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Amaraya Info
Character Info
Guild Info
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Basic Classes
[] The Basic Classes are for everyone of all preferences, races and alignments []

[] Mystical Classes []

Fighter Class
Class Level
JP Needed
Ability
01
N/A
Fighters Stance
02
300
10%HP Increase
03
600
Last Chance
04
1000
+5po
05
2000
15%HP Increase
06
3000
Protect
--Can not take if of Magik Preference--
#Fighters Stance: Charge allows your character to await his next turn and double his current dice to do a double damage attack on his enemy (May recharge and do the attack again )
!10%HP increase: You gain 10% more HP at the lv. You gain the ability
#Last Chance:  Once your HP reaches half HP you are allowed to do an attack of double dice. ONLY once per battle
!+5PO: you gain a one time basic dice lv.
!+15%HP increase: Your HP goes up 15% at the moment you gain this job level
!Protect: Your character takes the blow for someone else's



Swordsman Class
--Must use a sword for this class--
Class Level
JP Needed
Ability
01
N/A
x2 Cut
02
500
Sword Skill
03
1000
Dispatch
04
2000
x4 Cut
05
3000
Counter
06
4000
Sword Dance
MUST MASTER Fighter Class
#x2 Cut: This allows your character to use a double slash with his or her sword, This is only useable with ONE weapon and it must also only be a sword.
!Sword Skill:  Sword skill raises your blade PO 10% permanently while using a sword []example: if your character uses one weapon as a sword and one an ax your character will permanently have 10% increased while a sword is used []
#Dispatch:  Your character drops his/her enemy to 50% HP, roll a 1d20 and achieve a 15 or above to successfully gain this attack []this maybe used once a battle[]
#x4 Cut: This attack use's the number of enemies against your opponent, use the number of opponents left as the number of dice you will roll and roll your normal PO to attack []example: 9 enemies on the battle field you roll 9d#[]
*Counter: You dodge an attack and then strike back ( you must declare Counter after the opponents attack, then roll a 1d20 and achieve a 15 and up. Your normal PO is used) If you miss the role your character suffers double the damage that would have been dealt
#Sword Dance: Your character performs at their best using all their grace and skill to carve into the enemy. To successfully do this attack you must charge for one round then roll a 1d4 , after achieving the number you roll however many dice plus double PO []example: roll 1d4 and achieve a 4 roll a 4d double PO []



Sword Master Class
--Must use a Sword this class--
Class Level
JP Needed
Ablity
01
N/A
Razor Sharp
02
1000
Parting the Silk
03
2000
Rushing Boar
04
3000
Maddness Hero
05
4000
Stething the Sword
06
5000
Rising Moon
MUST MASTER Swordsman Class
#Razor Sharp: Giving your character the ablity to sharpen and hoen his skill as a swordsmen(women) they incress their attacking ablity. (10% additional to PO while sword eqquiped)
*Parting the Silk: The name of this skill cause's much deversity, the form is ment to be quick and smooth but the skill causes the enamy to loss balance and consitartion ( d20 on 10^ the enamy losses half PO)
#Rushing Boar: The skill laying her is purlly an offensive strike, causing the enamy to retreat quickly or be harmed severally. A crud formed attack but very ruthless and good for offense ( couting the number of enamys is the #of dice you roll, then adding your normal PO you attack quickly)
#Maddness Hero: The form is quick and very skillful, hints the naming of the form. roating and striking quickly is the form of this skill. This hone skill causes enamys to fall quickly at the mercy to the blade handler ( The ablity allows you to take moves from such other classes as Fighter, Ninja, Swordsmen, BladeMaster, and this one and turn them into two quick strikes of attack roll an 1d20 intal and gain a 10  or higher to succesfully link the attacks.)
#Stething the Sword: This form is not for the faint at heart. The user must sheth the blade inside their own body, this is used only for a last resort. ( When the characters HP falls beneath 50% of their full HP they may "sheth the sword" in their form. This though causes a ripping blast of energy from their Sacrafice. Multiply your level by 15 then add your PO and strike out)
Note: Maybe used once a battle
*Rising Moon: This is the last ablity of a blademasters skill and honor, Only after shething the sword is this ablity allowed to be used. (After the great sacrafice the character may roll a d20 achive a 10^ and your character is given life again with its last recorded HP)
Note: This may ONLY be used after using "Sheth the Sword"



Martial Artist Class
--MUST BE OF Human Race--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1500
Replenish
03
2500
Burning Slash
04
3500
Spinning Thrust
05
4500
Sweep
MUST MASTER Fighter Class
Replenish: Uses character's inner strength to restore HP.  Roll 1d350 for HP restored.  May be used only once every battle
#Burning Slash: Character attacks all opponents for 3d250.  May be used only once a battle.
*Spinning Thrust: Martial Artist does a double spin thrusting their weapon of choice into their targeted opponent.  Does 2 times Martial Artist's normal attack.  May be used only once.
!Sweep: Your character sweeps the opponent knocking their feet from under them cutting their PO in half, roll a 1d20 and achieve a 15 or above to do so.



