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SapphireRain
Captain

PostPosted: Wed May 11, 2005 2:29 pm


The Drachen Welt Handbook

"Your helpful and basic guide to everything Drachen Welt!"

This is the Drachen Welt Handbook (DWHB), your place to learn about the basic rules and layout of the guild as well as some things you just cannot live without.


Table of Contents
-Post one- (You are on it) Intro and Table of Contents.
-Post two- Guild Layout and Navigation
-Post three- Indepth Roleplaying Rules, Expectations and tips.
-Post four- The World of Drachen Welt
-Post five- Roleplaying Guide
-Post six- Hybrids 101
Please DO NOT post ANYTHING in the handbook without permission from SapphireRain. Any posts made will be instantly deleted, and if you continuously post here to be annoying, you will be banned from the guild.
Thank You


Proofread/Editted by ELF --- 8.11.2005
PostPosted: Thu May 12, 2005 7:39 pm


Guild Layout and Navigation

Basic Navigation
Drachen Welt is a guild set up around a Roleplayed world, the world of the Domestic Hybrids. However, this world is very organized and political (at least we like to think so) Hybrids typically like to keep themselves separated, as they tend to hold deep resentment towards hybrids from other groups. Right now, the Hybrids have divided themselves up into these major clans:
The Dark House
The Light House
The Earth House
and into these minor clans:
Elsin Clan
Capricorn Clan

Each group 'lives' or is located on a different thread. This can get confusing as each House is located in a region which is also in a separate thread. This will all be explained later on.

Houses and Clans
Hybrids are much like humans as they like to be social with others they know and like and tend to not want to be around those they don't like or they don't trust. Ever since the Hybrids were enough to be divided into groups, they were. Because of this, there are often deep resentments and alliances between certain groups of hybrids. The group system of hybrids is fairly simple:
Houses--These are typically large groups of hybrids that occupy a very large territory (however loosely or strongly that may be). A House usually has one 'leader', a close group of aids or advisors, and then the common hybrids. These groups work much like a government system today. Those close to the top tend to know a lot about what is going on, and those near the bottom of the power chain tend to be a little more clueless and spend more time within their own sub groups within the house.
Clans--Loose social groups that tend to be small and occupy a small territory or an area that is undesirable for the typical hybrid to live in. These hybrids tend to have special abilities or qualities that tie the group together. They usually do not accept new 'members' like a house does, and don't usually participate in conflicts or take sides. Members of clans are usually permanent as they are typically made up of 'rejects' from the other houses. Although they may have loose alliances with some of the houses, they usually stay by themselves.
You can find out the specific details about a house or clan by visiting their threads.
The Forums
The forums are divided up like this:
User Image--These are Area threads, or Region Threads. They are the basic 'worlds' of Drachen Welt. These areas are usually owned by certain groups, but if you're careful, you could cross their land without being noticed. You would post here if:
*You are using a new character for the first time (all hybrids start out in certain areas. This will be discussed later on)
*Are not a member of the area's house or clan, but live there anyway
*Are on a mission to the house or clan that resides there
*In a battle against the house or clan that resides there. These threads include access to any city or specific 'area' in this region. (so if you wanted to eat a cow in Benten, you would RP it here, not in a house thread)

Think of this area as the 'commons' of the house or clan.
User Image--These are House or Clan Threads. This is actually inside the walls of certain groups. NO COMMON HYBRIDS ARE ALLOWED IN HERE. You only post here if you are a member of the house! You do NOT post here if you are:
*In a battle with the house or clan
*Visiting a Town within the house or clan's territory

some exceptions to posting IN the house thread may be:
*spying on the house or clan
*sneaking into the house or clan

These will take the judgement of the roleplayer, the activity level of the house and area and what they are trying to do.
Generally, here is the rule to go by:
If you are participating in an EXCLUSIVE house activity (evil plotting, internal battle, etc etc) it goes in the house thread. If you are just wandering about, it goes in the open thread. Use your best judgement Think of it as "open and closed doors" If you're doing something that isn't for Bell the Cow to know about, it goes in the house thread. If you're hunting Bell the Cow, it goes in the world/region/area thread.

Starting Locations
Each kind of hybrid starts out in a certain place the first time it is Roleplayed. The only exceptions to this rule are:
-If you have had a custom hybrid done that puts it in a certain house (you will have to RP to GET INTO that house, but you would start out in that house's area)
-If you where a member of the guild originally and already in a house.
-If you are using a baby hybrid character or a hybrid born to a certain pair of hybrids.

These are the starting locations for your hybrids:
Tigons start out in the dark house region
Tinixes start out in the Light house region
Ticorns start out in the Earth house region
Foxen start out in the Elsin Clan region.
Zondou start out in the Capricorn Clan region.

This is because these species are most highly concentrated in this area. Starting here doesn't mean you have to stay here for any length of time, or that you will be accepted in this region. This is just where you can get your grips on what's happening and so everyone doesn't flock to one board.

Proofread/Editted by ELF --- 8.11.05
Proofread/Edited by Bullseye --- 8.16.05

SapphireRain
Captain


SapphireRain
Captain

PostPosted: Thu May 12, 2005 8:05 pm


[ Message temporarily off-line ]
PostPosted: Thu May 12, 2005 8:07 pm


The World of Drachen Welt

"Long ago hybrids existed only within the fabled Drachen Welt Valley. Now their kind has overrun the continent, burdening it with their cursed name. The world has now become theirs. The world has now become Drachen Welt."

This is your guide to the continent of Drachen Welt. Descriptions of towns and locations listed on the map can be found here, as well as a color coded guide to the current territories of the hybrids. These territories are subject to change, so make sure you check the list if you have any questions.
KEY:
-Neutral Areas
-Territory of the Dark House
-Location of the Dark House
-Territory of the Earth House
-Location of the Earth House
-Territory of the Light House
-Location of the Light House
-Territory of the Elsin Clan
-Location of the Elsin Clan
-Territory of the Capricorn Clan
-Location of the Capricorn Clan
-???
Tip: Territory is the area the house and its members occupy (aka the public thread on the forums). Location is the center or heart of the House or Clan where all the events take place and often where the leader and members live (aka the non public thread on the forums)
Mild Weather-All four seasons/typical weather. (additions such as "rainy" or "cold" mean that the corresponding season is usually very, very Rainy or extremely cold)
"Erratic" weather- Seasons may be extreme one year and very mild the next. Ex: One year may be extremely cold with large amounts of snow, next year it may be mildly cold with light to no snow. If it is in a mountainous region (such as Spirits Peak) the weather can vary greatly from day to day.


