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(To keep everyone from being Madara tier strong, players are restricted to having only two nature types affiliated w/ their three classes so when deciding what three classes to eventually choose they will need to keep that in mind)
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(* Classes with asterisk start with 30 mana)
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Class name: Tank
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Class Name: Uchiha Ninja
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Starting gear: Iron Sword, Iron Plate
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Starting Gear: Leaf headband, two kunais, and three throwing stars
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Starting abilities: Super Block, if the player braces themselves behind their shield they'll magically be able to withstand the force of any physical attack coming at them. Can use this three times per fight.
5+
Nature Type: Fire
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       Perk 1: First Perk Upgrade for Tank is the Super Tank, allowing a full upgrade to steel armor and the free choice of any combination of weapon and shield that the player would like. The player's skin also becomes resistant to the point that weapons up to steel are unable to pierce their flesh and acids/minor rot flesh deal no damage.
7+
Mastery of tai jutsu: Player can into melee attacks with speed, precision, and strength.
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       Perk 2: The second Tank Perk is Knight, Allowing you to wield a Two-handed Steel Great Sword, as well as buy a War Horse. Unable to be severely injured in combat and can now use intimidate once per fight to stop a single enemy movement for one turn if you get +60 roll
9+
Perk 1: Player gets sharigan which is able to be used twice per fight and is able to copy and match the spells or techniques of their enemies or allies during or after the turn the enemy/ally does the spell/technique for a 70+ roll.
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10+
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       Perk 3: Can once per fight become invincible for three turns, and you can now use Intimidate with a complete chance of success once per fight.
11+
Perk 2: Player can now utilize their sharigan up to 5 times per fight with a 50+ chance of copying/matching the spells or technique of allies/foes. Along with that they can also for a 90+ roll memorize the techniques/spells that they copied. Along with that, for a 70+ roll they can attempt to trap an enemy in a genjutsu causing the enemy to be unable to move for up to two turns if the jutsu isn't broken. This effect can be used every three posting rounds per fight.
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       Perk 4: heavy armor is now light armor and light armor weighs nothing at all. The tank also can, once per turn perform "Wild charge" which will allow the tank to spend two rounds charging to or through enemy lines. All obstacles such as walls are plowed down and the tank takes no damage from charging into massive things. 
13+
Perk 3: MANGEKYO SHARIGAN. If the player watches a majority of it's party get injured/die or comes to an inch of death themselves and survive they will unlock their mangekyo sharigan and will be able to activate and use their sharigan as much as they want as well as choose two mangekyo sharigan abilities to utilize. 
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Amatarasu: which will plunge whatever the use is looking at in unquenchable black flames at the cost of their vision. If used for more than two turns a fight, it will cost the user their vision permanently in that eye but can restore that by stealing the mangekyo sharigan eye of another pc team-mate which will unlock eternal mangekyo sharigan and will give instant access to the Advanced Ninja Class
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Class Name: Monk
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Starting Gear: Iron Gauntlets and Boots w/ monk robes. And a bo staff/iron claws
17+
Izanagi: Will allow the player to blur the lines between illusions and reality and will allow the player to turn an actual event into an illusion after it happens. The eye the Izanagi is used for will blur for the remainder of the fight restricting the user's eyesight, depleting the user's mana reserves, and tire them for the remainder of the fight. If used again that eye will go blind permanently unless a new eye is implemented.
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Starting Ability: Horse Stance, a balanced fighting style with no special abilities and a focus on straight kicks and punches (Takes a full turn to switch stances)
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Izanami: This will allow the player to attempt to trap an enemy in an endless loop for the cost of his sight from the eye that is used. For the next two fights that eye will be blind. It'll take an 80 or above roll for it to work after a turn of preparing to use it, and every turn the player takes memorizing the enemy's movements in preparation for the ability increases the chances of it working.
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     Perk 1: Scorpion Stance, a stance focused on quick jabs and kicks that target pressure points on an enemy to slow them. Slowing effect only works on enemies with discernible anatomy.
