Post by Liliana Vess on Nov 26, 2007 16:26:34 GMT -5
Vanaji:[/u]
Adepts - Adepts look like humans, but are not quite. They are very magic based and have telecommunication between each other. Adepts are very weak fighting wise, but their ability to control and maniuplate magic makes up for it.
Abilities
Lightning Bolt – Caster fires a lightning bolt at target player or unit *twice per battle* *rp considerate*
Assistance – All spells do double damage *once per battle/Duel* *rp considerate*
Shock of Death – A combination of water and electricity attacks Target Unit or Player, *once per battle, battle only* *rp considerate*
Strength: 40
Magic: 80
Speed: 50
Marksmanship: 70
Mental Stability: 80
Exp: 0
Pirate Drake Riders - Pirate Drake Riders are often born to be warriors, spending their lives on either crime or theft around the Venajian Plane. They are hardened battle warriors, and their large Drakes give them all the panoply of what a war desires, they have speed, vengeance, hatred and most of all, a drake that offers them magical support.
Abilities
Theft – Target level 1 unit becomes under your control for 1 round (Three times per battle, battle only)
Battle-hardened warrior – All stats that the caster controls are increased by 10, lasts for two rounds. (Twice per battle, once per duel)
Agility – If you were to be the target of an ability or spell, you may instead use agility to avoid it. (Can only be played when your Drake is with you) (Four times per battle, twice per duel)
Stats
Strength: 82
Magic: 47
Speed: 81
Marksmanship: 54
Mental Stability: 63
Exp: 0
Solisean Mages - Solisean creatures, or mages are forged from magical enterties. Created with the soul purpose to seek and destroy, unlike island-walkers they forever remain in a mixed world between living and fading, but unlike mages they lack any real magical strengths. Their then only really good for casting the few spells they do have, because their neither in a shadow world or a normal world to deal proper physical damage, everything they deal or recieve physically is half of what it should be.
Abilities
Spiritual Lightning - Caster fires a bolt of solidified energy at a target player or unit dealing moderate damage *rp considerate* (can only be used five times per battle/duel)
Fading - Soliseans have an ability to fade away, making them invisible for up to 20 seconds (Once every two rounds)
Spiritual Essences - if 2 Solisean creatures would be in a battle, you may use this ability to raise all your stats by 20 (lasts two rounds) (twice per battle, once per duel)
Strength: 53
Magic: 76
Speed: 70
Marksmanship: 51
Mental Stability: 73
Exp: 0
Avens – Avens are bird like creatures, cast from both the pits and the skies of the Venajian people. They have long been looked upon as guardians, waiting for enemies to ever reach their portals, readying their tools of war to act as the Venajian barricade. Because of this they are cautious creatures, excelling in a multitude of spells and abilities, their personal strength and warfare capability are also of good quality. So in total, they are prised members of the Venajian state.
Abilities
Precise Precision – The Casters ability to aim and cast spells are greatly improved, making even the hardest of targets to hit seem easy to the eyes of other. *Rp considerate* (Four times per battle, Twice per duel)
Aven Prediction – Caster is able to predict and foil any ambushes/or surprise attacks within the next 3 rounds. (Four times per battle, Twice per duel)
Aven Beam – Caster shoots a beam of solidified energy at target Player or unit. (Five times per battle, Three times per duel)
Stats
Strength: 67
Magic: 71
Speed: 74
Marksmanship: 43
Mental Stability: 67
Exp: 0
Homarid – Homarid’s are like mutated Lobsters, their bodies are miss-functional and sometimes rather decrepit, they differ between sizes, some having large razor like claws whilst others resemble spiked shells. They are not renowned for their high intellect, but neither are they by any means dumb. They live in harmony among each other, away from most of the other races, they have been known however to react badly to changes and when put together, have made unstoppable armies.
Abilities
Spiked Defence – The Caster shoots into a ball, where large spikes erupt from its body, acting like a barricade. It lasts 1 round. +50 Defence (Six times per battle, Three times per duel)
Tendrils Launch – The Caster spits large poisonous Tendrils that sap away at a target unit or player, dealing moderate damage. *Rp considerate* (Twice Per battle, Once per duel)
Triple Edge – All stats the Caster controls are increased by 30 and their large claw like pincers become poisonous. Lasts 2 rounds. (Twice per battle, Once per duel)
Stats
Strength: 84
Magic: 52
Speed: 60
Marksmanship: 89
Mental Stability: 63
Exp: 0
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Adepts - Adepts look like humans, but are not quite. They are very magic based and have telecommunication between each other. Adepts are very weak fighting wise, but their ability to control and maniuplate magic makes up for it.
