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Posted: Fri Nov 25, 2016 10:15 pm
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Posted: Fri Nov 25, 2016 10:16 pm

DESCRIPTION Strigoi are the second type of vampire in FAO. They were once moroi vampires, who forsake their race by drinking from other moroi. Strigois rejected the moroi title in favor of becoming their own race of vampires, which was named in scorn by the remaining moroi. Strigois lost their elemental abilities with the change, but gained a new one that boosted their strength, speed, and defense by a wide margin. What they lack in magical ability they make up for in physical.
STATS ⊲ Health: +20 ⊲ Defense: +10 ⊲ Strength: +20 ⊲ Stamina: +20 ⊲ Mana: +20 ⊲ Dexterity: +10 ⊲ Accuracy: +20 ⊲ Speed:+30
ABILITIES Regeneration
The ability to heal and regenerate Health and Stamina twice as fast as other players. This can be done naturally, without even consciously thinking on it. Players with Regeneration can aid others as well, but the other player must be in their party, and their speedy regeneration slows to that of a normal player when they cast it on others. They are also limited to only being allowed to aid one person at a time.
⊲ On their self, the user regenerates Health and Stamina after two posts of not being attacked by a foe.
↳ Since this is a passive enchantment, it costs no Mana to utilize. ⊲ The user can switch this enchantment to another in the party. This will allow to other player to regenerate Health and Stamina after two posts of not being attacked by a foe, but the user will receive the typical regeneration rate while the enchantment is swapped. This means the user will regenerate after four posts of not being attacked by foe instead of two.
↳ Switching the enchantment costs 10 Mana.
Vampiric Legacy
Vampires are known for having stronger, faster abilities then the other races. They are physically superior in that way. These abilities buff their physical attacks, and are able to be stacked if the requirements are paid.
⊲ Stage 1- Surrounded by a blue aura, the strigoi suddenly gains +40 on the speed stat, making them faster then before. This lasts for a total of three posts and can be stacked with the other stages.
↳ Costs 20 mana and 40 stamina.
⊲ Stage 2- Surrounded by a red aura, the strigoi suddenly gains +40 on the strength stat, making them stronger then before. This lasts for a total of three posts and can be stacked with the other stages.
↳ Costs an additional 40 stamina.
⊲ Stage 3- Surrounded by a magenta aura, the strigoi suddenly gains +40 on the defense stat, making them more durable then before. This lasts for a total of three posts and can be stacked with the other stages.
↳ Costs an additional 40 stamina.
ADVANTAGES ⊲ All strigoi are members of the Jules Guild, which is comprised of reapers, dragons, strigoi, and shades. ⊲ Characters start off with 4 Technique Slots. ⊲ Stamina recovery: Character recovers 20 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 10 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 10 Stamina Points.
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Posted: Fri Nov 25, 2016 10:19 pm
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DESCRIPTION Druvin are large, muscular warriors with a penchant for dark magics and curses. They are tall and possess white eyes, wearing rosary bracelets and possessing scars that look much like blood stains on their chest. They are known for being exceptionally hard to kill, fighting brutally with their fists, and casting curses that decrease the target's ability to function.
STATS ⊲ Health: +10 ⊲ Defense: +60 ⊲ Strength: +30 ⊲ Stamina: +20 ⊲ Mana: +20 ⊲ Dexterity: +0 ⊲ Accuracy: +0 ⊲ Speed:+10
ABILITIES
Purification
This ability involves dousing one's self in water crafted by energy, which will rinse over you and dramatically increase the defense stat of your entire body. Not only that, but while purified, your white eyes have the ability to sense fears and weaknesses in the opponent. This technique remains active for the battle, and is one of the key techniques of the Druvin. ⊲ The first level of purification increases your defense by +40. ↳ Costs 20 mana and 10 stamina to use. Soul Sacrificing: A form of Purification. Each battle, the Druvin binds their soul to the physical properties of their body, using it to strengthen themselves and increase the power of their curse magic ⊲ Soul Sacrificing increases Strength by +30. ↳ Costs 20 mana to use.
