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Lei of Nihility

Shadowy Phantom

7,375 Points
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PostPosted: Sat Jul 02, 2011 1:55 pm


1. introduction and Glossary of Terms

RaStaCS is short for the Race Statistics Classes and Skills system, it is a way in which to try and quantify vast sums of worded information into numbers that make it easier for players to create dynamic and yet balanced characters with which to enter the Illitus.

Please note, this system is not designed to detract from the back story that a player has written for their character, it is not there to make all players play a simpled cookie cutter character but what it will do is make it easier for both players and use behind the scenes to work together to produce something we can all understand.

It is also not to try and make all role-plays be about number games with who has the higher statistic but when push comes to shove it should enable realistic outcomes to be reached without huge disputes.

(I am trying to make this thread as understandable as possible so let me know the things I need to explain in more detail or differently)
 
PostPosted: Sat Jul 02, 2011 1:56 pm


2. Character Creator Overview

The character creator serves the purpose of taking the hard work of crunching numbers and collecting information. It will be made so that players can create a great character in a few simple mouse clicks and be ready to join in on the fun in no time.

The creator will be split into 'pages' where each page is a progression of character creation. This is so that a person is not overwhelmed with information and choices and can make them in good time. The pages go as follows:

1) Race Selection (required)

Page 1 presents with a drop-down box that gives the option to choose one of 45 playable races (though this will be shortened to 6-8 in the beginning). The option picked will then present the player with a Stat Line for that race. It will also present them with a brief story and description of the race along with an example picture.

Along with the Stat Line, a race may or may not have additional Racial Traits or Racial Abilities. A trait can be either positive or negative and usually effects one of the senses or about the way the race moves. These will be detailed under all of the information. If a chosen race has no traits, nothing will be displayed.

At this point, the player can keep clicking the drop down box until they find a picture / stat line / race story / description that they like the most taking into considderation that they cannot pick one from each race but that by picking a race they choose everything that comes with it.

2) Stat Distribution (required)

Each race has their own base Stat Line but on this page, a person gets to add a few bonus points to the stat that they want to boost (for example, those wanting to fight might add a little extra to Strength or Constitution). They will do this using little '+' or '-' buttons which sit next to the base Stat Line.

3) Class Selection (not required)

Classes are similar to jobs, if a person decides to take a class it means that they have chosen to specialise in a particular field of expertise. This has benifits and draw backs. On the plus side, a certain class might give you a free skill and all skills chosen that fall into that classes 'expertise' category will cost less so you could have higher leveled skills or more of them! The draw back of course is that some classes will not have acess to certain skills and some skills are considdered to be against the study of that class so could cost a lot more than had you not chosen to specialise. A player can keep choosing classes untill they find one they like.

4) Skill Selection (required)

Here a player gets to spend their SP (skill points). A player will start with a set amount (for example 10,000) and each skill will have and SP cost (Healing Hands being 1200SP to buy). A player can use up to their Sp limit but cannot go over (Skills will also have levels that will adjust the cost but these will be explained in a seperate section below). Players will be able to add and subtract skills untill they find the perfect set up for them.

5) Personal Description (required)

This is where a player gets to bring their character from a set of numbers to life, there is a large box for back story, drop down boxes for things like 'build', 'height', 'Hair colour', 'Eye colour' etc. This is where a player puts the finishing touches to a character before finally closing the book and sealing that character into the Archive.

Below are some screen shots of the mock-ups I am working on

User Image - Blocked by "Display Image" Settings. Click to show.Page 1: Race Selection
Displayed:
Example Image
Stat-line
Racial Traits
Background information


User Image - Blocked by "Display Image" Settings. Click to show.Page 2: Stat Point Distribution
Displayed:
Base Stats
Modifier Buttons
Final Stat Line
Explanations
 

Lei of Nihility

Shadowy Phantom

7,375 Points
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  • Battle: Rogue 100
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Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100
PostPosted: Sat Jul 02, 2011 1:56 pm


3. Explaining Character Stats and what they do
When you start with a character, even before you've chosen a specific race, class or skills and spells, you begin with a default frame. Now, we assume before you make choices that every person is identical. The sole purpose of this neutral starting point is to help us differentiate all choice in the future. This basic template (also known as the 'Frame Stat Line') is split into six categories which are explained below.