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Class Name: Demon of the Hidden Mist Ninja
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     Perk 2: Ocean Stance, the monk adopts a flowing stance, gaining a bonus to dodging and focusing on open palm attacks. In addition, the monk can once per fight in Ocean stance, fall back and recuperate injured limbs for a turn.
22+
Starting Gear: Hidden Mist Headband, A mask that covers the lower portion of your face, and  Kubikiribōchō (A massive broadsword shaped like a giant butcher's knife. Extremely long handle, two holes cut out in the blade for decapitation and carrying purposes. Can cut through almost anything and when it is damaged, it can be repaired near instantly by bathing it in an recently killed enemie's blood), 10 ninja throwing stars, and three kunai.
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Nature Type: Water
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     Perk 3: Ox stance, allowing a heavy-handed stance focusing on hard hits with closed fists and arcing kicks. Once per fight while in Ox stance you can charge an enemy for a devastating throw, while dropping all defenses
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Enhanced endurance and strength, despite the weight of the sword you can swing it around ten times without getting that tired. You can also utilize great taijutsu skills and have increased physical capabilities compared to most classes.
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Class name: Necromancer*
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Starting gear: Robes, Wooden Staff
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Perk 1: The player will now be able to utilize the hidden mist technique and by concentrating and channeling their chakra for one turn will generate dense mist throughout the battlefield clogging everyone's view. The player itself will be able to traverse through the mist easily and for an 90+ roll will be able to attack most enemies without them seeing the attack coming. 
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Starting abilities: Rot Flesh which costs 10 mana
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Perk 2: The player can now use two hidden mist techniques once per fight each.
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    Perk 1: Gets temporary possess corpse which costs 20 mana and has to roll an 81+ for it to work. Can take one turn of chanting to summon a winged fire imp with an enchanted fire dagger for 30 mana.
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Water Clone: Will be able to generate a solid clone of themselves that can be easily destroyed by most attacks but will be able to move, swing, and hit as hard as the original. 
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    Perk 2: Permanent possess corpse costs 50 mana and you have to get a 91+ for it to work on any corpse. Can take two turns of chanting to summon a zombie from the ground. Zombie will last only for that fight and has a 90+ chance of infecting someone if it bites or scratches an enemy. Gains the spell "Dark Shroud" to temporarily blind an opponent of choice for 30 mana.
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Water Prison: If the player gets close to an enemy and manages to weave the appropriate hand signs without interruption, they will be able to use one of their arms to trap the selected enemy in an orb of water right next to them. Said enemy won't be able to move within the prison at the cost of the player not being able to move as well. The prison will last until the player de-activates it, an ally kills the enemy in the prison, or until the player is hurt or attacked.
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    Perk 3: An upgraded Staff with a Horned Skull Ornament on top of it. Can be used as a decent club and you get another 30+ mana. For two turns of chanting you can summon either a sword skeleton, pike skeleton, or archer skeleton for no-mana.
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Perk 3: The player can now swing Kubikiribōchō twice as many times without getting tired and gets a final ability.
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    Perk 4: Possessing corpses now only take a 70+ roll for temporary and a 75+ roll for permanent. All necromancer summons that require chanting now can be summoned one turn shorter so imps can be spawned instantly. You also have the option of relinquishing half your mana to become undead.
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Zabuza's Last Stand: If the player takes a killing blow, they can activate this ability and lower their face mask revealing a row of sharp sharklike teeth. After placing a kunai in between their teeth, at the cost of the use of their arms they can choose an enemy target and charge towards that target able to survive any attacks from any other enemies that's not said target. Upon reaching the target, they will be able to fight said target with only the kunai for two turns impervious to any damage before succumbing to their wounds and will not be able to be healed by allies or any other healing effects.
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Class name: Rogue
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Class Name: Bukijutsu Ninja
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Starting gear: 10 Iron Throwing Knives, 2 Iron Daggers, Rags, and some acidic acid for five uses.