User Image

Exsequo Shore--A rocky and desolate cliff ridge on the edge of icy ocean waters. This place was once the home grounds of northern Foxen, but once humans moved north and disrupted their life here, they moved out into the tundra.
Blind Bay--a icy bay that acts as a trading port for Diamond City and the main life line of Alluva. The narrow channel leading to the bay is narrow and very shallow and rocky in places; a dangerous bay to enter to the inexperienced. Great fishing region. The northern shore is ice logged in the winter while the southern shore off Diamond City is always open even in the winter months
Diamond City--Largest trade outlet in the west. Its main product is various kinds of seafood from Blind Bay, Lion Bay and the Western Ocean. A large river cuts along its outskirts allowing fishing ships to carry their cargo closer to the center without carrying it across land. Moderate to cold weather region.
Crystal City--Small sister town of Diamond City, about a two day journey on foot away from the trade center. Too far from the coast to prove fresh fish, this smaller city produces large amounts of seasonal mild weather crops such as corn, beans and squash as well as winter hardy live stock such as cows and pigs. Mild temperatures in the summer and cold winters.
Mugivilla--A mid sized port town and one of the three sister cities along the western shore. Its main focus is importing and exporting preserved goods from Crystal City such as grains and dried goods. Mild weather most of the year with cool to mild winters.
Rhotukon--A mid sized port town and one of the three sister cities along the western shore. Its main business is logging the small forests and groves along the hills as well as fruit orchards and vegetables. Mild weather most of the year with cool to mild winters.
Domei--A mid sized port town and one of the three sister cities along the western shore. Its main business is the export and refining of metals brought up the Kuro Hibi River from Poe and the Verloren Wastes. It also raises basic live stock as well as some unusual creatures such as ostriches, wild horses, and hybrids. A moderate trader of tamed hybrids to other cities. Mild Weather most of the year with mild winters
Kuro Hibi River--Main south western trade river (and only river). Is used for shipping gold, hybrids and other goods to one of the three sister cities on the western coast or to Champlain. Warm water river. Mild to warm weather all year round.
Dead Mans Shore--Rocky shore surrounded by cliffs. Water of this shore is full of sharks as well as a thriving coral reef. The waters are dangerous to cross, but necessary in order for the western cities to trade with Champlain.
Champlain--A large city do to its wealth of rare metals and ore as well as its vast varieties of fruits, vegetables and live stock. The vast plains outside of Champlain have mostly become farms and fields now-a-days but were once rich game fields. The occasional deer or game fowl can still be found, however. Getting shipments of metals from the small town of Poe, Dormei and its own resources, Champlains population exploded with the desire for rare metals in the world. Trade is a continuous practice for this large metropolis, even though it is miles away from Kuro Hibi River and situated just off from the large coral reefs, Dead Mans Shore and rocky waters. Warm weather all year round.
Fortune Lake--This aptly named rivers bottom is littered with gold and fine metals. The only problem is how deep it is. Sifters can often be spotted along the shore of this river, trying to find any fragments of rare metal they can, but a few brave divers must go down if they want to get the big money. As time has gone on, all the reachable treasure has been collected, leaving only the deepest depths untouched. Many are starting to wish they hadn?t wiped out all those Zandou that lived in the water, but tamed them instead. Warm weather all year long.
Poe--A small mining town right off of Fortune Lake. Once bigger then Champlain itself, it is now almost a complete ghost town. Miner families still manage to get by collecting rare metals from Fortune Lake and the Verloren Wastes, but it is dangerous and often deadly work that rarely pays off as well as it should. Small groups of natives run this town and it is often plagued by restless hybrids and hideous beasts from the Wastes. Warm Weather all year long.
Verloren Wastes--An area much more fearsome than the desert itself. Plagued by weak and sticky shrubs, erratic temperatures and weather and Restless or outcasted Dark House Hybrids. Its rocky soil is peppered with rare metals, but collecting it from this barren land is often more trouble then it is worth. Deadly insects and animals thrive here. Hot in the summer warm in the winter.
Alluva-- A small city frozen more then half the year. Its icy river, which freezes over in the winter and occasionally in the summer months, is its only source of food and supplies. The once widely used mountain trails are now only used by hungry hybrids and animals who hunt along the open road sides for stray livestock or humans. The people here raise long haired oxen and boars as well as quick growing wheat and grain in the few short summer months they have. The people here and known to respect and warship the foxen, to some extent. Frozen 9 months out of 12.
Lucifer Mountain--A once volcanic region now overrun with Dark House Hybrids. A common place for hybrids to roam, filled with birds and reptiles, some of which are a threat even to the largest of hybrids. Its sharp jagged peaks makes it hard to climb, the only way to get around this mountain is to fly. This mountainous region contains the small stretch to Drachenkatze Mountain. erratic yet usually mild weather.
Drachenkatze Mountain--Home to The Dark House. This dark peak is filled with various sized caves, caverns and tunnels, making it the perfect fortress for the notorious dark house hybrids.
Drachen Welt Valley--All hybrids in the world originated from this valley. Because of this, the valley was long held as a neutral ground for all hybrids, but due to the treacherous terrain one must cross to get to the valley and the large population of dark house members left it untouched by other hybrids for a long as the Dark House's territory stretched across the mountains. This lush valley full of unusual creatures unofficially belongs to the Dark House. Mild weather all year. Rainy season in the spring.
Spirits Peak--The edge of the Dark House Territory. This place was once the roost of the very first 'house' of the hybrids. The Light House, created by a clan of Tinixes, was located here for decades as the other hybrids started to move out from Drachen Welt Valley. Once the most powerful house, having territory throughout the whole South, West and Eastern plains, they were slowly destroyed and pushed out of their territory by the quickly growing Dark House. No member of the Dark House will cross this peak as it is believed to still be cursed with the Tinixes? magic. Mild erratic weather.
Valutisk Mountain--a low point in the mountain range, the Valutisk Mountain is used by traders as a crossing point to the west. Unlike most of the mountain range, Valutisk is not jagged or towering, but more like a very large grassless hill that leads the mountain range to the shore. Warm to mild weather most of the year with occasional snow.
Lions Bay--A neutral and calm bay that is usually only occupied by fishing boats; this is not a large trade port. Tropical fish can be caught here, making it an ideal bay for Zandou's to swim too. Not a common place for hybrids to live. One of the only places that is occupied by neither human or hybrid to any great extent. Tropical weather all year round, storm season in the fall.
Pokeadille--A festive small town that celebrates the Zandou that reside in the Halfmoon bay and Libertas Islands. Many festivals are held here, drawing large amounts of people to this usually small town. During certain parts of the year, the town has been knowing to more then triple in population and is often surrounded by tents and make shift shacks around these times. Tropical weather all year round with periodic Rain.
Mayville--A small farming community centered around a trade center. Mayville, the actual center of trade, is a local market for people to buy, sell and trade livestock, fish and food stuffs. They hold a grudge against hybrids and have been known to trap and kill them when they enter their farms and lands. A dangerous place to hunt, but the pay off for a successful hunt is usually great. Mild weather with cold winters.
Ghost Lake--A popular residence for stray, outcast or loner tigons and other hybrids once part of the dark house. Known amongst hybrids as the origin of Kobbeh, ghost lake was the spot for a very large battle between the Light House and Dark House in the beginning of the Dark House's take over. Skeletal remains of hybrids can still be found littered in and around this lake. Warm to mild weather, light snow possible in the winter.
Kirtan--A small fishing village off the shores of Ghost Lake. The people who live in Kirtan have a deep respect for the Tigons that live around their village, and have built small shrines for them around their village. Whenever a Tigon is spotted in the village, it isn?t unusual for the people to throw out food, flowers and small gifts for them. Warm to mild weather, light snow possible in the winter.
Frog lake--A small swampy lake, named after the large amount of frogs that live there. Warm to mild weather, light snow possible in the winter.
Bullridge--A small market place set up near the edge of the Acerbus Fatum Desert. The people here utilize the river that runs along the outskirts of the town to import their goods from Mayville and from fishers from Halfmoon Bay, the South Sea and Ghost Lake. A bustling little place who take pride in their often exquisite Hybrid hides they showcase in their market. Hot weather most of the year.
Acerbus Fatum Desert--A hot, dry and barren area along the mountains. Hybrids from the Dark House have been known to hunt the desert for rabbit, Camel, and certain kinds of wild buffalo (mostly found on the outskirts of the desert.) due to many of the villages surrounding the desert deeply hating the hybrids from this area, most hybrids who are not brave enough to take the risk of hunting in the plains will stay within the outskirts of this desert. Blazing Hot all day and cool to cold in the Night Hours.
Eslin Tundra--The main location of the Eslin Clan. This frozen Tundra is actually quite lively if you know where to look. Long haired buffalo, boars, and "Zellys" (Llama like creatures) wander the tundra, eating the sparse grass that grows across the region. Hares and penguins as well as the occasional polar bear can be seen along the ice caps on the Northern coast. Foxen thrive here as well as other carnivores. With the little contact with humans they get, there is little danger other then the polar bears, dangerously cold temps and the occasional lack of food. Frozen all year except 2-4 months in the summer.
Razor Back Mountain--The most jagged and steepest part of the mountain range. Snow covered and icy narrow trails are unappealing for humans to cross. Foxen and the occasional Tigon, Tinix, or Ticorn can be seen crossing these deadly mountains as they cross from Eislin to the plains. Snow covered all year long.
Putchi--A village made up of mostly members of local 'tribes'. They have a close connection with the Tinixes that have lived in this region for ages. They do very little trade with surrounding villages and are mostly self sufficient. Annual ceremonies are held for the Tinix celebrating the creatures natural healing abilities and the beauty of these typically small hybrids. Mild to cool weather. Moderate snow in the winter.
Dayton--A little town that is made up of hardly anything more then a pub, an inn, a small market and a few scattered houses. A place for travelers to stop and rest. Weather warm with occasional rain spells.