Ninja Class
Class Level
JP Needed
Ability
01
500
Two Weapons
02
1500
Throw
03
2500
Stealth
04
3500
Final Counter
05
4500
+1 initial
!Two Weapons: Your Character is now allowed to have Two Weapons.. once class is mastered all your classes may use two weapons
*Throw: You multiply your character level to the power level of your throwing weapon then launch it at your enemy (exp. level 6 character throws a 10 power level weapon. 6x10=60 so the character rolls a 4d60)
~Stealth: roll a 1d20 and get a 15 or above to jump into the shadows and sneak around (less chance to be hit and sneak around guards in SL's and ASL's) then your opponents have to roll a 1d20 and get a 10 or above to hit you
*Final Counter: You get a basic HS(honor strike) for battles
+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)



Samurai Class
Class Level
JP Needed
Ability
01
N/A
N/A
02
1000
Masamune
03
2000
Marasame
04
3000
Koutetsu
05
4000
Kikuihimoji
MUST MASTER Ninja Class
#Masmune:  The character slash's through the air destroying the sonic barrier and hits the enemy hard, causing double damage (doubles PO) for one attack (only once per battle)
*Marasame:   The character creates a large barrier to protect him/herself only. Roll a 1d350. May only be used once in a battle
*Koutetsu: The energy of the blade restores the HP to all allies (double PO and roll for heal) may only be used once per battle.
#Kikuihimoji: This attack will allow your character to triple his dice for one attack once his/her HP has dropped below half. ( this may also only be used once per battle )



Archer Class
--Must use a bow/cross bow for all these attacks--
Class Level
JP Needed
Ability
01
N/A
N/A
02
500
Equip Bow
03
1500
Multi Aim
04
2500
Fire Arrow
05
3500
Rapid Fire
06
4000
Intercept
!Equip Bow:  Your character is now able to equip any bow type weapon in any class other then Archer
*Multi Aim:  Your character rolls the attack dice with the number of enemies present [] example: 9 enemies it becomes 9d# []
*Flame Shot:  Your able to light your arrow's on fire adding an extra 5po to your bow when attacking with it
*Rapid Fire:  You roll a 1d10 the number you roll is the number you shot then get to launch an arsenal of your regular PO arrows at your opponent ( must be one character)
!Intercept:  Your character attacks a Dragoon who is jumped. This is the only attack that is usable to attack a jumped Dragoon. Standard PO for this attack works on Jump and Super Jump



Sniper Class
--Must use a bow/cross bow for all these attacks--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1000
Strong Bow
03
2000
Accuracy
04
3000
Hidden Shot
05
4000
Auto Equip Bow
06
5000
Head Shot
MUST MASTER Archer Class
!Strong Bow: +5po while bow is equipped
*Accuracy:  Your character charges one round and unleashes a shot of Double PO at his or her enemy
~Hidden Shot: The archer rolls a 1d20 and achieves a 15 or up they hide in the shadows and can unleash volleys of arrows down on enemies (may ONLY use archer/sniper class abilities and attack only with bow)
~Auto Equip Bow: This ability allows you to instantly equip your bow so you wont have to wait two rounds to achieve your bow []example: -character will sheathe one weapon then grab his/her bow and be able to use upon equipping instead of waiting an extra turn- []
#Head Shot:  Roll a 1d4 the number you achieve the dice you roll. Also must roll in initial 1d20 I 10^
1= 1d200
2= 2d200
3= 3d200
4= 4d200
(may only use this once a battle)



Mystic Knight Class
--suggest taking a magik class--
--Cannot take if of Warrior Preference--
Class Level
JP Needed
Ability
01
N/A
Mystic Assault
02
2000
Magic Armor
03
3000
Godly Enhancement
#Mystic Assault:  Standard Mystic Knight ability. You roll the MA of the spell to enhance your weapon (if roll successful) you multiply the enhancement of the spell to your MA and then add it to your PO to get your attack for the next round, once attack is done your PO is returned to normal.
*Magic Armor: You Character has the ability to make a Magic Barrier to protect your characters roll a 1d250 the uncalculated number is the HP of the barrier.
!Godly Enhancement: Your Character chants to get the gods to give themselves an enhancement of 15% to HP, MA and PO for the remainder of that battle, roll a 1d20 and achieve 15 or higher



Divine Knight
Class Level
JP Needed
Ability
01
N/A
N/A
02
1500
Night Sword
03
3000
Blaster Stab
04
4000
Statis Sword
MUST MASTER Mystic Knight Class
#Night Sword:  Basic Attack for a Divine Knight, roll a 1d210 the damage you successfully achieve onto the enemy you  then receive back as a replenishing HP
#Blaster Stab:  This attack will cause your opponent(s)) to lose half HP. must roll a 1d20 and get a 10 or above to successfully use this attack, (this attack may only be used once per battle)
#Statis Sword:  Basic attack of a Divine Knight, though this move takes so much energy you may only use it once per battle. This attack cuts the MA of your opponent in half while you roll a 1d350 then you must roll a 1d20 and get a 15 or above to successfully cut the MA in half.



