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| Guide to Power | |
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Xiie Cafè Keeper
Posts : 290 Location : Ponyville, Equestria
| Subject: Guide to Power Fri Jul 01, 2011 3:38 pm | |
| Incannica Classes In Incannica, players begin as classes in the first tier of ability and starts as a class Nir of this world, such as knight or archer. As they partake of fun adventures, they gain levels from their graded RPs, which boost their powers, experiences and even bring them closer to level 25. At level 25, the characters are able to 'promote' from their 1st tier class into a 2nd tier class listed in their class description. From there on, the 2nd tiers, who represent the most experienced, skilled adventurers in Incannica. 2nd tiers have unique abilities that they have honed through their years of touring Incannica and are usually some of the most respectable of veterans. How to obtain weapons Here are various ways on how to obtain your favorite weapon: By Ranking UpIf your weapon rank, goes up. You are able to select your desired weapon from that category. By RoleplayingMake sure your roleplay is all about finding your desired weapon. Please state in the brackets the weapon you would like to get. There is a chance you can get the weapon depending on the rating of the officials. By Changing ClassEach time you change class, you are able to obtain a random weapon decided by the officials of your current weapon rank. What is which? What is Vir? Nir? Ouir?They are the ranks of your weapon. It determines how good you are using the weapon you're using. Vir, is the first rank of weapons. Nir, is the secondary and Ouir is the last. What is the currency here?We use Nookies in order to buy miscellaneous things like Character Slot Addition, Rank Upgrade and such. But they won't be that easy to get seeming that they are very expensive.
Last edited by iNoms on Sat Jul 02, 2011 7:53 am; edited 9 times in total | |
| | | Xiie Cafè Keeper
Posts : 290 Location : Ponyville, Equestria
| Subject: Re: Guide to Power Fri Jul 01, 2011 4:19 pm | |
| - Swordmanship:
1st Tier
Knight Sword-wielding warriors that train to have no weaknesses to be exploited in battle, though they have no particular strengths, either. Well-balanced in combat, they are worthy and common foes to be found throughout all of Incannica. Weapons of Choice: Swords/Spears Next Tiers: Cavalier (Swords/Axes) or Paladin (Swords/Bows)
Hunter Quick-footed and exceptionally fast with a sword, hunters are highly skilled with a sword and tend to fight with lightning-fast attacks. Their advanced speed comes at the cost of stability, leaving them prone to being hurt more from successful attacks than knights. Weapons of Choice: Swords Next Tiers: Samurai (Swords/Bows) or Iai Ninja (Swords/Dark Magic)
Guardian Typically decked in full plate or mail armor, the valiant's focus lies in both power and defensibility. With their mighty swords and powerful frames behind them, valiants often make for especially good guards, as they come in all shapes and sizes, but never lose their formidable strength. Weapons of Choice: Swords Next Tiers: Paladin (Swords/Spears)
Soldier Sword-wielding fighters who ride upon their horses in combat for a quick offense and a ready defense. They are well-rounded warriors, though they do their best fighting from atop their trusted steeds. Weapons of Choice: Swords Next Tiers: Cavalier (Swords/Axes) or Samurai (Swords/Bows)
2nd Tier
Cavalier Strong fighters who wield both swords and axes to battle. They retain well-rounded capabilities, being excellent fighters on the battlefield, with few weaknesses that they cannot protect against. Weapons of Choice: Swords/Axes Promoted From: Knight, Soldier
Paladin Paladins are mounted fighters that favor speed over power or defensiveness, striking quickly with their swords and spears from atop their horses. Weapons of Choice: Swords/Spears Promoted From: Knight, Guardian
Samurai Masters of death and proficient slayers with swords, Samurais stalk the night and deal death from the shadows. They wield bows as well, to kill from afar, making them the true experts of killing. Weapons of Choice: Swords/Bows Promoted From: Hunter, Soldier
Iai Ninja Sly and nimble-fingered expert ninjas that are masters at the arts of magery and swordsmanship. Though they don't tend to turn to their swords for much, they are skilled swordsmen well able to fight their way out of a tight situation. Weapons of Choice: Swords/Dark Magic Promoted From: Hunter
- Sword Ranks:
Swords
Class Vir
Slim Sword A simple, though somewhat outdated, sword of common make and availability. Due to its use of iron in an age of steel, it is regarded as the "beginner's blade."
Iron Blade A larger, thicker version of the slim sword, meant to deliver harder blows and cleave through tough spots with its heavy weight and momentum.
Cutlass A thinner, most keen design of iron sword that is intended more for skillful slices than it is hacking away at someone. Very light and easy to handle.
Short Sword A shorter blade and heavier make give this sword much more power than a normal sword. Though it's heavy, the reduced length makes it easy to handle
Knife Though small, the knife is easy to wield and even easier to hide. It's the perfect weapon for a cut-purse, or someone who wants to make a hidden kill.