Moon River--The longest river that stretches from Halfmoon bay to Razorback mountain. As it is very vast as well as long, its usually a fairly busy river, full of trade boats carrying items from the south to the north. Weather varies along this river, although it never gets cold enough for it to freeze over. The Moon River was once the boarder between the light and dark house, but now peace has fallen upon its shores as the territory of the houses has receded greatly from where it once was.
Benten--The Largest trade center in the whole of Drachen Welt. Benten spans the distance between the forks of the Moon river and along the south edge of Phoenix Grove. Many very skilled hybrid tamers live here, making it a very risky place for any hybrid to be in or around. Hybrids as well as livestock, unusual fruits and vegetables, precious metals, slave laborers as well as boats, caravans, and a vast assortment of oddities are sold here on a daily basis. Its location next to the moon river makes it a prime spot for trade. Weather varies from Hot and wet to cold and snowy.
Halfmoon Bay--A warm and tropical bay often used by traders. Zandou can be spotted in this bay, although they prefer to stay further away from the coast. Tropical weather all year round.
Libertas Islands--The main location of the Capricorn Clan. Zandou can most commonly be seen on the sparsely populated smaller islands; however they occasionally travel to the only occupied island of Vindico. The smaller three islands of the four are very tropical and untouched by human hands, making it the perfect place for unusual creatures to live. Tropical, humid and rainy.
Vindico--A small village on the large island of the Libertas Island cluster. Occupied mostly by tribal peoples, these people are usually friends of the Zandou. Due to the recent demand for these rare creatures on the main continent, however, locals have been trapping the Zandou to sell to traders for a profit. Most of the tribes people only admire and warship these generally kind sea creatures. Tropical, humid and rainy.
Fum--A port town that has recently gotten a lot of attention from people wanting to go to the Libertas Islands. Trade isn?t really a big business here, but it does offer people passage to the Islands as well as a variety of tropical food stuffs grown by local farmers. The main industry of Fum is through the hybrids and strange animals within the Marubi Jungle. They have been known to tame and train many strange beasts for traveling carnivals, personal pets and farming aids. Tropical and rainy weather.
Plains of Fum--A large and clear plain full of tropical flowers and shrubbery. Once, the plains of Fum was a popular place for Ticorns to graze, but due to the recent uprooting of the Earth house, Ticorns are hard to come by in this vast plain. It is now mostly occupied by farm animals such as goats and cows as well as some deer, antelopes, gazelles, buffalo among other things. Tropical and rainy to warm and dry weather.
Utopia Lake--the edge of the Light house territory. This quite and calm place is very special to the light house. The clear water, waterfalls and thick shrubbery covering the lake makes it a great place for nesting, fishing and swimming. The southern end of the lake is bordered by the plentiful Plains of Fum which offers many exotic fruits and small game for the house to hunt. Although the Tinixes and other hybrids of the light house typically avoid the plains due to the trapping by the people of Fum that occurs there, they can occasionally be seen along the southern edge of Utopia Lake, hunting for food. Mild to tropical weather.
Dalgon--A small village set just off the hilly region separating the plains from the forests and jungles of the east. This village?s forte is growing fruits such as grapes on the hilly landscape. The residents of this village are neutral towards hybrids, but don?t like them in their orchards. Tinixes and ticorns of the light house are often spotted stealing some fruits from the vines. Tigons, being mostly carnivores, prefer to pick off some of the goats and sheep these people raise as well. People of the village will occasionally feed Ticorns and Tinixes, but like most of Drachen Welt will hardly tolerate a hungry Tigon in their village. Mild weather.
Phoenix Grove--The main nesting grounds for the Light House. As the light house is mostly made up of Tinix, the thick weaving of trees in this grove make it ideal for them. Other non tinix members of the house get along well as Ticorns favor the small clearings in the grove while tigons will nest in the trees with the tinix, although, typically, they prefer rocky caves for their homes. The trees in this grove are ancient and within the heart, where one is most likely to find a member of this house, the trees have been untouched and have lived for hundreds of years. Red Wood like trees grow here, with massive and twisting root systems that make travel through this grove difficult to nearly impossible for anything that must walk through here. Clearing tend to be fairly small and well sheltered from the massive trees. In the fall, most of the trees loose their leaves, which is why most Tinixes and Tigons make "nests" out of things such as tree branches, mud, grass, flowers, cloth, bones or pretty much anything else they can find in the groove or steal from neighboring villages. Mild weather.
Albalathia--A dark mining town in the north. Most people go to work in Razorback Mountain, mining precious and practical metal for trade. People here are cold towards nearly everyone and everything. They mostly export wares, but, very rarely do ships come here. A dirty and dusty Town, where it isn?t uncommon to find a head of a tigon from an unlucky Dark House member. There is a large amount of Game around this region, making it a great, yet risky hunting ground. Mild to cold Weather.
Frosty Hollow--A busy little town full of mostly fur traders from all over Drachen Welt Continent. As it is placed right on the edge of the snowy tundra, this trade outlet gets all four seasons, each with a decent length, unlike Elsin on the West Coast. Furs from all the animals found on the tundra and throughout the continent can be purchased here. The exotic food is what draws the hybrids, however. A moderately dangerous place for hybrids. Mild to freezing weather.
Emerald Plains--A vast plain that, unlike the tundra, has all four seasons, each one mild and a few months in length. The winters tend to be colder here then in other areas, making it hard for the average hybrid to live in. A good hunting ground for Foxen when the winter is harsh on the tundra or any wandering hybrid. Mild weather with freezing winters.
Lake Eden--The edge of the Earth house. A very lush and lively lake. Its seasons each different and with unique weather. Hot and rainy summers and Cold winters let life thrive in whatever conditions it prefers. Ticorns and other house members will usually leave this area in the winter, however, a few members who are not so involved in the house or outcasts will stay here. Hunting is good in all seasons but best in the spring and summer. Many caves and tree covered areas offer shelter throughout the year. One large waterfall sits on the southeastern edge of this large lake. mild weather
Sakura--One of the few villages located on the east coast. Sakura is a tribal village made up mostly of a tribe from the Aeturnus Forest. Much like their name implies, Large groves of flowering trees surround the eastern boarders of this village, offering the people there fruit and beautiful flowers for bother ceremonies and food. They do not trade with surrounding towns and villages, but are self sufficient. They hold deep respect for Ticorns and have special areas set up along the boarders and throughout the town full of grasses and meat to draw the ticorns into their village. The Ticorn is thought to bring strength, prosperity, protection and unity to their village. Mild and warm weather.
Tychan--A very hostile village. They hunt the wild game and hybrids in Aeturnus Forest and Sell it to Renmei. The people here are mostly from tribes from the Forest, but unlike the people of Sakura and exceptionally hostile to Ticorns, finding them cursed animals and symbols of unlucky spirits. People here will occasionally keep strong young ticorns as mounts to carry their good to Renmei, or sell them to other trade posts, but most people here find even an able bodied Ticorn bad luck in their village. Tropical and rainy weather.
Lone Lake--The wintering lake of the main part of the earth house. This small lake offers an abundance of various kinds of fish as well as some wild grasses, flowers and fruits not found in other areas. The people of Melian often visit here as it is a sacred place to them. Sightings of Ticorns in the winter are thought to be a sign of good luck in the coming years. Not a common place for the Earth house. Tropical to moderate weather.
Melian--A village mostly made up of craftsmen and artists. They ship their wares out to many different places in the south, and have been known to leave out small trinkets for Ticorns and other Earth House Ticorns along Lone Lake to draw them in in the winter; Seeing a ticorn through the mist on a rainy winters morning or evening is thought to bring good luck in the coming year. A superstitious people that like to tell stories and entertain their occasional traveling visitors. This village has been known to take in sick earth house hybrids and treat them until they are well again. Warm to tropical weather.
Fortis Shore--A rocky area of the coast. Once in a while, passing trade ships have seen very unusual creatures standing along the rocks, staring out at the ocean. The shore is thought to be haunted by these creatures. Unknown to both humans and Hybrids alike, no one is sure what lives along this shore. Mostly inhabited by seagulls, warm water seals and crabs are common. Wales, dolphins and sharks are common off the shore. Tropical Weather.
Marubi Jungle--A very large and nearly untouched jungle. Native peoples live in small tribes within it, and rarely leave this oasis. Marubi Jungle is thought to be a very dangerous place by the rest of Drachen welt, which it is. Unusual and unknown creatures live within it. Some say there are even hybrids within it that no one has ever seen before. Thought to be the second "Drachen Welt Valley" travelers and hybrids alike tend to avoid this region, no matter how lush and lively it is. Tropical and very Rainy Weather.
Aeturnus Forest--Aeturnus forest is a very unusual place. Much like its other, more tropical half, people never ventured into it until recently. Tribal peoples have since left the forest, making small villages along the edge of this wood as the Earth house has grown throughout the area. Ticorns and other hybrids are common throughout this area. The forest varies in thickness. Some areas are much too dense for the hoofed Ticorns to make there way through or even a small Tinix to fly through. Other areas are fairly vast and easy to maneuver through. This forests very large size makes it easy for each member of the earth house to have its own territory, as Ticorns tend to be very territorial and protective, even within their herds. Mild to tropical weather. Rainy winters with light snow on the northern part of the forest near Lake Eden.
Renmei--The large trade center of the East Coast. Making its money from the goods and wears sold to them by the tribal people of this area. Known for taking advantage of these people, they buy things at a low price and sell them high to other cities all over Drachen Welt. Its access to the Sea and river is key to its success. Any Hybrid found within these walls that is not owned is killed. The large amount of raw foods make it hard to resist for the average hybrid, however. Tropical and rainy weather.