Dragoon Class
Class Level
JP Needed
Ability
01
N/A
Jump
02
2000
Lance
03
4000
Dragoon Reborn
04
6000
Dragoon Fury
*Jump:  The normal attack of a Dragoon/Lancer. Your character Jumps high into the air and is unable to be seen or found by the enemy for that entire turn, once your character falls back to the earth landing on the enemy you double(x2) your normal PO and roll it (Ninja x2 weapon is not allowed for this attack)
*Lance: Your character takes his weapon and charges for 3 rounds (exp. first round charge, second charge, third unleash) then triple your PO and attack, but since the move takes so long to attack and takes so much strength your character must restore his charge energy and wait three more rounds before he could use it again (Ninja x2 is un allowed for this attack) (must use a spear type weapon for this attack)
*Dragoon Reborn:  an attack were the Dragoon is able to use an attack that will restore his health and cause great damage to his opponent. Roll a 1d350 for the attack uncalculated is the attack and restored health, this move is only allowed once every battle
*Dragoon Fury: The Dragoon gets a mighty rage built in his body then unleashes a massive attack, the HP must be at half once doing so the Dragoon may double his dice for one solid attack



Lord of the Sky Class
Class Level
JP Needed
Ability
01
N/A
Sky Attack
02
2000
Super Jump
03
4000
Flying Spear
04
6000
Flash
MUST MASTER Dragoon Class I Fighter
*Sky Attack: This attack allows the user to attack with a standard attack while he/she has Jumped(Dragoon Attack) into the air and then come down his/her next turn with the standard Jump attack.
#Super Jump: This attack makes the user charge two round (jumped) then come down with triple PO then have to charge one more round []example: Your character will charge one round on the ground, then jump into the sky like a normal jump attack, upon coming down you have triple PO, but after attacking you must wait one more round before you may move again[] =-Sky Attack is not useable during this jump-=.
!Flying Spear: User attacks all members of the enemy with his/her standard attack (normal PO) (Ninja 2x Weapon is an allowed ability)
*Flash: Character darts across into his enemy and cuts the enemies PO and MA in half. Roll a 1d20 and achieve a 15 and above to achieve this attack



Paladin Class
--MUST BE Pure alignment--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1500
Lights Blessing
03
2500
Cleft of Bliss
04
3000
Sacrificial Stab
*Light Blessing:  A heal only known to the Paladin class, It is low based but will allowed through out battle roll a 1d100
#Cleft of Bliss: This attack instantly halves the HP of all Dark aligned classes. Roll a 1d20 and get a 10 or above to achieve this attack to the dark characters
#Sacrificial Stab:  Paladin's last chance to hit and kill his target,  this is a basic honor strike which triples your PO for this ONE attack this also may only be used after an initial roll of a 1d20 I 15^



Seraphic Knight Class
--MUST BE Pure Alignment--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1000
Seraphic Bolt
03
2000
Angelic Blessing
04
3000
Holy Sacrifice
MUST MASER Paladin I Mystic Knight Classes
*Seraphic Bolt: Multiply your MA by 15, and the resulting number is rolled as your attack dice (4d#) for one attack. A bolt of energy is blasted into the enemy
!Angelic Blessing: Increases your status (HP, PO, MA) by 15%, lasting for the battle (not a permanent ability). Roll 1d20, executed at 15 or higher
#Holy Sacrifice: The gods heal you and all allies, by roll of 1d350 (uncalculated). 1d20, executed at 15 or higher



Dark Knight Class
--Must be Chaotic Alignment--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1500
Dark Blare
03
2500
Cleft of Hatred
04
3000
Hated Slash
05
4000
Dark Increase
!Dark Blare: A Dark Shield which will be able to establish good defense. Roll a 1d250 for barrier HP
#Cleft of Hatred:   This attack will instantly cut the HP of any Light aligned character in half roll a 1d20 and get a 10 or above to achieve this
#Hatred Slash: A charging attack that will double your PO for the next attack.
!Dark Increase:  A one time ability of allowing a 10%incress in HP and PO of the Dark Aligned character that choose this class.




Shape Shifter Class
Class Level
JP Needed
Ablity
01
N/A
N/A
02
1000
Metomorphosis
03
2000
Skin Changer
04
3000
Caller Shift
--Must Master Caller and another Offensive class--
*Metomorphosis: This ablity allows your character the skill of morphing into an animal to help with ablitys to help during an SL, roll a 1d20 and achive a 10 or higher to gain this ablity [- example: Distance must be ran and you are forced to roll a 1d100 for running distance this class will double to a 1d200 -]
*Skin Changer: This ablity allows you to morph into a creture of battle, roll a 1d20 and achive a 15 or higher to do so. Upon gaining the ablity your character gets 25% added to PO and HP
*Caller Shift: This ablity allows your character to morph to a Summon Creature, roll the MA for the monster and then roll a 1d20 and achive a 10 or higher after MA to gain the monsters status. Once the stats are there the monster takes your place after its death your character returns fully healed and unharmed.                                   [- Maybe used tiwice -]