Class Nir
Bronze Sword The most common blade in Incannica, the bronze sword is well-weighted and simple to handle. It is a good weapon for any number of uses.
Silver Sword A wide sword made with heavy layers of steel folded over one another. The silver sword is a good, powerful sword meant for power hits and strong blows.
Mailbreaker Even heavier and more powerful than a silver blade and intended to smash through armor with every blow. Mailbreakers are distinct for their blueish tint and thick blades.
Aqua Brand These swords have been tempered in water blessed by light magic, and retain enough of it's magic to make the sword a touch more effective against demonic foes than the average. The brands tend to glow a soft yellow hue in dark places, making it easier to see in dark cave and at night, which often allows enemies and demons to see the wielder's location ahead of time.
Scimitar A broad, long and curved blade often used by those with less skill and more need to get someone killed. It has a bit of a history for being found in the hands of pirates at sea. Many of demon pirates wield these when they go raiding.
Lion Saber A powerful, thick dueling blade often used by cavalry against infantry opposition. It has a long reach and impressive power, though it is less of a skilled sword than others.
Fencer A slender weapon with a single-edged, curved blade and a circular, framed hand guard. It has an expert make and is perfect for delivering one-hit kill shots, especially in the hands of an expert.
Trident Dagger A parrying dagger usually used as an off-hand weapon, the trident dagger has a normal dagger blade, as well as two slanted metal poles that jut out from the guard in either direction. Used to catch swords or other weapons, the trident dagger is a very effective defensive tool for the mostly offensive swordsman.
Class Ouir
Sky Fighter A quick, lightly-forged blade that is magically enchanted to be extremely effective against flying creatures or creatures with wings. It has a double-edged blade and strikes very fast
Double Edge A crimson blade with a wickedly curved edge magically enchanted to seek out blood. This makes it very easy to strike a vital spot, as the sword often seems to guide its wielder's attacks.
Wyvern Cutter A sword that was made in attempts to emulate Kilrogg. While it shares the legendary sword's shape and attempts to duplicate its effect on dragonkind, both are much lessened than the original, making this green-tinted blade an inferior, but still helpful, weapon against dragonkind.
Zweiloure A very long, well-forged sword that uses folded mithril to maintain its power and stability throughout its entire length. In exchange for a greater length to limit the advantage of lances, the sword is immensely heavy, becoming unable to out-speed axes. It is also known as a Lancereaver in some circles.
Zaibane An anti-cavalry sword with a long reach and wide blade, perfect for catching horsemen off their guards. It is somewhat cumbersome in other aspects of combat, however, limiting its use in general.
Vortex Edge A twisted, jagged sword that has demonic blood and ichor tempered into its blade. When the blade breaks skin, it releases a potent venom into the wounded that consumes them in a mad stupor within a day's tim.
Daemon Edge An impressive sword forged from the bones of demons and enchanted by magic to be especially effective against demonkind. Due to its make, however, it is a fragile sword when faced with Light magic.
Handbreaker A curious, sturdy knife with notches along its edge like a comb, intended for catching and breaking sword blades. Though lacking in stabbing power, it is both a useful defensive tool in its own right and a deadly off-hand weapon.
Last edited by iNoms on Sat Jul 02, 2011 2:50 pm; edited 3 times in total | |
| | | Xiie Cafè Keeper
Posts : 290 Location : Ponyville, Equestria
| Subject: Re: Guide to Power Fri Jul 01, 2011 4:55 pm | |
| - Spearmanship:
1st Tier
Lancer Skilled lance-fighters that focus especially on accurate, devastating blows to their enemies. They strive to remain mostly balanced in other regards aside from their skill, which leaves them without both weaknesses and major strengths. Weapons of Choice: Spears Next Tiers: Heralia (Spears/Axes) or Halberdier (Spears)
Jouster Men and women who fight from atop their horses with lances and charge with great force behind their blows. They are skilled with their weapons and are usually more defensive than their sword and axe-using fellows. Weapons of Choice: Spears Next Tiers: Champion (Spears/Axes/Gaea Magic) or Heralia (Spears/Axes)
Templar Powerful strongmen and women wearing highly defensible armor in order to protect their bodies. Their movement is notably limited by their armor, but they make up for it with a proficiency for heavy weaponry. With lances in hand, they are slow, yet strong and well-defended, making their every blow one to watch out for. Weapons of Choice: Spears Next Tiers: Heralia (Spears/Axes)
Couatl Rider Unlike the pegasus riders with whom they share the skies, couatl riders are meant to be more powerful in their attacks. The ferocity of their temperamental, brutish mounts lends to their own power, as do the weighty lances they wield. A major concern of couatl riders is their own weaknesses; Wind magic can tear them from the skies, as can arrows, but most types of magical energy react poorly with couatls. Weapons of Choice: Spears Next Tiers: Wyrm Rider (Spears/Axes) or Chimera Rider (Spears/Swords)