Proofread/Editted by ELF --- 8.11.05

SapphireRain
Captain


SapphireRain
Captain

PostPosted: Mon May 30, 2005 2:22 pm


Roleplaying Guide
By: xx_Bullseye_xx

The following are some character development and roleplay tips. If you find yourself stuck in the character development process, or just need some good tips to enhance your roleplay experience, look below! This area may change as things go along and new tips need to be added, so check back often!

Character Creation Tips:

Don't create a flat character! : A flat character is a character with merely one personality, or perhaps not one at all! These are incredibly boring in roleplay. Being completely evil or completely kind-hearted hardly ever works out unless they are PROPERLY roleplayed. It's much more fun to see a villain who can joke around with their lackeys, or a hero who doesn't always stay on the path of good.

Avoid cliches! : Cliches are things seen in characters way too often and tend to get boring, please note that this doesn't mean you can't use them at ALL...but putting your own twist on things, or mixing things up a bit makes for a much more interesting experience. An example of a cliche could be a villain wanting to take over the world simply because he is evil (and not having any other reason).

Develop, develop, develop! : In a good roleplay, the people playing their characters "become" the characters. They've developed a good sense of their personality, thoughts, background information, and just the general way they will react to situations. As you roleplay in this guild you'll find yourself adding to the personality of your character...this is a good thing! It's much like learning from real life experiences. Apply things that have happened in the plot to your character to further develop them. Creation of a character never really ends...you'll always find yourself figuring out how they'd react to a new kind of situation.

Weaknesses can be interesting too! : Sure, everyone wishes that their character could defeat any foe and handle any situation. But did you know that weaknesses are just as interesting as powers? Weaknesses give your character something to try and cover up, while giving other participants something to try to discover and exploit.

General Roleplay Tips:

Most of the tips have been covered above by Rain. Don't control other people's characters, write a lot of detail...these are good things to remember in a roleplaying community. A last bit of advice I can give you is to always look around and keep your mind open to learn. If you just read what other people post you'll learn a lot! Descriptive words to enhance your vocabulary, personality traits that make other hybrids interesting...these will all help you develop your own place in the guild.

And most importantly, have fun! ^_^


Proofread/Editted by ELF --- 8.11.05 (Ya know, it was actually A-OKAY!)
You expected it to be any less?
No, no... *shrugs*
*snicker* XD
PostPosted: Thu Jul 21, 2005 7:52 pm


Hybrids 101: Part I
Your guide to everything hybrids! Everything from a move guide, element guide and house placements is included here!
Part one contains basic info about the hybrids.

Hybrids. The Basics.
Hybrids, although bound togeather by what they are, each sub speices has its own differences. This section explains the differences and simiularities of the hybrids and will serve as a general guide as to how hybrids act.
General:
Diet-- Hybrids have very diverse diets as each species generally lives within certain climates and habitats. The three main hybrids have similar diets as all three can live pretty much the same way as the others do. The rarer species have more selective tastes, however, and generally have specific diets.
Tigon: Tigons are omnivores and can eat almost anything if they had to. They perfer to pray upon things such as rabbits, deer and antelope, and some have been known to feed upon domestic live stock. They also enjoy eatting mushrooms and fish. Tigons may eat certain kinds of fruits (berries and Prickly pear fruits are the favorties of many kittens) but generally avoid fruits and greens.
Tinix: Tinix are omnivores, but perfer sweet fruits and fish over meat. Tinix tipically eat apples, berries, pears, peaches or any kind of fruit that grows within the foresty areas they tipically live in. They also enjoy mushrooms, eatible flowers and river fish. Tinix have been known to fly for great distances to get a chance to eat the Amai-mi fruit that is only eatible one day out of the year and grows only on the south edge of Utopia Lake in the Plains of Fum. Tinix will occationally eat assorited vegetables from farmers gardens or hunt small game like rabbits, squirrels and mice.
Ticorns: Are omnivores, but usually eat greens, vegetables and fruits. It is common for them to graze upon grass while moving or eat fruits or berries off of trees and bushes. When they are settled in an area for a period of time, they may hunt deer (if they are near the forest) or topar (if they are near the jungles). They love to eat vegetables, grasses, leaves and grains from feilds when on the move.
Foxen: are typically Carnivores eatting game of all sizes. A single foxen will opt for mice, rabbits and other rodents found on the tundra. A pack can bring down anything from a artic antelope to a Zelly. They dont eat any fruits, greens or vegetables as none of that grows on the tundra.
Zondou: are typically herbivores, living off of tropical fruits, plans and ocean fish. They love to catch fish and eat soft fleshed fruits. Pineapple and cocoanuts are harder for them to eat, but if a zondou can master cracking open the hard shell of a cocoanut, they will eat one whenever they can get their paws on them. They dont eat meat aside from the occational mouse if fishing is bad and fruits are scarce.