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Starting Gear: Two Giant Wind Shurikens, A steel katana, Giant Wind-Fan (Can cast a strong gust of wind), 5 paper-bomb tagged kunais, ten poisonous shurikens.
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Starting abilities: None
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Nature Type: None
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Starting Ability: You're a walking arsenal and will not take penalties from carrying any number of ninja-tools. 
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   Perk 1:  Now can have a chance to identify an enemy's weak spot or any non-visible weakness for a +70 chance for a turn.
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Perk 1: Player gets Madara's gunbai (a nonfolding wooden fan with a long handle) which can be used as a powerful shield against magical attacks and melee attacks as well as a heavy blunt cutting and swinging weapon.  Player can also once per turn use it to activate a gunbai barrier technique which will erect a large barrier over the player and any of his allies behind him to protect them against projectile spells/weapons.
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   Perk 2:  Can throw in their rags for padded chain-mail along with a sling shot, and ten hardened clay balls which they are able to enchant or have enchanted for them.
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Perk 2: Player receives kunai and shuriken summoning wristbands which will allow them to summon kunais and shurikens when needed throughout a fight.
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   Perk 3: Chances of an enemy detecting you are greatly diminished when your trying to stay unnoticed or sneak up on them
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Perk 3: Player masters the Flying Thunder God technique and gets 3 Flying Thunder God kunai triple bladed kunai which are marked to allow the player to teleport between them twice per fight.
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   Perk 4: The player now has the ability to once per fight turn invisible and can dis-arm enemies without them noticing if they get a +80 roll as well as double the coin amount per game.
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Class Name: Taijutsu Master Ninja
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Starting Gear: Leg Weights
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class name: Builder*
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Nature Type: None
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starting gear: Polished one-handed Steel Hammer 
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Abilities: Ungodly strength and speed; The Taijutsu Master Ninja begins with the strength required to move normally in leg weights. Said weights are REALLY FUCKING HEAVY and could easily crush a full man into meat paste if you beat them with it.
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starting abilities:  Can build clay dolls for 10 mana each and can only build one per turn and the ability to cast the explosive enchantment for 30 mana
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Leap: the ability to jump really, really high.
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    Perk 1: First Builder Perk allows the Builder to construct a Clay Golem, which reaches around 10 feet tall and spawns with an iron sword and buckler for 30 mana. Also gains the ability "Raise Wall" which can be activated by slamming their hammer on the ground. Once per turn, the player can use this ability to send a stone wall erupting from the ground at any location within the battlegrounds.
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Leaf drop: The Leaf drop slams into the target area with enough force to smash through solid rock. The Dancing Lotus follows up into this ability after leaping.
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    Perk 2: Second Builder perk allows the player to construct wagons which takes three whole turns as well as Iron bulls who take 30 mana each and two turns to build. Can also repair allies armor and weapons for 10 mana and take a turn to fully repair
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Shed weight: Losing your leg weights now provides you a movement speed boost, allowing you to practically flash step each time you dash.
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    Perk 3: Last Builder Perk allows the Builder to build a sort of safe-house in the middle of the arena for three turns. The house can be breached by enemy attacks but while inside the party will heal all injuries, and mana will replenish. You can also construct five steel snakes for 10 mana each
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Gate of Opening: Unlocks the restraints on the users muscles, allowing the player to use them to 100% capacity. Allows the use of Rising Wind and Front Lotus. Takes about four rounds before fatigue settles in.
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Class name: Barbarian
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Starting gear: Two handed weapon of choice (Iron Quality), Hide Armor
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Rising Wind: The player blinks to a target enemy and give a swift strike, knocking them into the air.
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Starting abilities: Rage which allows the player to gain super-strength, enhanced speed, and allows the player to take larger quantities of damage without going down. This lasts for three turns counting the turn it was activated
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Dancing leaf shadow: The player can instantly blink behind an airborn target.
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Front Lotus: By wrapping your arms around the target, you spiral straight into the ground for a MEAN Piledriver. The use of the front lotus takes a great toll on the user's body.