Abilities
Lightning Bolt – Caster fires a lightning bolt at target player or unit *twice per battle* *rp considerate*
Assistance – All spells do double damage *once per battle/Duel* *rp considerate*
Shock of Death – A combination of water and electricity attacks Target Unit or Player, *once per battle, battle only* *rp considerate*
Strength: 40
Magic: 80
Speed: 50
Marksmanship: 70
Mental Stability: 80
Exp: 0
Pirate Drake Riders - Pirate Drake Riders are often born to be warriors, spending their lives on either crime or theft around the Venajian Plane. They are hardened battle warriors, and their large Drakes give them all the panoply of what a war desires, they have speed, vengeance, hatred and most of all, a drake that offers them magical support.
Abilities
Theft – Target level 1 unit becomes under your control for 1 round (Three times per battle, battle only)
Battle-hardened warrior – All stats that the caster controls are increased by 10, lasts for two rounds. (Twice per battle, once per duel)
Agility – If you were to be the target of an ability or spell, you may instead use agility to avoid it. (Can only be played when your Drake is with you) (Four times per battle, twice per duel)
Stats
Strength: 82
Magic: 47
Speed: 81
Marksmanship: 54
Mental Stability: 63
Exp: 0
Solisean Mages - Solisean creatures, or mages are forged from magical enterties. Created with the soul purpose to seek and destroy, unlike island-walkers they forever remain in a mixed world between living and fading, but unlike mages they lack any real magical strengths. Their then only really good for casting the few spells they do have, because their neither in a shadow world or a normal world to deal proper physical damage, everything they deal or recieve physically is half of what it should be.
Abilities
Spiritual Lightning - Caster fires a bolt of solidified energy at a target player or unit dealing moderate damage *rp considerate* (can only be used five times per battle/duel)
Fading - Soliseans have an ability to fade away, making them invisible for up to 20 seconds (Once every two rounds)
Spiritual Essences - if 2 Solisean creatures would be in a battle, you may use this ability to raise all your stats by 20 (lasts two rounds) (twice per battle, once per duel)
Strength: 53
Magic: 76
Speed: 70
Marksmanship: 51
Mental Stability: 73
Exp: 0
Avens – Avens are bird like creatures, cast from both the pits and the skies of the Venajian people. They have long been looked upon as guardians, waiting for enemies to ever reach their portals, readying their tools of war to act as the Venajian barricade. Because of this they are cautious creatures, excelling in a multitude of spells and abilities, their personal strength and warfare capability are also of good quality. So in total, they are prised members of the Venajian state.
Abilities
Precise Precision – The Casters ability to aim and cast spells are greatly improved, making even the hardest of targets to hit seem easy to the eyes of other. *Rp considerate* (Four times per battle, Twice per duel)
Aven Prediction – Caster is able to predict and foil any ambushes/or surprise attacks within the next 3 rounds. (Four times per battle, Twice per duel)
Aven Beam – Caster shoots a beam of solidified energy at target Player or unit. (Five times per battle, Three times per duel)
Stats
Strength: 67
Magic: 71
Speed: 74
Marksmanship: 43
Mental Stability: 67
Exp: 0
Homarid – Homarid’s are like mutated Lobsters, their bodies are miss-functional and sometimes rather decrepit, they differ between sizes, some having large razor like claws whilst others resemble spiked shells. They are not renowned for their high intellect, but neither are they by any means dumb. They live in harmony among each other, away from most of the other races, they have been known however to react badly to changes and when put together, have made unstoppable armies.
Abilities
Spiked Defence – The Caster shoots into a ball, where large spikes erupt from its body, acting like a barricade. It lasts 1 round. +50 Defence (Six times per battle, Three times per duel)
Tendrils Launch – The Caster spits large poisonous Tendrils that sap away at a target unit or player, dealing moderate damage. *Rp considerate* (Twice Per battle, Once per duel)
Triple Edge – All stats the Caster controls are increased by 30 and their large claw like pincers become poisonous. Lasts 2 rounds. (Twice per battle, Once per duel)
Stats
Strength: 84
Magic: 52
Speed: 60
Marksmanship: 89
Mental Stability: 63
Exp: 0
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