts as a hardening agent. Liquid iron dissolves carbon quite readily, so that smelting results in an alloy containing too much carbon to be called steel.
PostPosted: Sun Mar 18, 2012 1:04 pm


Forms of Magic and Advanced Abilities

Ether: this is used by many types of mages, sages, etc. They reside of the use of spells and enchanted items. Its source is unknown, but Theoretically diverted from a parallel dimension. The most common use of Ether is to control natural mana without the natural ability to use mana. (ex: guide lightning bolts, or make something float, even change something's shape) Some of the earliest known Ether users were Shamans, Wizards, Witches and Warlocks.

Spellblade: Using a weapon as a medium, Spellbade attacks can enhance or empower a weapon with special effects. (Ex: poison, featherweight, icebrand) Unfortunately, unlike Magiblade,where the power is in the weapon; this art completely depends on the user and will drain fast if the battle persists. It also cannot produce an attack outside the weapon's range or physical structure.

Summoning: The ancient art of summoning at a more scientific look is basically the art of using Ether transfered through dimensions to open portals by "ripping" the theoretical transfer tunnel. The beings brought over are rendered obedient ONLY to the summoner, or someone with immense Ether control. (who can overpower the summoner's control.) This is most likely due to the passing of the rip causing a mental link to the summoner. Though Ether is used to summon, The creature is almost always a mana caster. (Usually an Elemental)

Ki/Chi: this is easier to attain compared to others. It is the energy diverted from one's own power. It has many different names, like chi energy for example. It flows throughout our bodies and can be gained through rigorous training. It is good for firing powerful yet rapid distance attack; Improving physical attributes of one's own body such as strength/speed; and it may enable levitation without the use of levia-magic, materials, or wings. The drawback is that one must have a physical body to use Ki. The effects of using Ki/Chi will leave you physically drained, and vulnerable. (Elementals, they cannot use Ki either)

Jutsu: One of the main goals for a ninja is to master "Jutsu's". Techniques passed on by dojo's, family lines, villages, and reagons. The most common term for learning it is to manage "Chakra". Broken down, Chakra appears to be a combination of the basics of Ki/Chi and Ether. Fighting Techniques depend on Ki/Chi for extreme speeds and power. Special techniques depend on Ether for tricks such as fire breath, sinking underground, and other various signature moves. Spell Jutsu's also realy on Ether and usually a scroll for use of summoning and such. But Both must be trained at the same time to function Chakra properly. Not much else is known at the moment, other then the fact that Jutsu users may be flexible in this feild, but suffer in terms of power against those who specialize in a single mainstream of magics.

Mana: this energy resides in all living things and spiritual essence. Without it, nothing would live. Many beings can use it, like elementals and dragons for example. Each living thing has 1 or more elemental mana relation. The only draw-back is that the ability to use Mana is hereditary only, You must be born with the ability, or it cannot be learned. The one exception is Mana conversion using Ether spells or runic devices.

Magi blade: this extremely rare Mana based technique can only be used by spirit weapons. Its power is normally elemental and divided into 3 levels of energy, but It takes a large amount of training be skilled enough to Increase the effect and power of the weapon. The use of Magi blade is a combination of one's concentration, practice, and the spirit's energy within the blade. Without the spirit weapon as a medium, the non-elemental Mana energy is not converted, which results in either a failed attack, or the attack does not have either advantages or disadvantages of a specific element.

Alchemy: This science-based art can manipulate matter into transmuting it to other objects, shapes, or forms. though not everyone can use it, even less can attain a high rank of having a signature sub-name. This skill is based on the ability to understand, decompose, and reconstruct physical matter. Though there are many variations to what can be done with Alchemy, very important laws exist as well, such as forbidding transmutations on living beings. The use of Alchemy is done through an Alchemy circle, or for those who used the forbidden transmutation, just simply clap their hands together and use their own body as the medium. Theoretically, the Alchemy "energy" that is required to perform the acts is drawn in from spiritual essences around the user the same way Mana and Ether does; Which this link had lead to the discovery of Alchemana.