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     ​Perk 1: The Barbarian can now release a battle-cry that'll share the barbarian's super strength to him/her and his allies. Additionally, if done while raging the Barbarian has a chance of instilling fear in the hearts of his/her enemies.
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     ​Perk 2: The Barbarian's rage lasts five rounds instead of three. Additionally the Barbarian takes no penalty when making savage attacks such as biting, using fingernails as claws, etc. When raging the Barbarian is capable of essentially using his/her body as a weapon.
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Gate of Healing: Re-energizes the user's body, additionally enhances strength further.
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     ​Perk 3: The Barbarian can now make a massive leap that lifts them high off the ground while raging. The jump can be used to get to high places and to follow up with a devastating jump attack that causes a shockwave from their sheer power on surrounding enemies.
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Gate of Life: Vastly increases strength, speed, and power of the user, and unlocks the ability to use Reverse Lotus.
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Reverse Lotus: A technique so powerful that it runs the risk of disabling the users movement. Using the reverse lotus twice means death. With a great burst of speed and strength, you may perform three attacks on a single target for one round, before following up with a blow so powerful that it takes a near-fatal toll on yourself.
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Class Name: Cavalier
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Starting Gear: Mount, Iron weapon of choice + Iron shield of choice.
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Class Name: Kaguya Ninja
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Starting Abilities: None
80+
Starting Gear: lightweight robes
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Nature Type: Kekkei Genkai
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     Perk 1: Challenge: The Cavalier can now look for a specific enemy and challenge the enemy, causing the enemy to most likely respond by accepting the challenge. Unfortunately the cavalier will lose focus on anything else except the challenged enemy, causing him to be susceptible to other attacks, but allowing him to gain bonuses in attacking and defending against the challenged foe.
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Digital Shrapnel: The Kaguya ninja may rapidly release the bones from their fingers to create a small barrage of bony bullets.
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     Perk 2: The Cavalier now has a banner that inspires the hearts of his allies. All those who can see the banner will immediately gain a bonus to attacks as well as morale against fear. In addition the cavalier gains a unique ability: The cavalier and his allies can immediately all charge at the enemy at once to gain a bonus to attacks.
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Lesser Shikotsumyaku: The Kaguya has a kekkei genkai that allows them to manipulate their bone structure to a certain degree, allowing them to make basic one-handed weapons out of bone.
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     Perk 3: Supreme charge: Whenever the cavalier charges at the foe and lands a successful attack the foe takes double damage than normal should the attack connect (Or three times the amount, if the cavalier is using a lance) A successful attack landing also paralyzes the foe for a few rounds.
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Class Name: Enchanter*
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Starting Gear: Short studded Steel Mace
89+
Shikotsumyaku: You may create two handed bone weapons. Also unlocks the use of the abilities below.
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Starting Abilities: Cast any of the available enchants for free for 10 mana out of the 30 they start with
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Clementis Dance; Vine: By removing your spinal column, you create an effective, long ranged whip.
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     Perk 1: The Enchanter now comes with three body enchantment spells that last for three turns each. It costs 30 mana to cast one on an ally on themselves. They can cast Wings of light, which allows the player flight for three turns, Iron Limbs which encases a limb of choice in iron for three turns, and Mind Enhancement which makes a player invulnerable to any mental or intimidating attacks for three turns.
93+
Larch Dance: Causes spikes of bones to pop out around the Kaguya, covering them entirely. The Kaguya may control each bone individually, making rapid, unpredictable movements.
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     Perk 2: allows the player to once per fight make a player invulnerable to all damage for three turns at the cost of all their mana
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Perk 2:
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     Perk 3: At the last perk you now have a chance to enchant your enemies and convince one of them to join your allies permanently as a follower for an +90 role.
97+
Greater Shikotsumyaku: You have excellent control over bone control, allowing you to encase your body in armour.
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Class Name: Samurai
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Clementis Dance: Flower: Encases the user's entire arm in a gigantic bony drill. The weapon is incredibly strong due to the amount of chakra packed into the weapon, and can only be maintained for two posts before exhaustion takes them.