Habitat-- Hybrids live in diverse places, and although the three main hybrids can live pretty much any where the others live, a ticorn wont feel the need to nest above the ground like a tinix does. This is a guide to the general places a hybrid lives and wont live.
Tigons: Like dark and cool places. They perfer caves but will also live in overgrown forests or near waterfalls. They can survive in the desert and dry places, but do not perfer them. They dont get along very well in very hot tropical places as the humidity interfears with their natural fire abilites. They will often sleep above the ground in a tree or on a large rock or a dark sheltered place (such as a shady dark alley or in a hay loft.)
Tinix: Perfer foresty or sheltered areas. They will go out of their way to nest in a tree every night vs. sleeping on the ground or in a cave. They like to sleep in hay lofts, barns, "huts" or trees. They will avoid caves as the water interfears with their firey wings and tails. They can take almost any climate, but take the cold and extreme heat poorly.
Ticorn: the usual ticorn perfers to sleep in long grass, places with tall, well spaced trees, barns, or caves. Their hooves make it hard for them to walk through over grown forests, as the root impede their walking. They can take heat well, but dont care much for cold. They often move, not staying in one place for too long, and fallow the warm weather throughout the eastern territories. Winged ticorns can roost in trees if the tree is big enough or they are small enough, but they generally avoid this as it is still hard for them to grip onto the bark with their hooves. They love to sleep in long grass to help cover them, but they have enough room to move around.


Temperment--Hybrids are quite different when it comes to general temperment between species. Much like other felines, they may or may not get along well with other hybrids. What really sets the species appart is their second half they are crossed with.
Tigon: Tend to be very moody and competitive as well as creative and devious. They naturally love to play tricks on others, which usually evolves into a very violent streak as they grow older. Tigons make very good leaders, as they tend to be quite bossy and stubord as well as quick to attack anyone who dares cross their word. They can be playful and understanding, but tend to be somewhat high strung and vicious, much like their dragon counterparts.
Tinix: Naturally loving and considerate of others Tinix usually like to look out for others and try to help them to their best abilities. They are very social creatures and dont typically like to be alone. They love to play, learn and create. Because they want to make everyone happy, they are better suited as an aid or advisor rather then a leader. Tinix, however, tend to hold deep grudges,;even if they forget the reason they are mad, they will not forget who they are upset at. Much like the phoenix, they possess powerful healing abilites and use them to help everyone they can, unless they hold a grudge against that particular hybrid. Very traditional and honorable creatures.
Ticorn: Noble and loyal without acception. Ticorn are born leaders, but unlike Tigon, they are much more gentle. They have a tendency to be pushy at times, but they are usually understanding of everyones opinion. They are creatures of mystery and are usually reserved and quiet. Happy alone or in a group, ticorns win the award for being the most mellow and lest edgy out of all the hybrid species. They would much rather enjoy themselves then remember grudges or ugly events in their past. However, since they are not very open, they sometimes fall victim to ugly mood swings if there is something troubling them.
Foxen: Happy and light hearted hybrids. Their fox qualites usually make them feel the need to be careful or causious around hybrids they dont know. They love riddles and mind games. Happy as a leader or a follower, foxen tend to run in packs with one or two leaders.
Zondou: Very spiritual creatures of the ocean. They love to be lazy and sun bath, but also love to explore and discover things by acctually doing it. Not content with word of mouth or stories, Zondou always seem to want to stick there noses in places they dont belong to find out more. Even though they have a drive to discover, they tend to be fairly slow about it. They have respect for everyones imput and are the lest power hungry hybrids in existance. They are content having little other law then respect to the earth and other hybrids.


Size--Hybrid size greatly varies from basic to super forms and between the species.
Tigon: A medium-large sized hybrid compaired to the others in both forms. When first born a typical tigon will average 15-20oz and be about 4-7 inches long. By the time they are a teenager, their average height (and usually the biggest they will get as an Teenager/Adult Basic hybrid) is about 35-40 Inches tall and weigh about 45-75lbs. When exposed to an evolutionary stone, the average tigon will usually just about double its height, growing anywhere between 60-70inches tall and weight anywhere between 150-200lbs. The length of a super Tigons horns are often 12-16 Inches Long; their wing span can be between 60-80 inches!
Tinix: A small to medium sized hybrid. They are usually only 3-5 inches long when born and weigh 10-15oz. As a teenager, a tinix will grow to be about 25-30 inches tall and weigh between 25-35lbs. As an adult basic, they may grow an inch or two more, but will usually not grow much again until they evolve. A Super Tinix will stand between 40-50inches from foot to ear and weigh between 100-150lbs! Their wingspan mesures inbetween 35-45inches, their tail feathers averaging 45inches.
A Ticorn is the largest hybrid discovered so far. When born, ticorns are usually between 15-20 inches long and are an average of 25 inches heigh. As a foul they usually weigh about 64oz. In their teenage-adult basic years, a Ticorn can grow to be about 40-55 inches heigh and weigh about 65-85lbs. When a Ticorn Evolves they can grow to be between 70-80inches and weigh between 175lbs-225lbs. Their unicorn horns can be as long as 18inches as a super.
By far one of the smallest hybrid speices, a foxen never grows much heigher than 36 inches, even as a super! When first born, a foxen is usually between 3-5 inches long and weights and average of 8oz. By the time they reach maturity as a basic, they have grown to the average size of 20 inches and weigh between 10-20lbs. As a super hybrid, Foxen grow to be about 30-40 inches tall and weighs about 35-45lbs. Their ears are their largest feature, being about 6 inches each on average. Their tails are usually a little longer than a cat's with a fox booble on the end.
The Zondou is a meduim sized hybrid. When born, a zondou is about 3-6 inches and weigh about 8-10oz. As they mature, a basic zondou will grow to be about 25-35 Inches tall and weigh about 40lbs. The average size of a super zondou is about 55 inches tall and weigh 125lbs on average.

SapphireRain
Captain


SapphireRain
Captain

PostPosted: Tue Nov 29, 2005 9:32 am


Hybrids 101: Part II
Your guide to everything hybrids! Everything from a move guide, element guide and house placements is included here!
Part II covers all the known possible elements and element combinations a hybrid can have! Very helpful for choosing moves or ablities for you hybrid to learn.