Frame: Str: 5 | Dex: 5 | Con: 5 | Int: 5 | Wis: 5 | Cha: 5


As mentioned, when you start to make choices, different modifications are made to this line of numbers to better represent the race, class or skills that you have chosen. A good example is the following modification, I chose Wild Elves and am presented with this 'Modifying Line'

Race Mod: Str: 0 | Dex: +1 | Con: -1 | Int: 0 | Wis: +1 | Cha: 0


Here we can see that Str is not modified, the wild elves are no stronger than the default template. The Dex is increased by 1, this is representative of their slightly increased speed and accuracy. The rest of the modifications become clear when you read the descriptions below. Next we need to apply the modification to the 'Frame Stat Line' to get our 'Race Stats'.
Frame: Str: 5 | Dex: 5 | Con: 5 | Int: 5 | Wis: 5 | Cha: 5
Race Mod: Str: 0 | Dex: +1 | Con: -1 | Int: 0 | Wis: +1 | Cha: 0
----------------------------------------------------------------------
Race stats: Str: 0 | Dex: 6 | Con: 4 | Int: 5 | Wis: 6 | Cha: 5


Now that we've seen what a Character frame starts off with, how races get a modification to this frame and thus end with differing stats, without further adue below is the explanation for what Str, Dex, Con, Int, Wis and Cha actually mean and how additions or subtractions will effect your character.

Strength

Strength (STR) Strength measures muscles and physical power.

This ability is especially important for fighters, barbarians, paladins, soldiers and knights because it helps them prevail in combat. Strength determines the power behind a punch or kick, how heavy a weapon that a character can wield effectively. It also limits the amount of equipment a character can carry.

Dexterity

Dexterity (DEX) measures hand-eye coordination, agility, reflexes, and balance.

This ability is the most important one for rogues as it deals with speed, reflexes and agility but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (like magi), and for anyone who wants to be a skilled archer.

Constitution

Constitution (CON) Constitution represents health and stamina.

Constitution represents the health and stamina of your character. High constitution increases the endurance capability of the character (affecting how much damage they can take) and this makes it important for everyone, but especially so for fighters. Spell casters also need strong constitution to keep their spells from being interrupted during combat.

Intelligence

Intelligence (INT) Intelligence determines how well your character learns and reasons.

Intelligence determines how well your character learns and reasons. Intelligence is important for Magi because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills, however increasing your Intelligence will not grant bonus skill points retroactively.

Wisdom

Wisdom (WIS) Wisdom describes a willpower, common sense, perception and intuition.

Wisdom describes a character's willpower, common sense, perception, and intuition, whereas Intelligence represents the ability to analyze information. An "absent-minded professor" has low Wisdom and high Intelligence. A simpleton with low Intelligence might nevertheless be very perceptive (have high Wisdom). Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations.If a character is to have acute senses, a high score in Wisdom is needed.

Charisma

Charisma (CHA) measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting.

Charisma is most important for Magi since it determines what spells they can cast, as well as the effectiveness of those spells. All characters benefit from having a high charisma when speaking with others in the world since it assists in the player's Diplomacy, ability to Bluff, and Intimidate others. Keep in mind that Magi use Intelligence for their spell casting, not Charisma.
 
PostPosted: Sat Jul 02, 2011 1:57 pm


4. Racial Stat-Lines

Below is a chart of all 45 races and their full Stat-Lines. These are experimental and are completely subject to change before release.

The purpose of posting here is so we can compare the differences of races and see how they may might need to be adjusted further before moving forwards to finalise them.


.----------------------------------
/ Base stat line is all = 5 |
-----------------------------------------------------
Race Mods Below | 5 | 5 | 5 | 5 | 5 | 5 |
------------------------------------------------------
Humans | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Warriror Clans | +1 | 0 | 0 | 0 | 0 | -1 |
Artisans | 0 | +1 | -2 | 0 | +1 | 0 |
Spell Weavers | -2 | 0 | 0 | +1 | +2 | -1 |
The COurts | -1 | 0 | 0 | 0 | +1 | 0 |
Guilds | 0 | 0 | 0 | 0 | 0 | 0 |
------------------------------------------------------
Elves | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
High | | | | | | |
Lunaic | | | | | | |
Wild | | | | | | |
Dark | | | | | | |
Sun | | | | | | |
------------------------------------------------------
Orkin | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Trolls | | | | | | |
Orks | | | | | | |
Gnomes | | | | | | |
Gremlins | | | | | | |
Goblins | | | | | | |
------------------------------------------------------
Dwaves | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Knorll | | | | | | |
El'Kanthi | | | | | | |
Orlat | | | | | | |
Elth-Karat | | | | | | |
Tallisin | | | | | | |
------------------------------------------------------
Etherals | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Angels | | | | | | |
Daemons | | | | | | |
Elementals | | | | | | |
Spirits | | | | | | |
Demi-Gods | | | | | | |
------------------------------------------------------
Fae | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Faries | | | | | | |
Sprites | | | | | | |
Redcaps | | | | | | |
Leshes | | | | | | |
Belshades | | | | | | |
------------------------------------------------------
Reanimated | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Vampires | | | | | | |
Liches | | | | | | |
Idolons | | | | | | |
Chimeras | | | | | | |
Zombies | | | | | | |
------------------------------------------------------
Anthros | Str | Dex | Con | Int | Wis | Cha |
------------------------------------------------------
Lycans | | | | | | |
Merfolk | | | | | | |
Kissalla | | | | | | |
Torkin | | | | | | |
Shapechangers | | | | | | |
------------------------------------------------------
 

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
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Lei of Nihility

Shadowy Phantom

7,375 Points
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  • Battle: Rogue 100
  • Peoplewatcher 100
PostPosted: Sat Jul 02, 2011 2:02 pm


5.Racial Traits and Abilities Introduction

All members of a given race will share certain physical or personality traits that group them together. These traits are considered to be normal for that race. An example of a racial trait would be all elves having heightened hearing as defined by their large pointed ears. Another example would be all trolls being clumsy with their movement.

Traits

A trait can be either positive or negative and has a 'Trait Level' attached to it. If a trait is neutral, it would be considered a 'Trait Level' of zero and thus would not be displayed. A race with an improved trait will have the trait displayed as an icon with the name and level next to it.

Note, a positive trait starts at '+1' and can go up to a maximum of '+5', a negative trait does the opposite and starts at '-1' and goes down to a maximum of '-5' the following example (using a blank icon) shows the trait for Sight and shows that it has a Trait Level of +2, the second trait is for Balance and has a Trait level of -4 (this race obviously is best left sitting at a good view point but tied down so it doesn't fall off its chair).

User Image - Blocked by "Display Image" Settings. Click to show.Sight
+2

User Image - Blocked by "Display Image" Settings. Click to show.Balance
-4

Abilities

Along with traits, all members of a given race might share one ore more instinctual abilities. Unlike traits which are passive, an ability is something that a race can actively do. An example of an ability is the humans natural ability to adapt to new circumstances or the ethereal ability to dissolve into the winds.

Like traits abilities have an 'Ability Level' and also like traits, the 'Ability Level' starts at zero. Unlike traits, zero means that a race does not possess the ability and thus it will not be displayed. The next level up would be +1 and increasing up to +10 for a maximum mastered ability so a simple example is Combust +6. With little or no effort, the being can cause their body to burst into flames (let us just hope they can take the heat).

User Image - Blocked by "Display Image" Settings. Click to show.Combust
+6
 
PostPosted: Sat Jul 02, 2011 2:04 pm


6. Racial Trait List

Type 1 - Senses
Senses determine how well your character is able to notice the subtle differences in the world around them. High points here mean a person that is able to see traps before they are triggered, smell poisons from a mile off or feel the slight chill in the air signaling that there is in fact a way out of the tomb! Low points means... well, shall we start digging your grave now?

CLICK to view list.

Type 2 - Balance and Co-ordination
Balance and Co-ordination refers to how well you carry yourself as you move around or try to carry out tasks. High points here mean a person that is able to move around without worry where as low points mean a clumsy person likely to be falling down or dropping things often.

CLICK to view list.

Type 3 - Resistances
Resistances refer to how effectively a race naturally counters the effects of something. These resistances could be in the form of having a natural immunity to poisons or drugs, it could be an aura that makes Mana-based attack less effective or even toughened skin making it more difficult to inflict physical damage. High numbers here make a character that is tough to crack where as low number would mean that blowing on them might snap their brittle frames.

CLICK to view list.
 

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100
PostPosted: Sat Jul 02, 2011 2:05 pm


6. Racial Abilities List

Type 1 - Movements
Abilities in movement refer to being able to perform above what would be considered normal for a human. The ability to jump high or run at faster than average are examples of this.

CLICK to view list.

Type 2 - Weapon Proficiencies
Abilities in weapon proficiencies refer to the skill of the user with the mentioned weapon. From spinning a saber effortlessly to crazily wielding an axe. Higher levels in these ability denote better skill at handling the weapon.

CLICK to view list.


Type 3 - Languages
Abilities in languages mean being able to speak more than races own language. Higher levels mean better understanding and better ability to communicate with races speaking the secondary language.

CLICK to view list.
 
PostPosted: Sat Jul 02, 2011 2:07 pm


8. Levels and their Effect.

Experience points (XP / EXP) are an abstract measurement of the experience, knowledge, and training that a character has gained while adventuring. They are usually gained from defeating monsters and completing quests, along with some competitions or events also granting experience for various other achievements exploring new areas or getting posts nominated. Experience points themselves do not directly affect your character but are instead the sole factor that determines when character 'levels up'.

Character Levels (lv / Lvl) are used to mark the points where a Character has progressed enough to create a significant difference. Upon gaining a new level sometimes characters gain bonus stat points to distribute as they wish on their character, they also get bonus skill points which they can spend on new skills or spells.

Level is used by a player to determine rank and often a higher leveled Character will be looked up to.

All Characters start at Lv 1 and after gaining enough experience will progress to the next level. It takes 1000exp to progress to Lv 2 and 2000exp to Lv 3. Below is a table displaying exp required to attain every level up to Lv 20.

> Every 5 levels gained, a Character gets bonus stat points and bonus skill points.


Lv | Exp Req | Bonus | Bonus |
| | Stats | SP |
-------------------------------
01 | 0 | | |
02 | 1000 | | |
03 | 3000 | | |
04 | 6000 | | |
05 | 10000 | 1 | 1000 |
06 | 15000 | | |
07 | 21000 | | |
08 | 28000 | | |
09 | 36000 | | |
10 | 45000 | 2 | 2500 |
11 | 55000 | | |
12 | 66000 | | |
13 | 78000 | | |
14 | 91000 | | |
15 | 105000 | 3 | 5000 |
16 | 120000 | | |
17 | 136000 | | |
18 | 153000 | | |
19 | 171000 | | |
20 | 190000 | 4 | 10000 |
| | | |


(This table will be replaced soon along with a better description of how to gain exp within the Illitus)  

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100
PostPosted: Sat Jul 02, 2011 2:10 pm


9. Classes

A class is a job or specialisation in which requires training and time to become better at. Classes tend to

specialise in one particular role and play to their strengths. For ease of categorisation, classes are grouped

into two main categories, this is to separate classes based on combat and those not.

Combat based Classes:
Combat Classes are trained to fight in one form or another be it with a blade, bow or by raining death down in the

form of Mana-fire. Combat classes are further sub-categorised into Melee (close-range), Ranged (Long

range), Arcane (Magic users) and Supportive.

Melee Classes:
These are the blade users, Axe wielder and saber slashing warriors. They are the shadowed dagger carriers. Any

man, woman or child that picks up an item ready to exchange blows face to face falls under this category.

Knights:
(also: Soliders, Guardsman)
(Cannot be trained by: )
[Rounded]


Barbarians:
(also: Beserkers )
(Cannot be trained by: )
[High Damage]

Martial-Artist:
(also: Militia, Fighters, Brawlers )
(Cannot be trained by: )
[Unarmed Damage]

Paladins:
(also: Holy-Knights )
(Cannot be trained by: )
[High Defense]

Swordsman:
(also: Blade-Dancers, Gladiators, Fencers, Blade-Masters )
(Cannot be trained by: )
[High Damage]

Rouges:
(also: Thieves, Cut-Throats, Bandits, Stalkers )
(Cannot be trained by: )
[High Evasion]

Assassins:
(also: Spies, Black wings, Shadow-dancers )
(Cannot be trained by: )
[Modified Damage]

Ranged Classes:

Archers:
(also: Bowman, Slingers, Cross-Bowman, Catapultists )
(Cannot be trained by: )
[High Damage]

Hunters:
(also: Trackers, Rangers, Adventurers, Scouts )
(Cannot be trained by: )
[Trap skills, Support]


Arcane Classes:

Elementalists:
(also: Spell-Weavers, casters, Magi, Sorcerers )
(Cannot be trained by: )
[Rounded]

Illusionists:
(also: Mentalists, Mesmers )
(Cannot be trained by: )

[Name]

Summoners:
(also: Fetchers, Callers, Spiritualists, Shaman )
(Cannot be trained by: )
[Name]

Necromancers:
(also: Ritualists, Sangromancers )
(Cannot be trained by: )
[Name]

Healers:
(also: Priests, Druids, Clerics )
(Cannot be trained by: )
[Name]

Warders:
(also: Protectors, Shielders )
(Cannot be trained by: )
[Shield Casting, Warding]

Non-Combat based Classes:
Builders, Social,

Crafting Classes:

Artificers:
(also: Armorers, Jewelers, Herbalists, Mechanists)
(Cannot be trained by: )
[Name]

Alchemists:
(also: Herbalists, Scientists )
(Cannot be trained by: )
[Name]

Labourers:
(also: Builders, Miners )
(Cannot be trained by: )
[Name]

Social Classes:

Merchants:
(also: Traders, Transporters)
(Cannot be trained by: )
[Name]

Diplomats:
(also: Librarians, scholars, Officials, Nobles )
(Cannot be trained by: )
[Name]

Bards:
(also: Jesters, Dancers, Singers, Entertainers)
(Cannot be trained by: )
[Name]  
PostPosted: Sat Jul 02, 2011 2:11 pm


10. Magic Categories.

The manipulation of Mana can be harnessed in many ways, with many intentions or outcomes. From simple uses like producing a camp fire without flint, to calling forth a storm, to taking a soul from a dying person and placing it elsewhere. The applications of Magic are vast so to try and make different uses clearer, they are categorised and explained here.

Abjuration
(Also: Dissaperation, Disruption, Cancellation )
This type of magic covers protection. Using Mana fields to form shields, wards or to effect a target. The manipulation of these fields can also be used to drain or remove properties of other mana-based abilities such as the removal of enchantments, the dissipation of a spell or removing eitheral shielding from a being.

CLICK for list of spells.

Disruption Spells:


Dissaperation Spells:


Conjuration
(Also: summoning, fetching, calling )
This type of magic deals with calling forth beings or objects to the caster. Usually these spells cause an item to break down, travel a certain distance and reform at the caster's will though a few spells could call them forth from other Spheres of existence.

CLICK for list of spells.

Summon Spells:

Transcensional Summon Spells:

Divination
(Also: scrying, future-sight, Sensing, Cartomancy )
This type of magic is all about information. Usually Divination takes the form of scrying for the future of one or more people but divination can be so much more. The core of this magic is 'sensing', every time a person touches something or stands somewhere, they leave a mana-trace of their emotion, thoughts and intentions, a skilled diviner can find these traces and perceive them.

CLICK for list of spells.

Scrying Spells:

Perception Spells:

Enchantment
(Also: Charming, Enhancing, Buffing )
This kind of magic stands on a blurred line with Abjuration as it also deals with Mana fields. Usually Enchantments and warding bestow a magical property over a person, object or target area protecting it from harm though some enchantments will bestow negative effects on the unlucky target.

CLICK for list of spells.

Enchantment Spells:

Ward Spells:

Evocation
(Also: Pyromancy, Geomancy, ventomancy, Hydrumancy)
This kind of magic manipulates mana in a way of forcing elemental creation. Creating fireballs, flooding planes with mana-created waters, causing the earth to shake or healing wounds are all common uses for Evocation. Taking the natural elemental taints to mana and using them to great destructive or healing effect.

CLICK for list of spells.

Earth Spells:

Air Spells:

Fire Spells:

Water Spells:

Arcane Spells:

Illusion
(Also: Manipulation, Mind-Control )
This kind of magic falls under two categories, the first of which blends with the Abjuration/Enchanting types as it two deals with mana fields. In Illusion magic, the fabric of reality is distorted either to conceal the caster or to create images or sounds that are not actually existent.

The second form of this magic deals with mental manipulation. By controlling the mind of the target, a caster can stop the target seeing them or cause the target to see and feel things that do not exist though this requires a continuous link between caster and target.

CLICK for list of spells.

Field Distiortion Spells:

Mind-Control Spells:

Vidation
(Also: Necromancy, Sangromancy, Lifemancey)
This type of magic deals with life and death. Many spells in this category require sacrifice or blood. They deal with raising the dead, embrewing inanimate objects with souls of the lost. Though this isn't always the case, this kind of magic can be about restoring vigor to souls nearly lost, returning life to those past and can also aid in recovery.

CLICK for list of spells.

Reanimation Spells:

Lifemancy:

Psyonics
(Also: Telekineses )
This type of magic deals with mana fields in a different way to the other types. Psyonics focuses on taking an object and removing certain physical laws from it (like gravity) and applying pressure to it. Those adept in Psyonics can lift, destroy, repair or throw objects over a large distance without ever physically touching them.

CLICK for list of spells.

Telekinetic Spells:

Transmutation
(Also: Alteration, Transmution )
This type of magic deals with changing the properties of an object, person or area. Usually this is in the form of changing it from one form into another entirely. Shape-shifters have an innate ability to transmute from one form to another where as a caster adept in transumation might be able to turn a rock into water, grow wings on the back of a tiger, change a person to have gills and enable them to survive underwater. Providing that the transmuter knows enough about both the current and desired targets, they can change them back and forth at will.

CLICK for list of spells.

Substance Change Spells:

Attribute Change Spells:

Transcension
(Also: Sphere-walking, planeswalking, Dimensional Control )
This type of magic is possibly the hardest of all to master. It is the art of moving from one Sphere to another. As very few people even know of worlds outside of their own, fewer have seen them and fewer still have the ability to open distortions in the fabric of reality allowing for bridges from one to the other to be created. Practitioners of transcension still run the risk of death every time they cross the void. Daemons are created with this ability as one of their core purposes.

CLICK for list of spells.

Transitional Spells:

Fragmentation Spells:

 

Lei of Nihility

Shadowy Phantom

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Lei of Nihility

Shadowy Phantom

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PostPosted: Sat Jul 02, 2011 3:35 pm


11. Classed Skills.

Knights:
User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Barbarians:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Martial-Artist:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Paladins:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Swordsman:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Rouges:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Assassins:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Archers:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Hunters:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Elementalists:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Illusionists:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Summoners:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Necromancers:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Healers:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

Warders:

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...

User Image - Blocked by "Display Image" Settings. Click to show.NAME
Effect...  
PostPosted: Sat Jul 02, 2011 4:09 pm


12. Non-Classed Skills.  

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100

Lei of Nihility

Shadowy Phantom

7,375 Points
  • Conventioneer 300
  • Battle: Rogue 100
  • Peoplewatcher 100
PostPosted: Sat Jul 02, 2011 4:10 pm


13. Example of Character Creation.  
Reply
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