2nd Tier
Heralia Heavily armored men and women that wield some of the heaviest, most powerful weapons known to Incannica. Their use of heavy axes and thick lances makes them a terror to most on the battlefield. Weapons of Choice: Spears/Axes Promoted From: Lancer, Jouster
Halberdier True masters of the lance and spear. Halberdiers are highly skilled warriors on the battlefield, wielding their lengthy polearms with finesse and control. Or yet controlling their arms using their mighty weapon of range, bows. Weapons of Choice: Spears/Bows Promoted From: Lancer
Champion Honored warriors that brought glory to the battlefield with their expert skill in spears, axes and staves.. No matter what the situation, their prowess and experience protect them from harm. Weapons of Choice: Spears/Axes/Gaea Magic Promoted From: Jouster
Wyrm Rider Airborne masters of the spear and axe that have an eye for finding their target's weaknesses and diving in to take advantage of them. Very fast, these wyrm riders hone their bodies to survive intense speeds for the sake of getting that one telling blow. Weapons of Choice: Spears/Axes Promoted From: Couatl Rider
Chimera Rider By far some of the most powerful aerial units in Incannica, as they terrorize the skies with both spears and swords. There are few that can stand against the brutal might of the chimera riders when they are in the air. Weapons of Choice: Spears/Swords Promoted From: Couatl Rider
- Spear Ranks:
Spears
Class Vir
Iron Glaive A common spear using the mostly outdated iron for its metal head. Though it uses an inferior metal, it is still a decent spear.
Thin Spear Much thinner and lighter than a normal spear, to better facilitate those with weaker arm strength. It works much better in the hands of someone with the power to use it.
Steel Spontoon Much shorter and stouter than an iron spear, a spontoon is best used to keep a good level of control while fighting. It somewhat loses out on its advantage on most swords, but the added power makes up for it.
Short Pike A weaker, lighter spear usually wielded by infantry troops during training sessions or by hunters in the wilds. Its lightweight build allows for it to fly through the air when thrown, but it is a poor combat weapon up close.
Class Nir
Javelin A light spear intended for being thrown as a projectile. Both its ends are sharpened, so that each can serve as a viable weapon.
Greatlance Powerful and thickly built, the greatlance is a steel-forged spear intended to deal heavy blows and smash through defenses with ease. Especially dangerous in the hands of a mounted warrior. Very effective against armor.
Iron Ranseur A steel spear with a crescent moon blade pattern hugging the central spearpoint. This crescent is best used for catching and deflecting other weapons, though they get in the way of dealing with armor at times.
Steel Sarissa Fifteen feet long and nearly twenty pounds in weight, a sarissa is a pike with a leaf-shaped spear blade and a sharpened butt. It can be planted in the ground and tilted to devastate cavalry charges, or it can be wielded as a normal, though longer, lance.
Rhompaia A close combat polearm with a slightly curved blade. It is best used for strong, accurate slashes and stabbing motions, serving as a good weapon against infantry. It is also known to some as a naginta.
Bronze Voulge A powerful lance with a flat, heavy chopping blade attached to the head. With its broad blade and heavy weight, the voulge is intended for wide, sweeping attacks and cleaving through light armour and flesh. Some also have a hook located on the back of the blade, for more control as well as damaging attacks.
Class Ouir
Silver Brand A heavy and thick sarissa that is especially powerful against cavalry. It can be dug into the ground or used to knock a rider from their mount by hand.
Blood Lance A sturdy, light-weight lance fit with a crimson, slightly curved blade that has been enchanted to seek out blood. It practically guides itself towards vital spots on enemies.
Lifereaver A relatively short-handled axe with a sword blade on the end. Its shorter length and thicker shaft give it more maneuverability and durability. Also known as a glaive.
Valiant Spear A steel lance with its head forged using the blood of manakete. The arcane connection allows the lance to pierce the scales of dragonkind with ease, dealing more damage than any other lance would.
Killrog's Claw A lance with a jagged head that was tempered with demonic blood and ichor. If the lance breaks skin, it releases a toxin that can drive the injured insane in a matter of hours.
Solar Spear A spear that was dipped in Light magic before being forged anew. It is especially powerful against demonkind, tearing through their flesh and auras with ease.
Burning Spear A fine, crimson spear blessed with fire magic, making the lance itself red hot to the touch. It is capable of sending crackling whips of flames out from its head, due to the magic.
Lightning Rod A blue spear that has been blessed with Wind magic, causing it to naturally conduct and direct lightning. It fires bolts of lightning from its head and each strike is able to shock those it hurts.