Hybrid Element Guide

This is a list of all the double elements. Use this as a guide to know what elements are within a "dual" element or to have an idea of what will happen to your hybrid when you combine their element with something else. The basic elements are listed along the sides of the chart, the "dual" elements are in the acctual body of the chart. The red X's represent elements that havent been named/discovered yet.
Discovered Tripple+ element combos are listed below the chart.
User Image
Snow Fire: Earth, Water, Fire
*Dark Fog: Wind, Air, Dark
Poisoned Darkness: Earth, Dark Craft
*Sacred Snow: Earth, Water, Light
Demon: 3 Dark elements
Angelic: 3 Light elements
*Death Flame: Fire, Dark Craft
*Halloween Spirit: Dark Craft, Earth, Celestial
Night: Dark, Light, Celestial
Morning: Holy, Celestial
Mist: Water, Air, Earth
*Monkey Spirit: Earth Spirit, Fire, Celestial
Holy Flame: Holy, Fire
Healing Flame: Light, Earth, Fire
Dark Forest Fire: dark, Earth, Fire
Ice Water: Water, Air, Wind
Dark Forest: Ultimate Earth, Dark
Dark Smoke: Dark, Fire, Wind
*Twisted Darkness: Light, Dark Craft, Earth
*End Shadow: Demon, Holy
Sacred Earth: Holy, Earth
*Easter Spirit: Air, Holy, Celestial
Lights Shadow: Holy, Dark
Blessed Breeze: Holy, wind
Spunk: Fire, Light, Celestial
Darkened Light: Dark Craft, Light
*Souls Flame: Celestial, Holy, Fire
*Summer Spirit: Ultimate Earth, Celestial, Light
*Eclipse - Dark, Fire, Celestial
*Midnight Rain - Dark, Water, Celestial

*--Denotes a Special Edition Element that will not be reproduced, or reproduced only in special instances.


PostPosted: Tue Nov 29, 2005 9:35 am


Hybrids 101: Part III
Your guide to everything hybrids! Everything from a move guide, element guide and house placements is included here!
Part III is the complete move guide for hybrids. You can use this guide to learn more about moves a hybrid has, or to choose a new move for your hybrid. Make sure you refer to Part II and Part IV for more information.


Hybrid Move Guide
This is a complete list of all the moves a hybrid can learn at this time. It is broken down into 3 sections: Basic Hybrids, Super Hybrids, and Kontan Hybrids. A hybrid cannot learn a move in a category that is higher than its own level (so a basic hybrid cannot learn a kontan move) but a hybrid can learn moves that are in levels below it (a super hybrid can learn a basic move). Special moves are moves that were done for special hybrids or cosplay pets and no hybrids can learn it but the hybrid the move it was made for.
Each Section is broken down even further into Attacks and Ability moves. If your hybrid levels (say to level 2) it can learn one offensive move, this pertains to ATTACKS. When your hybrid levels so it can learn a new ability, it can learn one of the abilities listed. A short description of the basic power of the attacks and abilities will be given, however, you are welcome to further expand the move to fit your hybrid.
The basic moves ALL hybrids start out with have an Asterisk (*) by them and you don't have to pay for these moves or list them in your bios if you don?t want to.
Your hybrid can only learn moves that reflect its element. So a fire Tinix cannot learn a water move. Super Hybrids with dual elements can learn any move that contains one or both of the elements it has (so a "Blue Fire" Hybrid can learn any Water or Fire Move or a Mix of those elements with another since it contains both the "Fire" and "Water" element within it). Kontan hybrids can learn any move that reflects its element (or mixed element) as well as any moves that pertain to its highest 2 element stats. If there are more then 2 stats that are the highest due to them being the same amount, then you can learn moves for those elements too. (So a "souls flame" kontan hybrid can learn any fire, sky/air/wind or light move, because its name gives it both the Fire and Light abilities, and its two highest element stats happen to be Fire and Sky.)
Some moves will be a mixed element and have the elements within it listed. If your hybrid has at lest one of those elements as its own, it can use that move (unless other wise noted. Spectral moves are one of these that may have other special requirements).
If you are rping a higher level hybrid as a lower level one (such as a super hybrid as a basic) when it levels it will gain the stats it had as a super. (so if you're normally super hybrid has been changed back to a basic for the Rps and it so happens to be at level 1, when it reaches level 2, it will pick one of its moves it had as a super hybrid for its new offensive move. So, it's like rping your pet to the point it is now. A Basic hybrid that has always been a basic hybrid can pick out any move it wants that pertains to its element and character.)
A hybrid that is normally super but being Rped as basic (for example) will keep all of its stats (unless you CHOOSE to lower them) for its attack, defense, etc. You also do not have to wait to get enough EP and DWP to evolve your hybrid if it is already one, and you are just rping it as a lower level. You can evolve them any time and get their normal super stats when you choose to evolve it. (So, if you decided to return your basic hybrid into its super form again, even though you only have 100 DWP and 3 EP, you can. Regardless of the level, experience, situation, etc. Just make sure that it makes sense in the rps and you want them to evolve, since, once they evolve in the rps, they cannot go back to being basic *unless something weird happens O.o*)

When your hybrid levels and it can learn a new move, choose a move from the list below for your hybrid to learn. Make SURE it's a move that matches what you can get. (don't pick a magic move if it can only learn a physical and so forth.)



Organization for Offensive and Defensive moves:
-Move name--Element(s) within the move--*Move Strength--**Requirements.
Organization for Abilites:
-Ability Name--*Move Strength--**Requirements

*Move strength system:
WEAK--A fairly basic move that can be used over and over again without wearing out your hybrid. Will do fairly light amount of damage.
AVERAGE--An average move that can be used a good amount of times before wearing out your hybrid. Will do more damage then a weak attack, but won't be an instant KO.
POWERFUL--A powerful attack that can only be used once or twice in battle before your hybrid becomes dangerously worn out. Typically does a great amount of damage.
VERY POWERFUL--Can only be used a maximum of one time. Devastating effects. These moves require a very strict balance of elements, strength and abilities and will often render your pet useless for a long period of time afterward.
--*--NOTE: Actual move strength depends on your hybrids stats (strength, magic, etc) and the instance were you use the move. These are all Rped moves, but this is meant to be a guide to the general power of a move under average circumstances.

**Some moves have special requirements. if there are any, they will be listed here.

Ability Levels
The strength of the move will vary depending on what level your ablitiy is. Beginners will be able to do little damage, but it will wear them out easily. Masters will do a lot of damage and, depending on the move, may not tire as quickly.
Beginner--The level the ability starts on. Your hybrid will only be able to use it a few times before tiring or not very accruately.
Novice--After using this move a few times your hybrid will become more skilled in using this move. They still dont know much about their ability yet.
Intermediate--Your hybrid is pretty skilled at using their ability. After rigerous training they are able to use it without tiring as easily and/or can use their ability with a higher accuracy.
Advanced--Your hybrid is very well trained in this ability and can use it very well. They no longer tire as easily and cant accurately perform their ablity.
Master--If your hybrid can get their ability to this level they are certainly worthy! They can use there abilities with little error what-so-ever.
Elite Master--An honor usually only awarded to a hybrid who has experenced at lest three stages (at lest Basic, Super and Kontan). After more then mastering their ability they will be a mighty force in battle and may even discover new techniques to even further the power of their abilites by mixing in the powers of their strongest elements in Kontan form.

OTHER NOTES:
-Moves listed as both a defensive and offensive move can be used as both (such as Iron Wing and Icy Wind)
-Some moves are special to certain hybrids, but can also be learned by average hybrids. (such as Dragon Eyes and Splinter)
-The power of each move varies with the stats your hybrids have. For example: if your hybrid knows "Black Magic", the higher the magic stat is compared to your hybrids other stats, the more powerful the move is.
-Required elements (such as "fire element") for certain moves don?t have to be JUST fire. If your hybrid is "dark flame" for instance, they can still learn a move with a Fire Requirement.
-Requirements that say "Base" (like electric base) mean that the main element of your hybrid must be that certain requirement. The hybrid can have other elements as well (Thunder Cloud is Electric, Air and wind, but "electric" is the main element since it is "Thunder" Cloud)
-"neutral" element moves can be learned by any hybrid. "spectral" can only be learned by Spectral hybrids unless other wise noted.