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Starting Gear: Iron Katana, Iron Samurai Armor 
100+
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Starting Abilities: None
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Perk 3:
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     Perk 1: Master of weapons; Samurais can use any weapon that they are capable of legitimately lifting effectively. This allows them to not provoke any attacks too easily or having trouble using martial and fancy weapons such as, for example, a nanchaku. They can also effectively block with weapons as if they were sheilds, remaining stable while blocking with their weapons from strong attacks.
103+
Grand Shikotsumyaku: Flower can be maintained for four posts instead.
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     Perk 2: Stance of valor: The samurai can take a valor stance, but can only move at half his/her original speed. The valor stance will allow the samurai to deal more damage and even attack with two consecutive hits. They take bonuses on attacking.
105+
Willow Dance: Causes a large section of your choosing to erupt with bony spikes.
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Defensive stance: The samurai can take a defensive stance at the cost of not moving, allowing him/her to take little damage from physical attacks if he/she can block it. This stance can be shifted into the stance of valor in one round.
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Seedling Fern dance: Allows teleportation through bones.
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     Perk 3: Last stand: The samurai can, once per battle resolve to face terrible battle wounds. Damage from ranged and melee deals minimal damage to the samurai for six rounds, in addition the samurai can swing his/her blade to launch a ranged blade of wind at the foe.
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Class Name: Ice Release Ninja
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Class Name: Sergeant (Pole-Arm Specialist)
110+
Starting Gear: Senbons, Robes
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Starting Gear: Iron Pole-Arm of choice as well as iron plate armor 
111+
Nature Type: Kekkei Genkai
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Starting Abilities:: None
112+
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Ice release: By manipulating water vapors in the air, the ice ninja creates weapons of ice.
114-
    Perk 1: Momentum. You can make a second attack in one around, if the post is reasonable enough. Additionally using your poleaxe against a shield has a higher chance of breaking its guard.
114+
115
Thousand Needles of Death: The Ice Ninja commands several ice needles to crash down and converge at a certain point, with enough force to beat in the earth.
116-
    Perk 2: When you swing your polearm in a full arc, it’s counted as a full attack against all foes in front of you. Additionally your reach can be extended by several feet for one round, this has a cooldown of 3 rounds.
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    Perk 3: Your momentum ability can now have 3 attacks chained instead of two. You also gain an aura effect that boosts the ally’s defenses on the frontline.
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Ice Rock Dome: Creates an impenetrable dome of ice around you and several other targets. Said dome has an upkeep to maintain, but is resistant to incredible forces such as large explosions.
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Class Name: Cleric*
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Starting Gear: Wooden Staff
122+
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Starting Abilities: Heal minor injuries for 10 mana. Also gains the offensive spell "Spear of light" which he can hurl at an enemy for 15+ mana damage to inflict piercing damage. 
123+
Ice Mirror: Creates a mirror of ice. The mirror holds an image of yourself. Said image is capable or mimicking your actions perfectly; such as throwing projectiles or utilizing ice needles. Additionally you may store yourself into the mirror.
124
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    Perk 1: Allows the Cleric to choose an iron weapon of choice to wield alongside with staff. Can relieve the player of illusion,Distraction,Blinding abilities/spells for 20 mana per person
125+
Ice Dragon: Creates a giant dragon out of ice, hurling it at the foe.
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     Perk 2: +50 mana, Cleric gets a holy steel chain that they can use to cast over dark-aligned enemies if they get a 60+ roll. Said trapped enemies will be unable to move while subdued by chain. Also gains the spell major heal for 50 mana which can heal a player from the gravest of wounds
127+
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Perk 3: 
129-
     Perk 3: Full party minor heal for 30 mana, And full party Relieve all for 30 mana
129+
Crystal Ice Mirrors: Creates a large dome out of ice mirrors to surround up to two targets. You may transfer yourself from each mirror at a whim. The reflections mimic your ranged attacks entirely.