Brionac A Dark-enchanted lance with a mithril head constantly coated in Dark magic. It leaves behind sticky tendrils of magic that Wrack the injured for pain and can corrupt metal with enough exposure.
Last edited by iNoms on Sat Jul 02, 2011 2:51 pm; edited 3 times in total | |
| | | Xiie Cafè Keeper
Posts : 290 Location : Ponyville, Equestria
| Subject: Re: Guide to Power Fri Jul 01, 2011 7:47 pm | |
| - Axemanship:
1st Tier
Bandit With heavy axes and powerful muscles in hand, bandits swing harder than almost anyone else. A single, well-placed blow from a bandit can mean instant death to those who are not prepared, though the same can be said in reverse. With an emphasis on power, bandits are slower and less defended than most people. Weapons of Choice: Axes Next Tiers: Berserker (Axes) or Gladiator (Axes/Swords)
Brawler Much like guardians before them, brawlers wear mighty, ponderous armor on their powerful frames, though they wield powerful axes as their weapons. However, they are both powerful and fast, which combined with their mighty armor makes them dangerous foes to face, though their accuracy and skill suffer somewhat. Weapons of Choice: Axes Next Tiers: Barbarian (Axes/Spears)
Mercenary Like the myrmidon of axe slingers, mercenaries break the stereotypical mold of axe wielders by focusing on their speed and power of their weapons. Despite the heavy weight of the axe, they attack fast and hard, forsaking thoughts of defense and accuracy for the chance to end things quickly. Weapons of Choice: Axes Next Tiers: Gladiator (Axes/Swords) or Vulcan (Axes/Bows)
2nd Tier
Berserker Immensely powerful and formidable fighters that wield their axes wildly and with abandon in order to make sure their enemy is dead. Their power and speed are unmatched. Weapons of Choice: Axes Promoted From: Bandit
Gladiator They are always extremely powerful warriors that sling their swords and axes around with amazing strength. They're rarely taken by surprise and are rumored to be bred for battle. Weapons of Choice: Axes/Swords Promoted From: Bandit, Mercenary
Barbarian Often armored. They are rough and wild fighters that focus more on speedy, accurate blows than just depending on power. They use both axes and lances, to help diversify their fighting style. Weapons of Choice: Axes/Spears Promoted From: Brawler
- Axe Ranks:
Axes
Class Vir
Simple Axe A simple haft of wood fit with an iron axe head. It can be wielded with either one or two hands and has a variety of uses.
Wooden Shepard A long staff of wood that has a small axe head attached to the tip. It is popular with farmers in Avarres and Zolfo, who use it for herding and clearing brush as well as defending their flock and crops.
Pickaxe Mostly used by miners in Zolfo, the pickaxe has a short handle with a thin spike on each side of the haft. It's intended for mining, but can serve as a decent weapon in the right hands.
Iron Hatchet A short-handled lumberjacking axe that the foresters of The Bahamut Empire tend to use. It's not meant for combat use, but isn't completely inept.
Ton Hammer A heavy mass of iron on the end of a short, but sturdy stick. Its uses range from forging weaponry to bashing in skulls, depending on the wielder's desire.
Class Vir
Great Battleaxe A large, double-sided steel axe-head is attached to a wooden haft. It is a brutal weapon meant to be held by both hands and can cleave through flesh and bone with a well-placed strike.
Wooden Maul A long-handled hammer with an immense, flat head attached to the end. It's especially useful for dealing crushing blows, but its heaviness and awkwardness make it difficult to control at times. Very effective against armor and those who wear it.
Steel Hurlbat A ranged axe consisting completely of metal that has been sharpened at every point to serve as a sure-fire damaging projectile. It requires care to wield properly, but can be devastating.
Steel Ono A large, extremely heavy hatchet with a short haft and a large one-sided axe head. Although it has poor reach, the sheer power behind each swing is enough to shatter bones and crumple armor.
Iron Scythe A scythe modified from the farming tool of the same name. It is very deadly because of its extremely sharp blade, which has a deadly curve. However, it takes some practice to use correctly.
Iron Mace A powerful pole with a heavy, spiked head attached to the end. Though the haft is shorter than a battleaxe's, it allows for greater power being given to each swing. A cruel weapon in the eyes of some.
Danisco An aerodynamic axe with two blades on the front and a spike on the back. Can be used in close range, but in more commonly used in projection as it returns to the user when thrown.
Chain and Sickle A modified farmer's tool with a weight added along a metal chain. Due to the increased length of the haft and shorter blade, it won't be mistaken for a farmer's tool among anyone who knows them well, but if one were to remove the attachable weight, it would be more likely to pass as a tool rather than a weapon than, say, a sword or spear. The weight can be used to immobilize enemies or snag their weapons, while the sharp blade of the sickle can pierce light armor.