Element color guide: Fire, Light, Water, Dark, Earth
Wind, Stone, Neutral, Air, Electric, Celestial.


Basic Hybrid Attacks
--------------------------------------------------
Attacks
Offensive Moves
*Scratch--Neutral--WEAK
*Bite--Neutral--WEAK
*Hoove Kick--Neutral--WEAK--Ticorns only.
*Flame--Neutral--WEAK--Tigons only.
-Haze--Air--WEAK
-Illusion--Dark--WEAK
-Thrash--Neutral--WEAK
-Tail Whip--Neutral--WEAK
-Headbutt--Neutral--WEAK
-Horn Charge--Neutral--WEAK--Must be a Ticorn or Tigon
-Impale--Neutral--WEAK--Must be a Ticorn
-Sly--Neutral--WEAK--Must be a Foxen
-Underwater Charge--Neutral--WEAK--Must be a Zondou.


-Fire Array --Fire--AVERAGE
-Fire wing--Fire--AVERAGE--Must be a Tinix
-Fire Tail--Fire--AVERAGE--Must be a Tinix
-Tidal Wave--Water--AVERAGE
-Spikes--Stone--AVERAGE
-Sky Dive--Air--AVERAGE--Must have wings
-Harsh Wind--Wind--AVERAGE
-Spark--Electric--AVERAGE
-Mind Games--Light--AVERAGE
-Nightshade--Dark--AVERAGE
-Flight--Neutral--AVERAGE--Hybrid must have wings
-Fissure--Earth and Stone--AVERAGE
-Toxic Spell--Earth and Dark--AVERAGE
-Iron Wing--Stone and Air--AVERAGE
-Poision Claws--Dark and Earth--AVERAGE


-Stampede--Earth--POWERFUL--Must be a Ticorn
-Possession Spell--Dark--POWERFUL
-Song of the Dead--Dark and Light--POWERFUL

Defensive Moves
*Defend--Neutral--WEAK
*Unicorn Illusion--Neutral--WEAK--Ticorn only
*Wing Gaurd--Neutral--WEAK--Hybrid must have wings.
*Tough Scales--Neutral--WEAK--Must be a Zondou
*Snow Screen--Neutral--WEAK--Must be a foxen.
*Screetch--Neutral--WEAK--Tinix only.
-Illusion--Dark--WEAK
-Leer--Neutral--WEAK
-Thrash--Neutral--WEAK
-Tail Whip--Neutral--WEAK


-Night Cover--Celestial--AVERAGE
-Aurora-Light--AVERAGE
-Mind Games--Light--AVERAGE
-Nightshade--Dark--AVERAGE
-Stun--Neutral--AVERAGE
-Flight--Neutral--AVERAGE--Hybrid must have wings
-Cold Wind--Water and Wind--AVERAGE
-Frost Bite--Water and Stone--AVERAGE--Must have an Ice or Frost Element
-Toxic Spell--Earth and Dark--AVERAGE
-Iron Wing--Stone and Air--AVERAGE


-Stampede--Earth--POWERFUL--Must be a Ticorn
-Song of the Dead--Dark and Light--POWERFUL

Abilities

-Temperary Invisiblity--AVERAGE
-Mind Read--AVERAGE
-Fortune Telling--AVERAGE
-Multiply Illusion--AVERAGE
-"Death's Tongue"--AVERAGE


--------------------------------------------------
Super Hybrid Attacks
--------------------------------------------------
Attacks
Offensive Moves
-Fire Claws--fire--WEAK
-Splinter--Earth--WEAK
-Electric Slash--Electric--WEAK
-Light Burst--light--WEAK
-Spectral Sinders--Spectral--WEAK--Can be learned by any hybrid with a Fire element.
-Dragon Fang--Neutral--WEAK--Must be a Tigon.
-Dragon Claws--Neutral--WEAK--Must be a Tigon.



-Super Fire Blast--Fire--AVERAGE--Must be a Tigon or Tinix with an "Ultimate Fire" or "Fire Spirit" element.
-Inferno--Fire--AVERAGE
-Razor Water--Water--AVERAGE
-Thorns--Earth--AVERAGE
-Stone Claws--Stone--AVERAGE
-Razor Wind--Wind--AVERAGE
-Chill--Air--AVERAGE
-Lightning Rush--Electric--AVERAGE
-Lighting Storm--Electric--AVERAGE
-Thunder Hoof--Electric--AVERAGE--Must be a Ticorn
-Star Light--Celestial--AVERAGE
-White Magic--Light--AVERAGE--Magic must be the highest stat.
-Sanctify--light--AVERAGE--Must be a Holy or Angelic Element
-Blood fang--Dark--AVERAGE
-Black Magic--Dark--AVERAGE--Magic must be the highest stat.
-Shadow Dance--Dark--AVERAGE
-Voodoo Dance--Dark--AVERAGE
-Supersonic Flight--Neutral--AVERAGE--Hybrid Must have Wings
-Crushing Headbutt--Neutral--AVERAGE--Must be a Ticorn
-Hind Hoof Crumble--Neutral--AVERAGE--Must be a Ticorn
-Horn Lace--neutral--AVERAGE--Must be a Ticorn
-Raging Charge--Neutral--AVERAGE--Must be a Ticorn
-Dragon Fire--Neutral--AVERAGE--Must be a Tigon.
-Super Slash--Neutral--AVERAGE--Must be a Tigon
-Phoenix Fire--Neutral--AVERAGE--Must be a Tinix.
-Fire Bolt--Fire and Electric--AVERAGE
-Blue Flame Wheel--Water and Fire--AVERAGE--Must have both fire and water elements.
-Icey Fireball--Water, Stone. Fire--AVERAGE--Must have both water and fire elements.
-Icy Wind--Water, Wind, Stone--AVERAGE--must have an Ice, Frost, etc element.
-Black Ice--Dark, Water, Stone--AVERAGE--Must have a Frost, ice, etc element.
-Hail--water and Stone--AVERAGE--Must have an Ice, Frost, etc Element
-Tri-Attack--Fire, Water, Earth--AVERAGE--Hybrid must have at lest 3 elements within its type, at lest one being one of the three elements within the attack.
-Poison Flames--Dark, Earth, Fire--AVERAGE
-Black Inferno--Dark and Fire--AVERAGE--Must have both Dark and Fire Elements


-Fire blast--fire--POWERFUL
-Super Fire Ball--Fire--POWERFUL--Must be a Tigon or Tinix
-Fire Wall--Fire--POWERFUL
-Waterfall--Water--POWERFUL
-Earthquake--Earth--POWERFUL
-Super Quake--Earth--POWERFUL--Must be a Ticorn
-Summers Storm--Wind, Electric, Earth--POWERFUL
-Sermonic Flame--Light--POWERFUL--Must be a Holy, or Angelic Element.
-Dragon Venom--Dark--POWERFUL--Must be a Tigon
-Blue fire Blast--Fire and Water--POWERFUL--Must have both fire and water elements
-Blizzard--water and Wind--POWERFUL--Must have a frost, ice, etc element.
-Rock Slide--Earth, Stone--POWERFUL
-Meteor Shower--Celestial, Air, Stone--POWERFUL--Element must be Celestial Based (Night, Dusk, Dawn, etc)
-Ancient Curse--Stone, Earth, Dark, Air, Wind--POWERFUL--Attack and Intelligence must be the 2 highest level stats. Must have at lest of the 2 listed elements.
-Thunder storm--Electric, Air, Wind--POWERFUL--Must be an Electric Based element Pet (Thunder Cloud, Ultimate electric, etc)
-Toxic Air--Dark, Earth, Air--POWERFUL--Must have a Poison (or poison based) element.
-Toxic Cloud--Dark, Earth, Air--POWERFUL--Must have a "poison" as part of their elemental title. (Poisoned Darkness, etc.)