Curse Magic: I Curse magic lays down a feebling curse on a single target at a time. Not only does it sway the target to focus their assaults on the Druvin, but it decreases their ability to damage the Druvin. This lasts for four posts. ⊲ The first form of Curse Magic decreases the enemy's strength by 30 and focuses their enmity on the Druvin. ↳ Costs 30 mana to use. Curse Magic: II The second form of Curse Magic is laid upon physical contact and will leech away the opponent's health to restore the Druvin, depending on mana spent. ⊲ This lays a curse down upon physical contact (or through successfully hitting the target in any other way) that can be activated once at any point in the battle, draining mana but leeching the target's health. ⊲ Using this ability will drain 10 mana for every 15 health you steal.
ADVANTAGES ⊲ All Druvin are a member of the Jules guild, which consists of Druvin, Shades, Reapers, Dragons and Strigoi. ⊲ Characters start off with 4 Technique Slots. ⊲ Stamina recovery: Character recovers 20 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 20 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 10 Mana Points. ⊲ Techniques use an additional 5 Stamina Points.
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Posted: Fri Nov 25, 2016 10:20 pm

DESCRIPTION The moroi are one of two types of vampires in FAO. They developed after years of mingling with other races, the moroi descending from shamans. The two races of vampires have some similarities but still differ widely. Moroi have a set affinity to an element, which channels itself through and in the vampire. They can only have one, and all of their magic revolves around that one element.
STATS ⊲ Health: +20 ⊲ Defense: +10 ⊲ Strength: +20 ⊲ Stamina: +20 ⊲ Mana: +20 ⊲ Dexterity: +10 ⊲ Accuracy: +30 ⊲ Speed:+20
ABILITIES Regeneration
The ability to heal and regenerate mana and health twice as fast as other players. This can be done naturally, without even consciously thinking on it. Players with Regeneration can aid others as well, but the other player must be in their party, and their speedy regeneration slows to that of a normal player when they cast it on others. They are also limited to only being allowed to aid one person at a time.
⊲ On their self, the user regenerates mana and health after two posts of not being attacked by a foe.
↳ Since this is a passive enchantment, it costs no mana to utilize. ⊲ The user can switch this enchantment to another in the party. This will allow to other player to regenerate mana and health after two posts of not being attacked by a foe, but the user will receive the typical regeneration rate while the enchantment is swapped. This means the user will regenerate after four posts of not being attacked by foe instead of two.
↳ Switching the enchantment costs 10 mana.
Elemental Sorcery
The user has developed an affinity for a specific element. The element manifests within them and around them, and they may tap into/manipulate either source, though the magic is stronger when channeled from the natural world.
⊲ Fire elemental users generate heat like ovens and tend to be hazardous to have around. They can carry flames like lanterns but that is the only form of fire they can create. They need to give the flame something to consume if they wish to manipulate it, usually meaning that a fire user cannot fight without causing destruction.
⊲ Water elemental users are more prone to be healers, but can also manipulate preexisting bodies of water. They are powerful forces but also gentle ones depending on the power they put behind their attacks. They can water gardens or flood towns.
⊲ Wind elemental users are almost always birds. They can be free spirited or hollowed out, but they all have one thing in common: they never stay in one place for long. With the ability of flight, wind users are masters of the sky and swoop down on their prey treacherously. They can manipulate winds to cause other beings with a lower strength stat than them to float up, or utilize winds like a sharp cutting force.
⊲ Earth elemental users have a deeper connection to the earth than most shamans. They are grounded and firm, able to bend but not break. They can create golems out of trees and fortresses out of rock. Earth users can turn themselves to stone, increasing their defense and strength stats.
⊲ Spirit elemental users are the rarest of them all, because they have to sacrifice a lot for it. They can read the heart and mind of other players and hold life in their hands. This can work towards good, like healing deep emotional damage, or it can follows more twisted routes. Necromancy is one of the many darker abilities of a spirit shaman, and the most frowned upon ability by all elemental players.
ADVANTAGES ⊲ All moroi are members of the Paelion Guild, which is comprised of shamans, faeries, moroi, and sirens. ⊲ Characters start off with 4 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 20 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 10 Mana Points.
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