Class Ouir
Daemon Sickle A mighty axe with a blade forged from demon bones and blood. Its heavy blade is especially powerful against the hides of demons because of it.
Bloodlust Axe A blood-red axe which has a blade enchanted to seek out blood. Its bloodlust allows for the axe to guide its wielder's blows straight to vitals on their enemies.
Orcish Axe A light, one-handed axe that was forged in demon blood and ichor, giving its blade a deadly venom. One cut and the victim is trapped in a delusional haze for hours until they die.
Bane of Demons A heavy maul blessed with Dark magic, to make it especially effective against Light. Its every swing can reduce lesser light and people to dust, while more powerful demons must face its soul-burning force.
Last edited by iNoms on Sat Jul 02, 2011 5:47 am; edited 1 time in total | |
| | | Xiie Cafè Keeper
Posts : 290 Location : Ponyville, Equestria
| Subject: Re: Guide to Power Fri Jul 01, 2011 8:18 pm | |
| - Marksmanship:
1st Tier
Archer Whether they are hunters, skirmishers, or rangers, all archers share their preference for the ranged power of the bow. Their greatest advantage is that they can strike their foes well before they can close in on them, though it is offset by a lack of close-combat ability. They are fairly balanced, and have a great range for growth. Weapons of Choice: Bows Next Tier: Sniper (Bows) or Sentinel (Swords/Bows)
Bow-Mage Though more closely associated with the mounted raiders of the Northern Territories, nomads can also refer to marksmen who fight on horseback and magery. They are much more focused on speed and skill than the archer, using their mounts to circle and pepper their enemy with spells before fleeing. Weapons of Choice: Bows/Wind Magic Next Tier: Valkyrie (Bows/Light & Wind Magic) or Armada (Bows/Axes)
2nd Tiers
Sniper Archers that have devoted themselves (perhaps all too well) into the art of marksmanship. With the ability to aim fast and amazingly far, there are only a scant few that an experienced sniper cannot hit. Weapons of Choice: Bows Promoted From: Archer
Sentinel With a greater focus on defense and power, Sentinels are armored marksmen supported with the sheer power of swords. They are not as fast as their fellow archers, but their prowess with the bow allows them to hold an area well on their own. Weapons of Choice: Bows/Swords Promoted From: Archer
Valkyrie Experienced horsemen that have forgone most protection to become lightning-fast raiders. They are even more capable of outmaneuvering their opponents than before, and the additions of staves makes them vicious on the charge. Weapons of Choice: Bows/Light & Wind Magic Promoted From: Bow-Mage
Armada Powerful archers who have added axes to their arsenal, bringing a crushing edge to battle. Their strength and power have grown even more potent. Weapons of Choice: Bows/Axes Promoted From: Bow-Mage
- Bow Ranks:
Bows
Class Vir
Short Bow A bow with a graceful curved shape, which allows a powerful draw in spite of its short length. The tool of most hunters and skirmishers, it doesn't give quite the same punch as other bows. Those with skill have been found to prefer it, though.
Composite Bow A common flatbow, measured and balanced to handle the weight of iron-tipped arrows. It is a well-used design that is the foundation of other bow makes, and thus the ideal weapon for the training archer.
Iron Bowgun The bowgun is a popular take of the mechanized crossbow, sized to fire iron-tipped bolts by a trigger mechanism. Quite powerful and easy to use, though a slow reloading mechanism means that every shot needs to count.
Iron Ballista Some archers have the knack of applying their experience into the realm of siege weaponry. Ballistae are essentially giant crossbow mounted in the field, designed to fire bolts large enough to crush stone on the way down. A hit with this weapon is a matter of trial and error, though it does deal quite the blow when it does.
Class Nir
Bronze Crossbow A modern weapon that has spread out in every corner of the continent, the bronze crossbow is a staple to most armies. Bigger, sturdier, and built for steel-tipped bolts, it's much more powerful than the typical bowgun. However, it requires a lot more strength to maintain and use properly, although its power makes up for it.
Crosspistol Crosspistols are even smaller versions of the bowgun, small enough that they can be easily wielded on each hand. They operate on steel-tipped "mini-bolts" that, although fairly sharp, lack great range or sheer power. Crosspistols also suffer from a slow loading mechanism like other crossbows, which keeps them a novelty more than anything else. A clever marksman is bound to get a few uses out of these things, though.
Wrist Bolter A wrist-mounted crosspistol, intricately crafted so the bow portion of the weapon can be retracted to a form that can be hidden with loose clothing. It's even less effective on a combat situation than the normal crosspistol, but mini-bolts here are as a standard tipped in poison for deadly effect.