-Fire Storm--Fire--VERY POWERFUL--Magic must be at lest the second highest stat.
-Rapid Burn--Fire and Dark--VERY POWERFUL--Must have a "darkness" as part of their elemental title or be an "Ultimate Fire" of "Fire Spirit" Hybrid.
-Tsunami--Water--VERY POWERFUL--Attack and Magic must be the two highest stats. Must have a Water Element.
-Violent Blizzard--Water and Wind--VERY POWERFUL--Must have a frost, Ice, etc element.
-Spirit Summon--Earth and Light--VERY POWERFUL--Must have an "Ultimate Earth" or "Sacred Earth" element.


Defensive Moves
-Mist--Water--WEAK
-Sweet Breeze--neutral--WEAK
-Dart--Neutral--WEAK
-Steam--Water and Fire--WEAK
-Slush--Water and Earth--WEAK--Must be an Ice, Frost, etc. element
-Toxic Cloud--Dark, Earth, Air--WEAK--Must be a kind of poison element


-Healing Flame--Fire--AVERAGE
-Inferno--Fire--AVERAGE
-Water Illusion--Water--AVERAGE
-Vine Wall--Earth--AVERAGE
-Magnetic Field--Electric--AVERAGE
-Moonlight--Celestial--AVERAGE
-White Magic--Light--AVERAGE--Magic must be the highest stat.
-Angelic Guard--Light--AVERAGE
-Dragon Eyes--Dark--AVERAGE--Must be a Tigon
-Shadow Dance--Dark--AVERAGE
-Black Magic--Dark--AVERAGE--Magic must be the highest stat.
-Barrier--Neutral--AVERAGE
-Flight--Neutral--AVERAGE--Hybrid must have wings.
-Weak Healing Spell--Neutral--AVERAGE--Magic and Defense must be the two highest stats for your hybrid.
-Healing Tears--Neutral--AVERAGE--Must be a Tinix
-Dragon Heart--neutral--AVERAGE--Can only be used by a Tigon
-Humidity--Water and Fire--AVERAGE
-Snow Cover--Water and Stone--AVERAGE--Must have a Frost, Ice, etc element
-Icy Wind --Water, Wind. Stone--AVERAGE
-Storm Shield--electric and Wind--AVERAGE


-Fire Wall--Fire--POWERFUL
-Healing Song--Light--POWERFUL--Must be a Tinix
-Angelic Shield--Light--POWERFUL--Must be a Holy or Angelic element
-Demonic Shield--Dark--POWERFUL--Must be a Dark Craft or Demonic element
-Deadly Gaze--Dark--POWERFUL--Must be a Dark Craft or Demonic element
-Fairy Circle--neutral--POWERFUL--Can only be used by a Ticorn
-White Out--Water and Stone--POWERFUL--Must have a Frost, Ice, etc element
-Breath of Life--Earth and Light--POWERFUL--Must be a Sacred Earth, Ultimate Earth, Earth Spirit, Holy or Angelic Element.
-Tornado Guard--Dark and Wind--POWERFUL--Must be an Ultimate Wind, Storm, Dark wind, Wind Spirit or Ultimate Storm Element


-Temptation--Dark--VERY POWERFUL--Must be a Dark Craft or Demonic element
-Phoenix Tears--Neutral--VERY POWERFUL--Must be a Tinix



Abilities
-Necromancing--VERY POWERFUL--Must be at lest Advanced In "Death's Tongue". This ability starts on "beginner" dispite experience in "Death's Tongue".
-Visions--POWERFUL
-Reveal---POWERFUL


--------------------------------------------------
Kontan Hybrid Attacks
--------------------------------------------------
Attacks
Offensive Moves
-none available to public-

Defensive Moves
-none available to public-

Abilities
-Transform--VERY POWERFUL
-Spirit Seal--VERY POWERFUL
-Inner Dragon--POWERFUL--Must be a Tigon
-Inner Phoenix--POWERFUL--Must be a Tinix
-Inner Unicorn--POWERFUL--Must be a Ticorn
--------------------------------------------------



SapphireRain
Captain


SapphireRain
Captain

PostPosted: Tue Nov 29, 2005 9:38 am


Hybrids 101: Part VI
Your guide to everything hybrids! Everything from a move guide, element guide and house placements is included here!
Part IV includes all the requirements that need to be met by hybrids before they can level up, evolve and breed. It is important to keep track of your accumulated DWP and EP to know when you can level up your hybrid. This section also explains DWP and EP for all people new to the guild or for those who need a referesher.

Hybrid Levels and Evolution Guide
This is a list of each level and item unlocked when you reach it. Leveling options are "levels" you can reach by spending the noted EP (experience points). When you buy that level you get the stuff that comes with it (some may cost extra gold that will be listed as well.) Key options are unlocked when you get a certain number of points, but you do not have to level your pet to get it. You still need to spend experience points and gold (unless other wise noted) to get these options, but you can take them whenever you wish. Any other standards you much get to unlock this option will also be noted. DW points will be in Green. Experience points will be in Blue. Cost of gold for this option will be in Gold. Other notes will be in Purple
DWP="unlocks" that option
EP=traded in to take advantage of that option. You may need to pay gold for some of these as well as experience points.


Leveling Options:

Level 2--Defensive Move (basic hybrids only)--50 -- 1-- Will not be listed on certs. Guild rps only
Level 2--Stat +1 (Super/Kontan hybrids only)--50 -- 1--Raise one of your hybrid's stats by 1. Will not be listed on certs. Guild rps only
Level 3--Offensive Move (basic hybrids only)--100 -- 2-- Will not be listed on certs. Guild rps only
Level 3--Stat +1 (Super hybrids only)--100 -- 1--Raise one of your hybrid's stats by 1. Will not be listed on certs. Guild rps only
Level 3--Element +1 (Kontan hybrids only)--100 -- 2--Raise one of your hybrid's element stats by 1. Will not be listed on certs. Guild rps only
Level 4--Ability --150--3--Allows your hybrid to learn a new ability. See list. Will not be added to Cert.
Level5--Defensive Move --200 -- 2-- Will not be listed on certs. Guild rps only
Level 6--Offensive Move --250 -- 3-- Will not be listed on certs. Guild rps only
Level 7--+1 Stat--300--1--Raise one of your hybrid's stats by 1.Will not be listed on certs. Guild rps only
Level 8--Stat +1--350 -- 1--Raise one of your hybrid's Stats by 1
Level 9--Ability upgrade--400--3--Upgrades a Magic move to the next level.
Level 10--Armor Item--450-- 5--150Gold--Adds one armor piece to your hybrid. See list. Gold charges only apply if you are equipping it to your hybrids picture.

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Key Options:
Amount of EP and DWP needed for each option may be changed.
*House Acceptance--100--5--250 Gold-- Makes your hybrid an official member of the house it has been participating in. Gold charges only apply if you equip house amulet to hybrid picture.
*Breeding Option--200--5--700 gold (see shop)--Enables your pet to breed with another.
*Evolution--300--10--? Gold--Changes your hybrid into a strange new form. Hybrid picture must be updated.

*Own another Hybrid--400--0--Lets you own up to 6 hybrid once you reach 500 DWP. Every 250 DWP after the initial 500 allows you to own another hybrid. If you already own more then 5 hybrids, you must wait until you get enough points that equal the number of hybrids you currently have (so if you own 8 hybrids, you wont be able to buy another flatsale or flat custom until you get at lest 1250posts *to own 9 pets*)
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