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Adventurer Classes
[] The Adventurer Classes are only for the Adventurer Preference []




Thief Class
Class Level
JP Needed
Ability
01
N/A
N/A
02
600
Pick Pocket
03
1200
Steal
04
2400
Mug
05
3800
Back Stab
06
5600
+1 Initial
MUST BE Adventurer Preference
#Pick pocket: The Thief is allowed to steal GP from any of the characters/monster. The character must roll a 1d20 and get a 10 or higher to steal an amount of money.(can only be done in SLs)
#Steal:  Your Thief Character is now allowed to steal armor and weapons from Monsters ( no character steals unless its an NPC/Boss in an SL). You must roll a 1d20 and get a 10 or above to successfully steal the item from the character
*Mug:  Your Thief Character is now able to hit an opponent with a normal attack as well as steal the GP, Armor, or Weapon. You must roll a 1d20 and get a 15 or above to successfully mug from the character (roll also a 1d3 and then gain which piece of armor, GP or weapon you steal 1=armor,2=weapon,3=GP) also this may only be used during an SL
*Back Stab: This attack will allow the theif character to first hide in the Shadows for three rounds and must be then found roll a 1d20 and achive a 15 or higher, then upon doing so the theif will be able to raise his or her PO to succesfully hit an oppent ONCE in the battle for so many HP roll a 1d5 for the percentage roll added to you PO [ 1= 10%, 2= 20%, 3= 30%, 4= 40%, 5= 50% ] This maybe used ONCE a battle.
+1 initial:  Adds 1 to your initial rolls for combat and rolls for finding hiddenpaths/characters/items (ex. normal initial for spars is 1d6 you would roll 1d7 instead. Also this may only be used in SLs and battle)



Assassin Class
Class Level
JP Needed
Ability
01
N/A
N/A
02
2000
Plasma Strike
03
4000
Strike Zero
04
8000
Death Blow
MUST BE Adventurer Preference
MUST MASTER Fighter I Thief
#Plasma Strike:  an attack which is determined by a 1d5 roll the roll you get is the attack you get
1=10%hit
2=20%hit
3=30%hit
4=40%hit
5=50%hit
(maybe used twice a battle)
(% is always of current HP of opponent)
#Strike Zero: Roll a 1d20 and achieve a 15^ and knock your enemy to 1 hp (maybe used once per battle)
#DeathBlow: Roll a 1d20 and achieve a 17^ and kill your enemy, this attack maybe used twice per battle.



Valiant Class
--Must be of Male Gender--
Class Level
JP Needed
Ability
01
N/A
N/A
02
2000
Fighting Aura
03
3000
Spirit Aura
04
4000
Valiant Honor
05
5000
Valiant Guard
MUST BE Adventurer Preference
!Fighting Aura: Adds 10% to your dice for the one level  you gain this ability
!Spirit Aura: 10% increase in HP for the one level you gain this Ability
#Valiant Honor:  This is an attack that will restore your HP once you use  it. To attempt this attack you roll a 1d250  the uncalculated roll is your attack and your restored HP
!Valiant Guard: This is a light barrier to protect ONE ally or yourself only. Roll a 1d150 and this may only be used once during battle



Valkyrie Class
--Must be of Female Gender--
Class Level
JP Needed
Ability
01
N/A
N/A
02
2000
Fighting Aura
03
3000
Spirit Aura
04
4000
Valkyrie Arts
05
5000
Valkyrie Restore
MUST BE Adventurer Preference
!Fighting Aura: Adds 10% to your dice for the one lv you gain this ability
!Spirit Aura:  10% increase in your HP for the one level you gain this ability
#Valkyrie Arts: This Attack causes abilities to fail on enemies. Causing poison and strong attack. Roll a 1d20 and achieve a 15 and above to gain the poison the roll a 1d150 to achieve poison effects and damage
*Valkyrie Restore:  A light heal which only the female Valkyrie can cast. Roll a 1d150 to cast this heal



Gleeman Class
--Must be of Male Gender--
Class Level
JP Needed
Ability
01
N/A
Song of Adventure
02
1000
Story of Gods
03
2000
Song of Bliss
04
3000
Juggling Trick
05
4000
Song of Hope
06
5000
Nameless Song
MUST BE Adventurer Preference
*Song of Adventure: Your character may sing/play a song to help out himself and his comrades, this song fully restores and add 200 hp to what you already have. This song may only be used once. Must achieve with a 1d20 and get a 10 or above
*Story of Gods:  You Character will tell a story of the Gods upon doing so roll a 1d20 and achieve a 10 or higher and the Gods will grant your character a barrier roll 1d300, this barrier is castable upon all allies and  maybe used ONCE a battle
*Song of Bliss:  This is a healing song, this song will make all allies regain some HP you roll a 1d350 for healing reference
*Juggling Trick:  The character begins to juggle colorful balls, but these balls hold a hidden secret, of hidden poisons, roll a 3d20 and achieve a 10 or above on all to achieve all the poisons []1=poison,2=blind,3=pralysis[] the poison is a set rate of 75 hp off a turn.
*Song of Hope: This song adds 15% to HP, PO and MA to all your characters allies and himself. Must roll a 1d20 and get a 15 or above to successfully play this song, and it may only be played/sung once during any type battle
*Nameless Song:  Unleashes a very powerful spell. This spell must be rolled with an initial because of its strength roll a 1d20 and get a 15 or above then roll the 1d350 for the spell's attack. This may only be used ONCE per battle.



Dancer Class
--Must be of Female Gender--
Class Level
JP Needed
Ability
01
N/A
Dance of Adventure
02
1000
Dance of Faith
03
2000
Dance of Bliss
04
3000
Dance of Sedation
05
4000
Dance of Hope
06
5000
Last Dance
MUST BE Adventurer Preference
*Dance of Adventure:  Your character may dance a dance to help out herself and her comrades, this dance fully restores and add 200 hp to what you already have. This song may only be used once. Must achieve with a 1d20 and get a 10 or above
*Dance of Faith:  Your character will dance a dance that will call upon the strength of the gods to add her. This spell will  cause a 1d250, but this dance may only be danced  once
*Dance of Bliss: This is a healing dance, this dance will make all allies regain some HP you roll a 1d350 for healing reference
*Dance of Sedation:  This Dance causes the enemy to fall for the character and become immobile/unable to attack, also upon its release three turns later the enemy will then attack its own allies. Roll a 1d20 and achieve a 10 or higher to successfully gain the enemy
*Dance of Hope:  This dance adds 15% to HP, PO and MA to all your characters allies and herself. Must roll a 1d20 and get a 15 or above to successfully play this song, and it may only be danced once during any type battle
#Last Dance: This dance cause many abnormality spells to take place on the opponent (may only be used in SLs) =-This dance causes, BIO, Blind (three rounds of Blind) and Stop(for three rounds characters stopped).=- Roll a 3d20 the ones you get 15 and above on are the ones you successfully casted-=