Flare Crossbow A heavy crossbow, built to handle enchanted flare bolts that burn brightly in the sky in a dazzle of lights and red smoke. An effective signal flare, the light is also good for revealing objects in the darkness. The bolts of this weapon are not so dangerous in itself, unless one is lucky enough to blind or burn someone with the flare effects.
Longbow An exceptionally tall bow, often exceeding the height of the archer. A combination of a powerful draw as well as lighter arrows gives it far greater range than all other bows, though the extra distance doesn't really help its accuracy at all.
Recurve Bow A short bow with a more extreme curved shape, built on a composite of stronger materials to support the added strain. It has the same advantages and disadvantages of a short bow, but carries an added punch since it uses steel-tipped arrows with a powerful draw.
Steel Bow Another flatbow that is reinforced this time to handle the use of steel-tipped arrows. It is a lot more powerful than the Iron Bow, even if the extra weight takes some time to get used to.
Grey Bow Normally identified with its greyish color scheme, this bow is made to make good use of silver-pointed arrows. Their narrow, extremely sharp points can punch through armor better than other arrows, and are effective against such classes.
Class Ouir
Dark Sweeper A recurve bow used in the Northern Territories, particularly among the Centerland nomad tribes. It is slightly more powerful than the typical recurve bow, enchanted so that the arrows it fires can weaken demons severely enough to be captured. Other neighboring nations have made their own variations of this enchantment, and have turned the Demon Bow into an effective demon-slaying weapon.
Horse Trap A bow of refined make and materials, actually crafted using the sinews of wyvern muscle to augment its power. The arrows used with this bow are dipped and forged with the blood of wyverns, allowing them to pierce through the scales of dragonkin with relative ease compared to other bows.
Hunter's Bow Immense and extremely heavy, a great bow is a sturdy bow nearly as tall as a human being. Due to its sheer size, it takes great strength to use, but the power it delivers with each shot is enough to completely unhorse a fully armored man from his steed.
Blessed Pistol A pistol that uses bolts blessed with Light magic, in order to deal immense damage to demonkind. Even being nearly shot by one of these blessed bolts is enough to melt the flesh of a demon.
Crimson Bolt An otherwise normal-looking pair of crosspistols that summon energy from around and within the user to fire miniature bolts of crimson flame. The drain is minimal at best, meaning that a multitude of bolts can be fired before any magical strain is felt. The power of the crimson flame drastically improves the damage output of a pair of crosspistols.
Repeating Bowgun An advanced crossbow that has gradually become standard fare among elite troops in the western nations. The bolts of a repeater are kept in large five-round magazines, loaded into the weapon to be fired in succession. This allows more bolts to be fired into the air before it is reloaded. Such a crossbow is not easy to maintain of course, and the weapon itself plus its ammunition are scarce even in the nations that use them.
Python Crossbow Contained within the bolts of a venin crossbow are tiny capsules of venomous poison that burst when applied to enough heat, much like the internal heat from the human body. The venom contained within the bolts slowly drives the infected insane, unless they are healed in time.
Last edited by iNoms on Sat Jul 02, 2011 3:00 pm; edited 2 times in total | |
| | | Xiie Cafè Keeper
Posts : 290 Location : Ponyville, Equestria
| Subject: Re: Guide to Power Sat Jul 02, 2011 6:22 am | |
| - Magery:
There are four types of Magery. Light, Dark, Wind and Gaea. These classes don't have a 2nd tier yet they are deadly as those 2nd tiers in the battlefield.
1st Tier
Priest Wielding the natural magic of the human soul, empowered by conviction and stray energies in the world, Priests are the most common magical offense against the demons. Light magic has been found to be immensely effective against demonkind, as well as Dark magical residue. Due to relying on little magical energy from outside sources, priests are often the fastest with their spellslinging. Weapons of Choice: Books/Staves
Druid Druids are magicians that combine the dangerous Dark arts with the Wind magic of the world around them. The dangerous combination of the otherworldly Dark magic with the potent Wind is rewarded with more power than other casters, making their spells all the more dangerous. Many times, druids take up using magical staves as well, to complement the sheer power they possess. Weapons of Choice: Books/Staves
Wizard Sages are magi that use not only the various elements of Gaea, but also the magic born from their convictions, Light magic. The sages' faith and belief in themselves results in faster, more powerful magic compared to most magi, as well as an advanced level of control over their own magical capabilities. Most sages are also adept with using staves and their magics for a complementary effect on their magic. Weapons of Choice: Books/Staves
Witch Magicians that wield an ancient, terrible magic capable of bypassing the laws of logic and sanity. Their magic comes at a high cost, though, possessing an arcane connection to the very quintessence of demons that threatens to rob them of their souls. Weapons of Choice: Books/Staves
- Mage Ranks:
Staves and Books
Class Vir
Light Magic
Shine The caster's magic forms a ball of Light magic that immediately seeks out its target and explodes in their chest, tearing at their magic and flesh.