Alchemana: Discovered by Adilaris himself, Alchemana is reserved for only those capable of Mana and advanced Alchemy. The technique requires almost total concentration, but allows the use to instantly create an alchemic circle using raw elements around them, gathered and formed through mana control that forms into an "Alchemana disk" in the user's hand. The significant difference from normal Alchemy, is that Alchemana will de-construct, then reconstruct the properties of a Mana attack/ability rather then a physical object. This technique is a high risk move during battle due to the amount of focus it requires, and is a heavy drain to those depending on their own source of Mana. Because of its Mana base, It is theoretically possible to combine with a Magiblade attack.

Spellsongs: Though some require the use of Ether or Mana, most Spellsongs are a unique type of magic all their own. A Spellsinger's fundamental power is derived from releasing and magnifying magical energies buried within musical resonance. Perhaps one of the most subtle magics, and certainly one of the easiest to disguise, Spellsongs can touch almost any other magic type, and can be tailored to anything from illusion to conjuration. However, they tend to not work well with dark magics or necromancy for reasons even the masters of the craft can only theorize about.

Psychomanipulation: In short, this can be condensed to "illusion-ism" This particular type of ability is to create a mental link to another being and actually influence how the subject's brain is processing the information the senses give to it. Such effects can be hallucination, feeling things that aren't touching them, or even convince the brain that the subject is dying. The level of how this is used is completely determined of how strong the mentality of the user is. Almost in all studied conditions, people who are capable of psychomanipulation are those who are using parts of the upper brain that a normal being of their kind doesn't, and even has slight differences in the cerebral cortex's dynamics. Some of this ability can be combined with Ether for additional effects.

Telepathy (Telekineses): Another brain-oriented ability. Unlike physchomanipulation that controls the mental state of a being, Telepathy expresses control on physical matter. Theoretically, this happens when a part of the upper level of the brain can produce a 'brain-wave' of such complexity that space/time is effected as well. This however, is controlled at a subconscious level the user couldn't control directly, but is able to use by 'thinking' of moving the object in question... like an automated bodily control much like what keeps things breathing without thinking about it, but we can also control the rate we breath when we do. Telepathy as also proven to be mixable with Mana, which allows for very creative ways of using it. The drawback, as with psychomanupulation, is that too much use of this can lead to either disorientation, loss of consciousness, or even brain damage.

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200

edy-brucimus
Captain

4,950 Points
  • Member 100
  • Voter 100
  • Citizen 200
PostPosted: Sun Mar 18, 2012 1:05 pm


Spirit Weapons

These weapons are created by exceptionally extemely talented blacksmiths, and are capable of a life on their own.

First Spirit Weapon
Exeter Dragon Blade - Dragonblade [?]
(The blade was created by the Lunarians, and hailed as the most prized Atlantian treasure. it vanaished during the destruction of Atlantis.)

Known weapons created by Edy Brucimus:

3 Ultimate Weapons*:
Zekrian - Elemental Katana [Adilaris]
Sycain - Holy Sword [?]
Testament - Hell Scythe [?]

Others created by Edy Brucimus:
Arashi - Wind Katana [Akira]
Callisto - Energy Bow [~]
Bassflare - dark Katana [~]
Trebleshock - Light Katana [~]
Slayer - Demon Slayer Sword [Zedaine]
Abris - Polymorphic Metal (shapeshifter) [Adilaris]
Astra - Ice Rapier [Lelane]
Bastail - Earth Battle Axe [~]
Cystra - Electric Whip [Mara]
Setsuna - Attribute Gun [Adilaris]
Darkslayer - Force Sword [~]
Renegade - Arcblade [?]
Tiger Paws - Ninja Claws [~]
Skyhammer - Crusher Hammer [~]
Juujikan - Plasma Lancer [~]
Striker - Fist Blades [~]
Radicator - Plasmic Chaingun [~]
Celestra - Dark Magic Staff [~]
Lydia - Sniper Rifle [~]
Annialator - Demon's Axeblade [~]
Exodus - Holy Sword [?]
Nova - Cybertech scythe [~]
Hakken - Giant's blade [~]
X-Buster - Energy Riffle [~]
Carnage - Plasmic Cannon [~]
Kurai - Demonic Claw [Adilaris]

* = the 3 ultamate weapons are listed due to that they are the only 3 that adi has made on which can hurt him if he allowed so for whatever reason, no other of his weapons can. also only 3 capable of L6 attacks.

~ = no current owner

? = status unknown or hidden
Reply
Guild Extras

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum