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Amaraya Info
Character Info
Guild Info
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Race Classes
[] The Race Classes are for Races in general []



Human Berserker Class
Class Level
JP Needed
Ability
01
N/A
Rage of War
02
1000
Spirit Crush
03
2000
Health Crush
04
3000
Final Charge
MUST BE OF Human Race
!Rage of War: Your Character goes in to berserker mode and starts to slash wildly. Roll a 1d20 and achieve a 10 or above to hit, once you achieve this ten you gain double PO for that attack. (Berserker Mode last for the remainder of battle, roll randomly for you opponent unless there's no more then one 1d however many opponents)
#Spirit Crush:  Character is able to basically destroy the opponents dice, halving there PO. roll a 1d20 and gain a 10 or above to do so.
#Health Crush: Character is able to basically destroy his opponents health by halving HP. roll a 1d20 and gain a 10 or above to do so.
#Final Charge: Your character charges for one round and his PO is then tripled, but since the strain is so much your characters losses his next round after this. (May use this attack three rounds after the recharge)



Elven Ranger Class
Class Level
JP Needed
Ability
01
N/A
+1 Initial
02
1000
Elemental
03
2000
Spirit Charge
04
3000
Enchantment
MUST BE OF Elven Race
+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)
!Elemental: Elven magik, causing the area to raise to his or her call casting a powerful spell, roll a 1d20 and achieve a 10 or higher and cast a 1d250 to attack all opponents maybe used ONCE per battle
Spirit Charge: The Elf must charge for one round after doing so he unleashes a great spiritual attack, which doubles the PO for one attack. ( May recharge and do so again )
!Enhancement:  The character calls upon the help of the Elven gods to bring a 15% enhancement to all allies. May only be done once per battle raises PO, HP,and MA



Chaos Knight Class
Class Level
JP Needed
Ability
01
N/A
Lust
02
1000
Blood Feast
03
2000
Shadow Bolt
04
3000
Illusion
MUST BE OF THE Creature of the Night Race
*Lust: The Chaos Knight slashes his enemy with normal PO as much of this classes stages he/she has completed (example: If chaos knight is mastered they attack four times on all opponents) this maybe used once and Ninja x2 weapons is not an able ability.
!Blood Feast:  Chaos Knight drains there victim of there energy. Roll a 4d200 for the damage and then accumulated energy that is returned to the Vampire. Roll a 1d20 and get a 15 or above to do this successfully
#Shadow Bolt:  roll a 1d135 for damage of the projectile. If the character is considered of the Holy alignment (good like neutral etc.) the damage is double the PO. the damage is the uncalculated (may only be done once a battle)
*Illusion: The Character shifts his body into a shade of many more of themselves. Roll a 1d20 and achieve a 10 or higher. Then the opponents must roll a 1d20 and achieve a 10 or above to attack the character, this last for five rounds.



Dwarven Defender Class
Class Level
JP Needed
Ability
01
N/A
+5po
02
1000
Ram
03
2000
Lay Low
04
3000
Forge
MUST BE OF Dwarven Race
+5po:  Adds standard dice level permanently to your character
*Ram:  The dwarf rams his opponent with his head for a massive amount of damage. Roll a 4d175 for this attack (this may only be done every three rounds otherwise your character will faint and lose the battle)
#Lay Low:  The Dwarf takes out his targets legs and causes him to attack last for the next four rounds of battle, also causing the target to loss half of his PO for those 5 rounds (magic or not)
!Forge:  Dwarven Defender may upgrade his weapon (found or starting). It cost's 1000gp to do so and once paid the dwarf must roll a 1d10, uncalculated is the sides that are added to their weapon (MUST have a GM present once doing so)



Draconian Dragoneer Class
Class Level
JP Needed
Ability
01
N/A
+5po
02
1000
Drago Flame
03
2000
Hard Scale
04
3000
Dragon Fear
MUST BE OF THE Draconian Race
+5po: Adds standard dice level permanently to your character
*Drago Flame:  This is a basic attack for the Draconian race, casts a flame magik on the enemy. Roll a 4d150 for this attack. Must be charged and unleashed. It maybe rolled time and time again.
#HardScale: This attack, raises the defense of the character making all physical damage done to him halved, Roll a 1d20 and gain a 10 or above to do this, this will last for the remainder of battle.
!Dragon Fear: This will cause paralysis for three rounds making the opponent frozen for four rounds. Roll a 1d20 and get a 15 or above to do so



Minotaur Rager Class
Class Level
JP Needed
Ability
01
N/A
+5po
02
1000
Grapple
03
2000
Toss
04
3000
Trample
MUST BE OF Minotaur Race
+5po: Adds standard dice level permanently to your character
!Grapple:  Your character grabs another stopping all  combat between the two for 3 rounds (this may only be used in MS and large party SL's) this allows your character and the other vulnerability to be attacked without counter
*Toss:  Your character grabs another and throws the enemy with a vicious attack. Multiply your characters level by 20 for the PO that will be used to hurt the enemy. To do this attack you must roll a 1d20 and achieve a 15 or higher to successfully throw your enemy.
!Trample:  Your character stomps over the enemy(s)) roll a 1d20 and achieve a 15 or higher to successfully prepare for this attack, then double your PO and run over all enemies on the field of battle.



Url Hunter Class
Class Level
JP Needed
Ability
01
N/A
+5po
02
1000
Tracker
03
2000
Performance
04
3000
Doppleganger
MUST BE OF URL Race
+5po: Adds standard dice level permanently to your character
#Tracker: This attack allows the Url to hunt down the run away enamys of the battles, roll a 1d20 and achive a 10 or higher and bring back all the enamys that fled the battle. If oppent was un-scaved they will now have 50% loss of HP if harmed they will retain their last HP score
!Proformance: This attack allows the Url to cause double damage to the enamys of normal races of creatures. Roll a 1d20 and achive a 15 or higher then roll a 1d
Creatures:
1 = Beast
2 = Flyer
3 = Undead
4 = Dragon
5 = Rabid
[- After the roll of normal PO attacks double the damage for the score of double damage to the cratures -]
*Doppleganger: The Url makes a doppleganger which attacks a random enamy with Pyhiscal attacks, this creature stays for five rounds then disappers it randomly strikes oppents and on its last attack it rolls double PO



Shadow Runner Planes Walker Class
Class Level
JP Needed
Ablity
01
N/A
10%HP
02
1000
10%PO
03
2000
Phase Blade
04
3000
Dimensional Combo
MUST BE Planes Walker Race
10%PO: This ablity raises the Planes walker HP during battle, roll a 1d20 and achive  a 10 or higher to succesfully gain 10%PO during battle. This will only stay during the Battle
10%HP: This ablity raises the Planes walker PO during battle, roll a 1d20 and achive  a 10 or higher to succesfully gain 10%HP during battle. This will only stay for the battle
Phase Blade: This move brings a plague from a special plane and it fuses with his/her weapon, The PW throws the blade into his/her opponent and the plague is released. Roll 4d100 as initial damage and then roll 1d20, 5^ the person is poisoned with a toxin that does 5 damage per round . On the next round roll 1d20 again 10^ the PW inflicts a greater poison it now doing 10 damage per round, and then once more roll 1d20, 15^ the PW inflicts the spell of slow on the being. [-Final attack is the same as the spell *slow-] -Attack may be used once per batttle-
Dimensional Combo: The Planes Walker opens up 4 different portals in which he can travel through and lead him back to the same room. With these portals he jumps through each and comes out of another attacking his opponent and returns into another and attacks out of another one of the portals. This may continue up to 4 total attacks of regular physical strength [NO enhancements may be used]. On use of this attack you immediately hit once, to hit a second time you must roll a 1d10, 5^ for the attack, for the third 6^ for the fourth 7^. After use the user must wait one turn to rest. If all of the combo is completed the attack may not be used again.
[Note: If you reach the third attack, you must attempt the final attack]



Magi Conjuror Class
Class Level
JP Needed
Ablity
01
N/A
Conjur
02
1000
Disrupt
03
2000
Re-Direct
04
3000
Trance
MUST BE Magi Race
*Conjur: This skill will allow the Magi to raise a barrier around him or herself to block all attacks causing them to do half damage, weither magik or physical, roll a 1d20 and achive a 15 or higher, this skill will last for five rounds and maybe done ONCE a battle
*Disrupt: Confusion type attack which distorts enemies thinking causing them to damage THEMSELVES x2 PO lasts Two turns achived with 1d20 10 or higher. This attack maybe used once per battle.
*Re-Direct: when targeted and hit with a magical spell, Re-Direct maybe used to direct the same magic attack on caster. May be used three times in a battle.
!Trance: when damaged down to half life, Magi transform into the winged version, Plus 10% increase in all status forms [ HP, PO, and MA ], becomes arial and immuned to Earth attacks