Flare A quick flash of Light magic pierces the target's eyes and blinds them with magic for a brief moment. The spell is very fast, but has a short duration.
Corona Magic forms a loose barrier around the caster that repels any demonic presence or energies near the caster. It is not exceedingly powerful, however, and a determined demonic attack could break through.
Gaea & Wind Magic
Lightning The mage's hand is coated with a thick layer of lightning, which charges, then fires itself at the mage's target with impressive speed.
Zephyr Strike The mage snaps their fingers, or claps their hands, and a miniature burst of wind, amplified by the mage's magic, is launched at a target, crashing into them and sending them back a few feet.
Earth Fist Simple and easy, the caster summons a spire from beneath the earth to rise up and smash into their target from below. Not only does it knock them off their feet, but the blow packs a nasty punch to boot.
Dark Magic
Menace Dark magic pools together in an orb held by the caster, which bursts in a small explosion of ink-like Dark magic covering those nearby the target. The damage dealt by Malice magic is akin to acid, tearing at the flesh of its victims for a short time unless it is healed away or purged
Phantom Rather than directly inflicting damage to someone, Wrack's magic is infused with a target's quintessence, periodically wracking them with a sharp flash of agony for a short time.
Witchery This variation of Menace is rather subtle in its casting, though devious in its effect. The caster must simply visualize one of their own bodily features (such as broken teeth or unsightly pimples) on the intended target, and perform a few hand gestures. The target will immediately gain the imagined features, and be subject to the effects therein. Though this spell is easily reversed at the caster's will or by the most inexperienced curate, it is the weapon of choice for old, twisted necromancers. The uglier the caster, the harsher the effects. For these reasons, it is often called Phoenix's Revenge.
Class Nir
Light Magic
Consecration The caster imbues an area or weapon with holy magic. Though the former effect will unsettle practitioners of Dark magic, it will not harm them nearly as much as it does actual demons.
Luce The caster specifies an area within sight and sends the spell into the ground, turning said area into a literal light-trap, causing all who exist within it to see nothing but white, splendid light. The trap itself exists until the caster suffers an injury, but any victim may escape its effects by exiting the trap's area
Smite A glove of Light power coats the caster's fists, turning them into magically empowered weapons in their own right. While really only good for self-defense with most casters, these are the reason that Light magi suffer no underestimation.
Gaea & Wind Magic
Thunderbolt A more powerful mass of lightning gathering in the mage's hand, then shoots up into the sky. Moments later, it comes crashing down from the heavens, smashing into the target's skull like a fierce hammer.
Static Field A loose aura of static lightning forms around the caster in a sphere, creating a defensive aura that shocks and attacks anyone that gets too close. The field also destabilizes metal weapons, causing them to become less accurate.
Wind Blade A blade made of concentrated Wind magic forms at the mage's fingertips, then shoots out for a target's throat. If it hits, it will draw blood, and sometimes it is possible to land a lethal blow.
Mud Whip The ground beneath the caster melts and rises into the mage's hands, forming a slick, muddy whip. It can be hardened and softened at any time and point, making for an effective trap and whip weapon both.
Entangle Magical roots spring up from beneath the ground and wrap around whoever the caster targets, trapping them in tightly-bound restraints. The roots are sturdy, but susceptible to fire and being hacked with a sharp blade.
Tornado A small, whirling tornado of sand, about two meters in diameter, encompasses an enemy. While it does little to no magical damage, it makes for a great getaway, and a fantastic way to pester enemies. Those caught within are often blinded by sand afterward.
Dark Magic
Hatred A more intense version of Menace, where instead of exploding and splashing anyone near the caster, the Dark magic oozes across the ground, creating a disgusting, unnatural swamp of corruptive magic. The effect is much the same, turning the flesh and armor of anyone caught in the engulfing swamp, but over a much greater area.
Dark Ray A nexus of Dark magic forms in the caster's hands, pulsing and growing with more power the longer the spell is charged. Once enough power has been collected, the nexus explodes, shooting a black beam of Dark magic in a straight line in front of the caster. The longer the charge, though, the most exhausting the drain on the caster. Be very careful when using this spell.
Shadow Trap Shadow Snare calls forth shadows from surrounding objects such as buildings, trees, etc. These shadows form long, rope-like tendrils that ensnare the target's arms and legs, preventing movement for a short period of time. The magic's endurance grows with more powerful spellcasters, though light magic tends to cause the snares to have a shortened durability.
Demon Surge Modeled after the devastating attack that destroyed nearly all of the lost nation of Deadlands, Demon Surge is an astounding amount of Dark magic and life energy compressed into a small, apple-sized ball. Although the ball of magic is relatively slow, it does not stop until it hits something solid, at which point it erupts in a massive, obliterating explosion of power.
Class Ouir
Light Magic
Divine A shield of Light magic forms in front of the caster and revolves around them in constant defense. When something tries to attack the caster, the shield gets in the way and blocks it, sending an equal amount of force back in the form of a Light magic blast.
Arbitration Once an Arbiration spell is inscribed into the ground, all enemies who step into its domain are judged as either human or demon, light-magic chains whipping out from the ground to bind all regardless of classification. All found to be demons are attacked even further though, the chains actually exploding in a blast of light and screaming sound at the caster's whim.
Lumina A large circle of Light magic is created and filled in with power, then aimed at a target area. The caster pumps the circle full of magic and fires off a huge laser of Light magic, cleansing the area of obstacles.
Inquistion Unseen and without warning, Inquisition strikes the very soul of the caster's target with Light magic. The magic burns at and erodes the soul with power, the damage varying depending on what manner of being is attacked. Humans suffer slight damage and trauma, while demons are almost completely burned from the inside out.
Condemnation The caster focuses their magic into an area and purifies it, making it completely impossible for all but the strongest demons to pass through without bursting into flames.
Aura A field of Light magic forms around the caster and explodes outward when hit. The explosion of power blows away any nearby attackers or allies and deals powerful damage to demons. The effect will only happen twice before the spell itself fades away.
Starscape A tiny spark of Light magic shoots through the air and pierces through the target's flesh, embedding itself in their body. From there, a supernova of Light magic explodes to life, swirling around the victim and barraging them from all sides with Light magic. When used against demonic forces this pain is increased tenfold and the sheer power of the Light magic pierces demonic flesh.
Gaea & Wind Magic
Shock Thunder A giant bolt of lightning comes crashing down on the caster's target, slamming into them and exploding into a wide area of shocking bolts. Though the area effect isn't as powerful as the first bolt, the spell is low-cost and can be done many times in a short amount of time.
Blast The caster pumps their magic into a space in front of their target, causing it to swirl with winds more and more chaotically, until they let it loose. The space literally explodes with enough force to send an armored man flying back several feet.
Polarity The caster's magic distorts their target's natural magnetism, reversing their polarity and drastically messing with their system. Though alone, all that occurs is a profound sense of unease and some nausea, this spell is intended for multi-step plans. Especially effective on most common metal weapons and armor.
Cyclone A small swirl of wind is pumped up with the caster's magic, creating a miniature tornado that rips through the battlefield, throwing aside anyone that gets caught in its path.
Rock Pillar A multitude of rocky pillars and giant roots burst up from the ground, slamming into anyone standing over them. Afterward, the ground melts away, covering those it hit with a large amount of dirt and soil.
Diamond Coat A diamond-hard magical coating covers the mage's target, either protecting them from harm, vastly increasing the weight and power of their weapons, or, in some rare cases, slowing them down long enough for the mage to get some distance.
Dark Magic
Eclipse A black, magical claw made of the caster's magic bursts from the caster's chest, flying towards a victim and tearing into them. The claw rips and rends the victim's soul, causing agonizing amounts of trauma until the caster's spell wears off, bringing the claw out with a disgusting squelch back into the caster's own chest.
Sever A series of erratic, violet bolts of magic shoot from the caster's fingertips, seeking out the closest target and wrapping around bodies like iron tentacles. Dark magic flows through the bolts, sending agonizing pain straight to the trapped target's mind.
Swarm A cloud of Dark magic forms above a victim's head, then descends, enveloping them and barraging their mind with repeated spikes of dark pain and suffering. The damage is entirely mental, however, and leaves no traces of what has happened. All that remains is the victim's anguished mental trauma.
Vortex A twisted hole is torn in reality, leading straight to the realm of the dead. Numerous tortured spirits of the dead tear themselves out from the portal and are launched at the caster's target. The spirits wrap around the target and bypass magical resistances and armor to agonize the target's flesh and soul, then fade away after dealing their damage.
Shadowshot Gigantic balls of Dark magic soar into the air, then explode into countless miniature orbs of magic that fly towards a number of targets down below. The orbs burst once they make physical contact, showering the battlefield in a dark rain of magic that burns to the touch.
Novo Although at first glance Novo appears to be a simple Dark spell, the intricate magics of Novo give the spell a superior advantage in a fight. After traveling through the ground and shadows and reaching the target, Novo explodes like normal, but doesn't stop there. The victim is coated in Dark magic, which pulsates and causes spasms of pain in their mind until the remains are cleared away.
Hollow Eater A huge, magical sphere of Dark magic swallows the caster's target, enveloping them in darkness and corruptive Dark magic. Whoever is caught within is wracked with intense pain as the Dark magic burns through them from all sides. Once the spell is dispelled, the victim's charred, twisted body is released from the painful magical storm.
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